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Returning 35 results for 'better burns diffusing carved realms'.
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Monsters
The Wild Beyond the Witchlight
Hourglass Coven. Better known as Granny Nightshade, she offers her assistance to those who are haunted by regret. Her deals often result in cruel twists; for example, a petitioner who asks to be reunited
.
Personality Trait. “When dealing with outsiders, I present myself as a kindly old grandmother.”
Ideal. “Children are better off working for me than picking up lots of bad habits
Monsters
The Wild Beyond the Witchlight
path to greatness began when she was adopted by the mother of all witches, Baba Yaga, who named her Natasha. On the worlds of the Material Plane, she was better known as Tasha, the inventor of Tasha's
and across planes to escape the worst of them. She eventually took a page from her mother’s book and sequestered herself in the Feywild, where she assumed the guise of an archfey and carved out
Monsters
Van Richten’s Guide to Ravenloft
and just as readily appear as people, animals, or other creatures—the more unassuming, the better. Should it reveal its true form, an emissary appears as a roughly bipedal mass of agitated organs
emissaries are the fingers of alien realms, digits that tip the scales of reality toward terror. Heralded by ominous astrological events, these ravenous invaders make worlds ready for unimaginable masters or
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The man’s walk was
friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as
Backgrounds
Acquisitions Incorporated
and realms of magic and mystery just a dungeon away, you left your old life behind. Now a world of adventure is yours. Just initial here and sign here and here. Absolve Acq Inc of all former claims, and
’re talking about. With common folks who don’t know any better, you might be able to intimidate or deceive to get favors or special treatment.
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
ye in trouble if I came out an’ looked for ye!”
— R. A. Salvatore, The Crystal Shard
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of
. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
.
Fleeting Fancies
Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi’s desire burns bright, but once met it disappears to be
wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren’t above a little discreet theft to get their claws
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
5. Cultist Common Room This area is brightly lit by torches set into roughly carved wall sconces. Long tables made of split logs are where the cultists sit to eat or entertain themselves. A cooking
fire burns in the center of the room, its smoke rising out to the central cavern and then out of the caves. If the alarm hasn’t been raised, 5 dragonclaws and 1 dragonfang (see appendix D for
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
1
Understanding. True power comes from the ability to discern other creatures’ motivations better than they can discern yours. (Any)
2
Kindred. All dragons are kin to one another, and
alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near underground lakes.
Deep
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
5. Cultist Common Room This area is brightly lit by torches set into roughly carved wall sconces. Long tables made of split logs are where the cultists sit to eat or entertain themselves. A cooking
fire burns in the center of the room, its smoke rising out to the central cavern and then out of the caves. If the alarm hasn’t been raised, 5 dragonclaws and 1 dragonfang (see appendix D for
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
5. Cultist Common Room This area is brightly lit by torches set into roughly carved wall sconces. Long tables made of split logs are where the cultists sit to eat or entertain themselves. A cooking
fire burns in the center of the room, its smoke rising out to the central cavern and then out of the caves. If the alarm hasn’t been raised, 5 dragonclaws and 1 dragonfang cultists (see appendix D) are
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
5. Cultist Common Room This area is brightly lit by torches set into roughly carved wall sconces. Long tables made of split logs are where the cultists sit to eat or entertain themselves. A cooking
fire burns in the center of the room, its smoke rising out to the central cavern and then out of the caves. If the alarm hasn’t been raised, 5 dragonclaws and 1 dragonfang (see appendix D for
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
5. Cultist Common Room This area is brightly lit by torches set into roughly carved wall sconces. Long tables made of split logs are where the cultists sit to eat or entertain themselves. A cooking
fire burns in the center of the room, its smoke rising out to the central cavern and then out of the caves. If the alarm hasn’t been raised, 5 dragonclaws and 1 dragonfang cultists (see appendix D) are
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
5. Cultist Common Room This area is brightly lit by torches set into roughly carved wall sconces. Long tables made of split logs are where the cultists sit to eat or entertain themselves. A cooking
fire burns in the center of the room, its smoke rising out to the central cavern and then out of the caves. If the alarm hasn’t been raised, 5 dragonclaws and 1 dragonfang cultists (see appendix D) are
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
1
Understanding. True power comes from the ability to discern other creatures’ motivations better than they can discern yours. (Any)
2
Kindred. All dragons are kin to one another
with whom they have alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
important quest goal. But if the town burns down despite the heroes’ best intentions — or because they had better things to do — let them be mistaken for local authorities come to lend a hand in the
interesting. And never forget that you can change up any aspects of the adventure to make them a better fit for your campaign. Swap monsters around to keep the players guessing, or make use of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
important quest goal. But if the town burns down despite the heroes’ best intentions — or because they had better things to do — let them be mistaken for local authorities come to lend a hand in the
interesting. And never forget that you can change up any aspects of the adventure to make them a better fit for your campaign. Swap monsters around to keep the players guessing, or make use of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
important quest goal. But if the town burns down despite the heroes’ best intentions — or because they had better things to do — let them be mistaken for local authorities come to lend a hand in the
interesting. And never forget that you can change up any aspects of the adventure to make them a better fit for your campaign. Swap monsters around to keep the players guessing, or make use of the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
set a short distance from the city of Neverwinter in the Sword Coast region of the Forgotten Realms setting. The Sword Coast is part of the North — a vast realm of free settlements surrounded by
wilderness and adventure. You don’t need to be a Forgotten Realms expert to run the adventure; everything you need to know about the setting is contained in this content. If this is your first time
