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Returning 35 results for 'beings before devourer crossing reflect'.
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Monsters
The Book of Many Things
with advantage.Sometimes deeply devout people, usually either Humanoids or medusas, dedicate themselves to a cause and are transformed by a deity or magic into hierophant medusas—beings with
medusa’s lair.
3
Maintain a planar crossing from which great power flows while also curtailing the effects of that power as it infuses the world.
4
Seek out a new generation of
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Shadowmoor and vice versa. Eventide and Morningtide The supernatural effects of crossing from Lorwyn to Shadowmoor are collectively called Eventide, while similar effects of crossing from Shadowmoor
, it takes on its Lorwyn aspect and its memories similarly change. Each person’s Shadowmoor and Lorwyn aspects are unique, and they typically reflect each other in opposite ways.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Intellect Devourer Brain-Eating Body Thief Habitat: Underdark; Treasure: None Intellect devourers serve their mind flayer creators by consuming other creatures’ brains and puppetizing the mindless
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
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Chapter 1: Witchlight Carnival The Witchlight Carnival is a fairground of kaleidoscopic tents and wagons crewed by wondrous beings, including many denizens of the Feywild. This is no ordinary
few days at each location, then packs up and moves to another location on the same world until the decision is made to leave that world and visit the next. The carnival includes a fey crossing
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
cavern. Some of the crystal faces reflect distorted images of the cavern, while others flicker with scenes of the lich-god Vecna visiting destruction on distant worlds.
Three tunnels branch off the
reflect vague, phantasmagoric scenes of the unreality at the tunnel’s far end. A creature can walk up to 50 feet down a tunnel and remain in Vecna’s Grasp. To the creature, the tunnel appears to go on
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
positive forces, the Dark Six are the source of fears. Arawai and Balinor reflect the positive aspects of nature. The devastating storm, the earthquake, the wildfire? These are the work of the Devourer
These common names and attributes describe the Dark Six as they are known in Khorvaire:
The Devourer governs the destructive power of nature, both pure elemental force and savagery in beasts
Compendium
- Sources->Dungeons & Dragons->Monster Manual
telepathically and by changing color to reflect their moods. Flumphs dwell in psychically charged regions or near creatures with psionic magic. They harmlessly feed off psychic energies, but in doing so, they
often encounter dangerous beings such as aboleths and mind flayers. While flumphs generally avoid combat, they often help adventurers in peril. Such help might be of doubtful use, but flumphs mean well
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
besting the cave’s guardians, the characters find a waterfall frozen in time and unravel its mysteries to discover a fey crossing into the Eternal Garden in the Feywild. As the characters explore the
beings can offer cryptic clues to the missing lovers’ whereabouts in a hidden palace within the garden. While in the garden, the characters might learn of a fountain that cures almost any ailment but
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
world of the Material Plane but reflect those features into different forms—more marvelous and magical in the Feywild, distorted and colorless in the Shadowfell. Where a volcano stands in the Material
for the Unseelie to hunt their prey. Fey creatures, such as those brought to the world by conjure woodland beings and similar spells, dwell in the Feywild. The Shadowfell, also called the Plane of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
are masterfully sculpted to resemble living beings, others have only vaguely humanlike forms. Hinchel Or
These golems obey their creators’ orders and protect what their makers value most. Some
sight.
