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Returning 22 results for 'beings barriers diffusing churning resides'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
tombs, temples, and caves in search of magic items, which they bear off. They usually try to seize magic from beings that they encounter.
Magic is sacred to tomb tappers. They don't use any magic items
Monsters
Bigby Presents: Glory of the Giants
churning elements.
Regional Effects
The region surrounding a scion of Stronmaus is altered by the giant’s magic, creating one or more of the following effects:
Elemental Portals. Two-way portals
“Giants of Myth” in chapter 3 for additional inspiration.)
Scions of giants’ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds
Monsters
Bigby Presents: Glory of the Giants
elemental might like few other forces in the multiverse can muster: blades of lightning, boulder-sized hailstones, and a storm of churning elements.
Regional Effects
The region surrounding a scion
.)
Scions of giants’ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Alterations to Magic The land of Barovia resides in its own demiplane, isolated from all other planes, including the Material Plane. No spell—not even wish—allows one to escape from Strahd’s domain
contact with beings from other planes function normally—with one proviso: Strahd can sense when someone in his domain is casting such a spell and can choose to make himself the spell’s recipient, so that he becomes the one who is contacted.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
elemental spirits barely recognizable as creatures. The creatures usually called elementals dwell here, including the Elemental Princes of Evil (primordial beings of pure elemental fury) and elemental
Compendium
- Sources->Dungeons & Dragons->Monster Manual
bodies. These quadrupedal brains seek to ambush sapient beings, then drain their thoughts until they’re mindless. Then, if their victims are Humanoids, they enter the creatures’ skulls. With access to
has an Intelligence score of 3 or higher, regardless of interposing barriers.
Actions
Multiattack. The intellect devourer makes one Claw attack and uses Devour Intellect.
Claw. Melee Attack Roll
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, and caves in search of magic items, which they bear off. They usually try to seize magic from beings that they encounter. Magic is sacred to tomb tappers. They don’t use any magic items they acquire
magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
eldritch machines or interaction with extraplanar entities. There are also manifest zones: places in the material plane where the barriers are thin and where some aspects of a plane can bleed through
celestials and fiends that embody these ideas. Irian: The Eternal Dawn. A plane of light and hope, Irian is the source of positive energy in Eberron. Kythri: The Churning Chaos. The plane of chaos and change
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
presence begins to erode the barriers between their location and the Abyss. It can take a few years for weaker demons to warp their environment, while changes begin to occur around the location of a
that infest the area. The effects of the event might persist for a few months or even centuries, but the barriers between the Abyss and the world remain intact. A Growing Menace If the first stage of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
manipulating demigods and beings of similar station. Occasionally, he lures such a being into a contract and adds a new, unique devil to the ranks of the Hells. His most recent recruit is Zariel, a former
angel. His supposed daughter, Glasya, is thought by some sages to be a godlike entity of unknown origin. Lord of Nessus Asmodeus resides in Nessus, the bottommost layer of the Nine Hells. By design, the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses. Inside the surrounding bulwark, the goblinoids all have
. This configuration enables all the goblinoids to swiftly rally and exit the camp en masse to meet an approaching threat. Command Center The camp’s warlord resides in the command center, which is a large
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
dead, these eternal beings act as Sylvania’s party planners, peacekeepers, and gracious hosts. Virtues of celebration, the Spiritors are manifestations of nostalgia, passion, and relaxation, among
nocturnal club nicknamed the Afterparty resides beneath the tree’s roots. It’s a who’s who of Undead—liches, vampire lords, and skeletal folk of all shapes and sizes. Jergal, the apathetic former Lord of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
beings of living flesh, your journey ends here. Once, I was the pharaoh’s high priest—but now, I enjoy immortality that even he could never hope to attain. Revel in this moment: the rushing water of Athis
into the rapids below (Nafik’s choice). The arm has Armor Class 19, 30 hit points, and immunity to poison and psychic damage.
Destroying Nafik. Nafik’s heart resides in area P64. To vanquish the high
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
save or half as much damage on a successful one. Casting Dispel Magic on the door removes the glyph, allowing the door to be opened safely. Old carvings of monstrous, tentacled beings adorn the walls
model with magical glowing dots that represent troop locations. The map shows the terrain within several miles, including Carapace Ridge to the west and the cliffside redoubt to the east. Churning smoke
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Kythri, the Churning Chaos The plane of chaos and change, Kythri is a realm in constant flux. The elements collide in fantastic explosions of unbridled power, motes of earth careen erratically through
contains every possible natural environment. It is home to great beasts, lycanthropes, and other beings that reflect the power of nature. The splendor of nature in this place is intoxicating to druids
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
follow a deliberate route through the cave. Each of the geometrically shaped beings scans the strange terrain around them before vanishing into tunnels ahead.
The characters arrive on a ledge
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
dimensional barriers that prevent fiends from teleporting or summoning other demons within the sector. Fiendish Arena In this zone, a vampire named Issem culls the weakest demons using arena combat. When
Creatures. Pencheska, a succubus, resides here with four Thayan warriors (see appendix B), who are in her thrall. Pencheska is an unwilling servant of Tarul Var. If she is alerted to the characters’ approach
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
temple dedicated to Deep Duerra, a duergar god of conquest and psionics. Xardorok comes here to pray and draws strength from the statue’s flame. The temple’s priest, Klondorn, resides in the room to
alcove. These barriers fall and lock into place if the characters physically forced open the portcullis that seals the vault’s entrance. Placing the fingers and palm of Xardorok’s gauntlet in the hand
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
by drow. They revere a host of divine entities, which they refer to as the Dark Seldarine in mockery of the surface elves’ deities. The Dark Seldarine are mighty, immortal beings, survivors from the
— who is also a true disciple of Keptolo. In most myths, Keptolo resides in the Demonweb Pits alongside Lolth, whom he serves as consort, more than a plaything but much less than an equal. Keptolo is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
trace, speak with animals
1/day each: commune with nature (cast as 1 action), conjure woodland beings, hallucinatory terrain (cast as 1 action)
Shining Falls Traffic on the Delimbiyr River comes
and tales. High Marshal Methrammar Aerasumé, the city’s lord, resides in a tall, slender palace on the east side of the city and commands Silverymoon’s knight-defenders. The city’s magical defenses
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
elemental magic) or hold the substance of the world together. (See “Giants of Myth” in chapter 3 for additional inspiration.) Scions of giants’ gods are enormously powerful beings who infuse the world
a storm of churning elements. Cradle of the Storm Scion Gargantuan Elemental, Typically Chaotic Good
Armor Class 19 (natural armor)
Hit Points 682 (35d20 + 315)
Speed 40 ft., fly 60 ft. (hover
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
one of the following conditions is met: Three or more dancing statues are destroyed. The statue on the dais is destroyed. Someone grabs the tiny sphere. The slaad normally resides in a demiplane and
lesser beings. P48b. Characters can reach this chamber by climbing a staircase from area P14b on the palace’s lower level. An enameled white coffer rests on a black basalt pedestal in the middle of the