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
set a short distance from the city of Neverwinter in the Sword Coast region of the Forgotten Realms setting. The Sword Coast is part of the North — a vast realm of free settlements surrounded by
wilderness and adventure. You don’t need to be a Forgotten Realms expert to run the adventure; everything you need to know about the setting is contained in this content. If this is your first time
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
set a short distance from the city of Neverwinter in the Sword Coast region of the Forgotten Realms setting. The Sword Coast is part of the North — a vast realm of free settlements surrounded by
wilderness and adventure. You don’t need to be a Forgotten Realms expert to run the adventure; everything you need to know about the setting is contained in this content. If this is your first time
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
as a launchpad tailored for organizations of your design. For example, the guild group patron could represent the Harpers or the Zhentarim of the Forgotten Realms, the Clifftop Adventurers’ Guild in
Eberron, or a homebrew league of caravan guards. Or perhaps a criminal syndicate, military force, or other category of patron better fits the party’s goals. Choose and customize the group patron that works best for your party and the types of adventures you want to explore.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Other Elements Replace any mention of deities specific to the Forgotten Realms setting with appropriate Greyhawk deities. For example, the knights based in Summit Hall should be followers of
Heironeous instead of Helm or Tyr. (They could be followers of Saint Cuthbert, but that would mean that one of the player character factions has an important stronghold in the region; better if they are
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
as a launchpad tailored for organizations of your design. For example, the guild group patron could represent the Harpers or the Zhentarim of the Forgotten Realms, the Clifftop Adventurers’ Guild in
Eberron, or a homebrew league of caravan guards. Or perhaps a criminal syndicate, military force, or other category of patron better fits the party’s goals. Choose and customize the group patron that works best for your party and the types of adventures you want to explore.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Shadow Vigil Double Door. Carved into the double door to the north are two figures: a skeletal warrior clutching the bladeless hilt of a sword on the left door, and a handsome young man with
that burns with a purple flame. The walls of the alcoves are cracked and pitted.
The rats attack creatures not dressed as cultists of Shar. The cultists are chanting to help focus the power of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Other Elements Replace any mention of deities specific to the Forgotten Realms setting with appropriate Greyhawk deities. For example, the knights based in Summit Hall should be followers of
Heironeous instead of Helm or Tyr. (They could be followers of Saint Cuthbert, but that would mean that one of the player character factions has an important stronghold in the region; better if they are
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
as a launchpad tailored for organizations of your design. For example, the guild group patron could represent the Harpers or the Zhentarim of the Forgotten Realms, the Clifftop Adventurers’ Guild in
Eberron, or a homebrew league of caravan guards. Or perhaps a criminal syndicate, military force, or other category of patron better fits the party’s goals. Choose and customize the group patron that works best for your party and the types of adventures you want to explore.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Other Elements Replace any mention of deities specific to the Forgotten Realms setting with appropriate Greyhawk deities. For example, the knights based in Summit Hall should be followers of
Heironeous instead of Helm or Tyr. (They could be followers of Saint Cuthbert, but that would mean that one of the player character factions has an important stronghold in the region; better if they are
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
railings or battlements. Giants once stood atop these ledges, ready to hurl rocks at interlopers that passed below. Five niches are carved into the back wall of each ledge. Each one holds an iron sconce
light and heat like a normal torch, and it burns until smothered. If a sconce is taken from its niche, it loses its magic forever. Lighting a sconce in this hall alerts the berserkers in area 4, who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Shadow Vigil Double Door. Carved into the double door to the north are two figures: a skeletal warrior clutching the bladeless hilt of a sword on the left door, and a handsome young man with
that burns with a purple flame. The walls of the alcoves are cracked and pitted.
The rats attack creatures not dressed as cultists of Shar. The cultists are chanting to help focus the power of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
railings or battlements. Giants once stood atop these ledges, ready to hurl rocks at interlopers that passed below. Five niches are carved into the back wall of each ledge. Each one holds an iron sconce
light and heat like a normal torch, and it burns until smothered. If a sconce is taken from its niche, it loses its magic forever. Lighting a sconce in this hall alerts the berserkers in area 4, who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Shadow Vigil Double Door. Carved into the double door to the north are two figures: a skeletal warrior clutching the bladeless hilt of a sword on the left door, and a handsome young man with
that burns with a purple flame. The walls of the alcoves are cracked and pitted.
The rats attack creatures not dressed as cultists of Shar. The cultists are chanting to help focus the power of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
railings or battlements. Giants once stood atop these ledges, ready to hurl rocks at interlopers that passed below. Five niches are carved into the back wall of each ledge. Each one holds an iron sconce
light and heat like a normal torch, and it burns until smothered. If a sconce is taken from its niche, it loses its magic forever. Lighting a sconce in this hall alerts the berserkers in area 4, who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
north from the temple to the south. The curtain blocks line of sight and catches any ammunition shot into it. If set on fire, it burns away quickly. Temple Nave If Vlonwelv is here, the drow priestess of
a giant spider. Whether Vlonwelv and her entourage are here or not, the temple nave contains the following features: Decor. Six cracked pillars carved with intertwining demons stretch to a 50-foot
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
north from the temple to the south. The curtain blocks line of sight and catches any ammunition shot into it. If set on fire, it burns away quickly. Temple Nave If Vlonwelv is here, the drow priestess of
a giant spider. Whether Vlonwelv and her entourage are here or not, the temple nave contains the following features: Decor. Six cracked pillars carved with intertwining demons stretch to a 50-foot