3 Prevent any Fiend from crossing a bridge.
4 Remove any who enter its creator’s workshop.
Clay Golem Large Construct, Unaligned
AC 14 Initiative +3 (13)
HP 123 (13d10 + 52
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Beholders One glance at a beholder is enough to assess its foul and otherworldly nature. Aggressive, hateful, and greedy, these aberrations dismiss all other creatures as lesser beings, toying with
beholder to float up and harry foes on the floor. As alien as their creator, the rooms in a beholder’s lair reflect the creature’s arrogance. It festoons its chambers with trophies from the battles it
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
through a fey crossing by entering a clearing, passing through the surface of a pool, stepping into a circle of mushrooms, or crawling under the trunk of a tree. A few warlocks seek out such places to
to advise and tutor them for long after the Descent. The Great Old One Beyond the planes known to great wizards and sages lies the Far Realm of the Great Old Ones, beings outside time, space, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. The philosophy of the Blood of Vol teaches that divinity lies within all mortal beings and reveres the undead who have secured that immortality. Various cults are devoted to the demons and horrors
Olladra, goddess of good fortune NG Life, Trickery Domino Onatar, god of craft NG Knowledge Crossed hammer and tongs The Dark Six
Alignment
Suggested Domains
Symbol
The Devourer, god of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
mystery and beauty on the Material Plane that have a near-perfect mirror in the Feywild, creating a portal where the two planes touch. A traveler passes through a fey crossing by entering a clearing, wading
and gone the next. Like other portals between planes, most fey crossings open infrequently. A crossing might open only during a full moon, on the dawn of a particular day, or for someone carrying a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
wherever that plane touches the world at a fey crossing, if a sentient creature satisfies its intense desire for bloodshed, one or more redcaps might appear where the blood of a slain foe soaks the ground
psychically connected to the beings whose murderous acts led to their birth. A redcap might use this innate connection to find and murder its creator. Others seek out their maker to enjoy proximity to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
might be a shadow crossing, as might an open grave. Shadow crossings form in gloomy places where spirits or the stench of death lingers, such as battlefields, graveyards, and tombs. They manifest only
multiverse, mysterious entities known as the Dark Powers collect the most wicked beings from across ages and worlds within inescapable, mist-shrouded demiplanes. In these shadowy prisons, the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
at each individual fragment of the Prophecy as a self-contained challenge, and they explore how a certain series of actions might fulfill the Prophecy. The immortal beings who are truly invested in
line, with notable scions arising from a family in decline; their “reaching to the sky” could reflect their lofty aspirations or their literal piloting of an airship. “Embers spring to life.” Hope
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, its spiny carapace deflects harm and can reflect magical attacks. The tarrasque is a creature of tireless rage. It lashes out at any creature that catches its attention, thrashing with claws and its
mighty tail while swallowing smaller beings whole. It seems to take instinctual offense at the works of lesser beings, venting its rage at buildings, bridges, ships, and monuments. The larger a structure
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Hags Hags represent all that is evil and cruel. Though they resemble withered crones, there is nothing mortal about these monstrous creatures, whose forms reflect only the wickedness in their hearts
. Faces of Evil. Ancient beings with origins in the Feywild, hags are cankers on the mortal world. Their withered faces are framed by long, frayed hair, horrid moles and warts dot their blotchy skin
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
: Aasimar Whereas tieflings have fiendish blood in their veins, aasimar are the descendants of celestial beings. These folk generally appear as glorious humans with lustrous hair, flawless skin, and
have darkvision. Instead of resistance to fire damage, we give them resistance to radiant damage to reflect their celestial nature. However, radiant damage isn’t as common as fire damage, so we give
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
moon deities and agricultural deities — gods whose portfolios reflect the cycles of nature. The cult’s ritual of initiation follows the pattern of its foundation myth. Neophytes retrace the god’s
experiences new meaning in life. DIVINE RANK
The divine beings of the multiverse are often categorized according to their cosmic power. Some gods are worshiped on multiple worlds and have a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
home to massive beasts, lycanthropes, elementals, and other things that reflect the power of nature. Mabar: The Endless Night. Mabar is the darkness that hungers to consume light and life. It is the
reach, and many tales begin with a hero unintentionally crossing into Thelanis. Xoriat: The Realm of Madness. Xoriat is alien, the plane of things that are fundamentally unnatural. It challenges ideas of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
