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Returning 35 results for 'being border diffusing concerns rest'.
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Monsters
Lorwyn: First Light
their homeland in search of wondrous things or simply a place to rest. They are deeply in tune with nature but care little for the smaller denizens around them. At best, this makes a giant aloof and
Lorwyn-Shadowmoor sleeps, it often has vivid, dramatic dreams. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots
Monsters
Lorwyn: First Light
rest. They are deeply in tune with nature but care little for the smaller denizens around them. At best, this makes a giant aloof and disinterested in the squabbles of boggarts, kithkin, elves, and
. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots with enormous stone archways to ensure their respites go
Monsters
Storm King's Thunder
object.
If it is destroyed, it re-forms after 24 hours. To truly destroy the ghost, characters must lay Eigeron's spirit to rest by killing Blagothkus.Withering Touch. Melee Weapon Attack: +5
","rollDamageType":"necrotic"} necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal
Monsters
Fizban's Treasury of Dragons
Nonviolence. Violence need never be the answer in a multiverse of infinite possibilities. (Neutral)
3
Whimsy. Why waste time on boring, ordinary concerns when the world is filled with fantastic and
storage. Occasionally, though, a whimsical moonstone dragon delights in shaking things up, insisting that visitors come to the Border Ethereal for a meeting or sleeping in the middle of a heavily
Monsters
Fizban's Treasury of Dragons
never be the answer in a multiverse of infinite possibilities. (Neutral)
3
Whimsy. Why waste time on boring, ordinary concerns when the world is filled with fantastic and ludicrous wonders
things up, insisting that visitors come to the Border Ethereal for a meeting or sleeping in the middle of a heavily trafficked forest on the Material Plane.
Moonstone dragons navigate their
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"necrotic"} necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border
this book tells how to reach a lost city of magic entombed in the ice. Before she could obtain the book, Nass perished. She now exists as a ghost, unable to rest until she finds the book. Characters
Triton
Legacy
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Species
Volo's Guide to Monsters
foes when they found them and drove the rest into hiding.
With their foes banished to the deepest reaches of the sea, tritons settled in to watch for any sign of their return. Over time, the tritons
. The tritons’ limited view of the world leaves them ignorant of the kingdoms, wars, and other struggles of the surface world. Tritons readily see such concerns as minor events, a sideshow to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Night Hag One of the Sewn Sisters (see chapter 5) shadows the party while staying in the Border Ethereal. During the party’s next long rest, the night hag materializes and snatches some blood or hair from a random character before returning to the Ethereal Plane.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Border Ethereal, unwilling to depart until its work is complete. (For more information on the Border Ethereal, see the “Ethereal Plane” section in the Dungeon Master’s Guide.) Spirit of Macreadus From
the Border Ethereal, the restless spirit of Macreadus can observe happenings in and around the cabin, but it can’t manifest physically on the Material Plane. Characters can see the restless spirit of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
partitioned off from one another and the rest of the Feywild by walls of shimmering, silvery mist. The hags of the Hourglass Coven and their minions can travel freely between Hither, Thither, Yon
, and the Palace of Heart’s Desire simply by walking into or flying over the border mist, whereupon they are instantly transported to the border of whichever part of Prismeer contains their intended
Monsters
Fizban's Treasury of Dragons
)
6
Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil)
Amethyst Dragon Adventures
The Amethyst Dragon Adventure Hooks table offers
, ideally mountain lakes, where they take advantage of existing caves and tunnels. A lair behind a cascading waterfall is ideal, and often part of that lair is submerged, allowing the dragon to rest in the
Monsters
Fizban's Treasury of Dragons
mediate disputes when I can. (Good)
6
Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil)
Amethyst Dragon Adventures
The Amethyst Dragon
tunnels. A lair behind a cascading waterfall is ideal, and often part of that lair is submerged, allowing the dragon to rest in the water and cultivate the fish that are their preferred food.
Amethyst
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total
"}
Ideal
1
Endurance. We who dwell beneath the waves can weather all storms. (Any)
2
Indifference. What do I care for the fleeting concerns of those who crawl upon the land? (Any
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, with barely a hint of emotion left. He is above the concerns of the living. The only event that occasionally haunts him is the death of Tatyana, but his view of the past is bereft of romance or regret
offering to turn that character into a full-fledged vampire after helping Strahd destroy the rest of the party. Ultimately, Strahd doesn’t honor his promise, instead turning the character into a vampire spawn under his control.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, and mentions the tragic skin condition that requires the councillor to take regular immersion in water for relief. The rest of the councillors are occupied with other concerns. If one of their fellow
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, Haruuc seized the territory he was supposed to protect. The Five Nations were unprepared, and Breland quickly negotiated an alliance with Haruuc to secure the border. Cyre fought the goblins until the
rest of Khorvaire. Traditionally, the Ghaal’dar worshiped a form of the Dark Six. House Deneith introduced the Sovereign Host to the region, and some goblins have embraced this faith, especially the gods Dol Dorn, Dol Arrah, and Balinor.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
every action the tribe takes, the druids weigh not only the group’s needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry
friendly with elves.