to those of genies: a diamond-skinned dao, a djinni of noble gas, a glacial marid, and an azure efreeti with a saber wreathed in blue flames. Known as the Storm Lords, the beings refuse entrance to
each resident’s appearance reflect their inner beauty. Creatures that stumble through the parlor’s hexagonal black door a disheveled mess emerge exquisite and graceful. For a premium rejuvenating
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Hierophant Medusa Sometimes deeply devout people, usually either Humanoids or medusas, dedicate themselves to a cause and are transformed by a deity or magic into hierophant medusas—beings with
lost shards of a dead god’s petrified body, and reunite them on the altar in the medusa’s lair. 3 Maintain a planar crossing from which great power flows while also curtailing the effects of that power
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
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
regions of Irian reflect the idea of beginnings and of resurgent life: fertile lands untouched by any tool, glittering crystal forests, and thriving homesteads and communities. Angels dwell in a grand
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
few inches deep, and the larger pools measure 2 feet at their deepest. In the subterranean darkness, the pools look black. Light sources reflect off the water as if it were a dark mirror, and the
when summer melts the snow. When the full moon hangs in the night sky, the lake becomes a fey crossing. Anyone who completely submerges in the icy waters during this time surfaces in the Feywild.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
characters might manifest connections to the daelkyr in many ways. The Great Old One warlock patron is an excellent match to Belashyrra or Dyrrn, but other classes can just as easily reflect a connection to
abilities when they view the world through those eyes. Beholderkin often advise or lead Belashyrra’s cults, and cultists typically treat these aberrations as divine beings. Belashyrra
Medium aberration
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
reflect that. One might offer a character a severed finger as a token of friendship, then accuse the character of stealing it afterward. Only their love and fear of Mad Maggie keeps the creatures under a
loose sort of control. Mad Maggie understands the nature of these beings and she does not hold it against the characters if they kill them, especially when acting in self-defense. Mad Maggie’s
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
level, so do dragons as they age. The tables in this section suggest possible goals that reflect the priorities of dragons at different ages. Of course, a dragon’s goals are shaped by many additional
century of life, adult dragons are mighty beings, akin to characters in the third tier of play (levels 11 to 16). An adult dragon’s influence can extend across a whole region or continent. Most adult
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
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
impaled on a moldy stalagmite. Many of the clockwork beings flinch away from the sinister remains as they pass.
The skull belongs to Beherit, a deposed archdevil who ruled the layer of Malbolge in the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
cavern was created by Xanthoria to conduct more experiments. Specifically, Xanthoria found herself able to communicate with other beings that had been infected with her spores and wanted to understand
the process further. Suspended Subjects. The two beings suspended in the mycelium were a human named Konrad and an orc named Rugga Two-Guts. Now they are fused with the fungus and constitute
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
mirth, song, and drink as much as Stronmaus does. For the sake of their privacy and for the safety of smaller beings in the vicinity, these rare gatherings occur far from the presence of other
invariably draws their attention is an elemental crossing — where the Material Plane and the Elemental Planes intersect and interact. Elemental influence pervades the architecture of storm giants and
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
more people into the castle. Searching the corpses uncovers 750 gp, 50 pp, and a jeweled ring worth 250 gp. Crossing the Moat. The characters can use the drawbridge to cross the moat. They can instead
attacked by “unholy beings” and fled. If the characters bring Fate’s Devout back to the chapel, they’ll try this ritual again, asking the characters to protect them from harm. The three ghosts gather
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
delighted anticipation.
When the characters pass through the fey crossing in the Cave of Echoes (see area C7), they vanish and reappear in the center of this fairy ring. The characters all appear at the
once provided an exit from the garden, the fey crossing is now one-way, allowing exit only with a special key (see the “Returning to the Garden” section of this adventure’s conclusion for more on exiting
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the region hears whispers from celestial beings or refrains of celestial choirs. The character can ask those voices one question as if using the commune spell. 49–54 Aberrations, fiends, and undead in
hit points. 51–55 One player character’s appearance changes for the next 24 hours to reflect the region’s haunted history. For example, they might manifest the distinctive facial scar associated with a