Firbolg rogues are typically scouts tasked with spying on neighboring folk to determine their intentions. They are most common among firbolgs whose homes border human settlements
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
other evidence of a god’s power—Raven asks if the character can use their talents to help her people. Cudgel has only one concern: discovering the fate of the rest of her troops. She plans to return to
danger. Let the characters pose their own concerns and plans, but ultimately the mayor urges everyone—except Cudgel—to stay in the village tonight as they try to learn more. In the meantime, Raven encourages the characters to join Cudgel in interrogating the surviving mercenary.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Frostfell, forms the border between the Plane of Air and the Plane of Water. This plane is a seemingly endless glacier swept by constant, raging blizzards. Frozen caverns twist through the Plane of
, and red dragons, as well as creatures from the neighboring planes. Lava flows down the slopes of these mountains toward the Plane of Fire. Plane of Ooze The border region between the Plane of Water
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Chapter 8: The Village of Krezk The fortified village of Krezk lies near the edge of Strahd’s domain, and the wall of mist that marks the border is clearly visible above the treeline. Yet even here
failed to overthrow Strahd, the abbey became a fortress closed off from the rest of the world. Strahd ruthlessly preyed on the fears of the clerics and nuns holed up inside, but ultimately it was their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
encounters increase tension, taking a Short Rest relaxes the tension somewhat, as characters have a chance to replenish some of their resources. In many adventures, though, the characters and their players
have a sense that they need to act quickly to deal with the situation presented by the adventure. This creates tension between the need to rest and the sense that things are getting worse while the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. These restrictions apply to magic items and artifacts that have properties that transport or banish creatures to other planes as well. Magic that allows transit to the Border Ethereal, such as the
etherealness spell, is the exception to this rule. A creature that enters the Border Ethereal from Undermountain is pulled back into the dungeon upon leaving that plane. Magic that summons creatures or
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in gathering servants of its own. Whatever the goal, it always reflects the patron’s interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might
13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
fascinated by any thing of beauty — an object, creature, scene, or event — that might be experienced only once, but which can be captured in an elf’s memory and revisited during trance for the rest of their
and the concerns of others serves elves best. Even though they are stingy with their affection for others, most elves are excellent judges of character. Thus, they can form superficial associations
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
things or simply a place to rest. They are deeply in tune with nature but care little for the smaller denizens around them. At best, this makes a giant aloof and disinterested in the squabbles of
vivid, dramatic dreams. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots with enormous stone archways to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Nylea’s Influence Nylea is worshiped by hunters, but her concerns go far beyond humanity’s ability to subsist on the bounty of the natural world. She controls the turning of the seasons. Usually, she
in her darker moments, she realizes that the very existence of civilization on Theros is a mounting threat to nature—perhaps even an effort by the rest of the pantheon to destroy her. If it were up to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
world. Tenets of the Ancients The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its
, you can’t use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically. Elder Champion At 20th level, you can assume the form
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in Limbo. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a border region, while extensive spiritual regions lie beyond ordinary sensory experience. Even in
. Planar Dissonance. Celestials who visit the Lower Planes and Fiends who visit the Upper Planes experience significant discomfort if their visits last more than a few hours. After finishing a Long Rest on
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hazy border. Next Event. After the characters deal with the guards, proceed with event 4. Event 4. Unsettling Calm This event begins with Yael telepathically contacting the characters: A woman’s voice
explore the town, extinguish fires, speak to Jhessa Brightstar in the temple of Lathander (area I3), or take a short rest. During this time, the fields continue to burn, and the occasional scream is heard
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
resemble clouds dominates the room. Bear furs are heaped upon the bed, and two large wooden chests rest at the bed’s foot.
A blue-skinned giant sits on the floor with his legs crossed while two
room. It remains until dismissed by its master. The dim-witted ogre stewards are poor conversationalists, but Blagothkus uses them as sounding boards, expressing his concerns that the Cult of the Dragon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Guide to Monsters. To make more coin, he began work on a new book, Volo’s Guide to Spirits and Specters. As it happens, his knowledge of spirits mostly concerns the alcoholic variety, and the writing
has not been going well.) If pressed, Volo urges the characters to trust him, and promises he’ll have the rest of the reward, 100 gp per character, ready to deliver once Floon is returned to him
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
throughout the guild, he values results over success, accepting and even anticipating that Izzet experiments will end in gloriously unpredictable ways. However, the dragon rarely concerns himself with the
Niv-Mizzet, urges him to push his guild’s research toward increasingly dangerous and volatile experimentation. For the rest of the guild members, the search for bigger and better weapons is mainly an
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world. Noble
end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest. Languages. You can speak, read, and write Common and Leonin.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead. The surest way to rid an area of a ghost
visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within
Compendium
- Sources->Dungeons & Dragons->Monster Manual
them, lingering until their business is complete or they’re put to rest.
Ghosts typically appear as semitransparent versions of the creatures they were in life, though some bear evidence of the wounds
. The ghost casts the Etherealness spell, requiring no spell components and using Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the Border Ethereal and vice






