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Returning 35 results for 'beyond bearing diffusing carrion refuge'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
span of an adult kruthik is roughly seven years.
Adult kruthiks grow spiky protrusions on their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws.
Kruthiks
kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.
Although they can feed on carrion, kruthiks prefer live prey. They kill
Species
Van Richten’s Guide to Ravenloft
veins making it clear that they’ve been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured
of Dread (detailed in chapter 3):
Har’Akir. You died and endured the burial rites of this desert realm, yet somehow a soul—yours or another’s—has taken refuge in your
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
We spent three months tracking the green dragon before locating the forest in which it sought refuge. On our second day in that place, we woke to find the dragon’s head placed in the center
world.
A few rare firbolgs are entrusted by their clan with an important mission that takes them beyond their homes. These firbolgs feel like pilgrims in a strange land, and usually they wish only to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Past and Present The Rock traces its roots back to roughly 170 years ago, when the eponymous Captain Bral established a pirate refuge here. The asteroid became a haven for thieves and cutthroats, and
interest in trying to take over sole leadership of the city. Eventually, the merchants and tavernkeepers who made their livings on the Rock became as numerous as the pirates and brigands who sought refuge
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Past and Present The Rock traces its roots back to roughly 170 years ago, when the eponymous Captain Bral established a pirate refuge here. The asteroid became a haven for thieves and cutthroats, and
interest in trying to take over sole leadership of the city. Eventually, the merchants and tavernkeepers who made their livings on the Rock became as numerous as the pirates and brigands who sought refuge
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Past and Present The Rock traces its roots back to roughly 170 years ago, when the eponymous Captain Bral established a pirate refuge here. The asteroid became a haven for thieves and cutthroats, and
interest in trying to take over sole leadership of the city. Eventually, the merchants and tavernkeepers who made their livings on the Rock became as numerous as the pirates and brigands who sought refuge
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
moss that grows on weird rock formations along the walls. A dozen giant fire beetles that primarily feast on carrion dwell here, adding to the illumination.
Fungi Forest. Half the cavern is a
wildlife, including bats, fish, and non-biting insects. For characters who reach it safely, the cavern provides a secure, idyllic refuge from the perils of Undermountain.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
moss that grows on weird rock formations along the walls. A dozen giant fire beetles that primarily feast on carrion dwell here, adding to the illumination.
Fungi Forest. Half the cavern is a
wildlife, including bats, fish, and non-biting insects. For characters who reach it safely, the cavern provides a secure, idyllic refuge from the perils of Undermountain.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
moss that grows on weird rock formations along the walls. A dozen giant fire beetles that primarily feast on carrion dwell here, adding to the illumination.
Fungi Forest. Half the cavern is a
wildlife, including bats, fish, and non-biting insects. For characters who reach it safely, the cavern provides a secure, idyllic refuge from the perils of Undermountain.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
represented. The Carrion Tribes are savage and cruel, and know almost nothing about the world beyond the Labyrinth.
consider the people of the Five Nations to be soft and naive. The Carrion Tribes are savage barbarians who dwell in the Wastes. Each tribe is devoted to one of the archfiends and they engage in endless
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
represented. The Carrion Tribes are savage and cruel, and know almost nothing about the world beyond the Labyrinth.
consider the people of the Five Nations to be soft and naive. The Carrion Tribes are savage barbarians who dwell in the Wastes. Each tribe is devoted to one of the archfiends and they engage in endless
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, any creature that wishes to leave must do so through the Labyrinth. These passes are guarded by the Ghaash’kala, tribes of orcs sworn to contain the evils of the Wastes. Beyond the Labyrinth, the
mortal inhabitants of the Demon Wastes include a brutal people known as the Carrion Tribes. Each tribe is devoted to an archfiend, and they engage in endless battles against the Ghaash’kala and the other
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, any creature that wishes to leave must do so through the Labyrinth. These passes are guarded by the Ghaash’kala, tribes of orcs sworn to contain the evils of the Wastes. Beyond the Labyrinth, the
mortal inhabitants of the Demon Wastes include a brutal people known as the Carrion Tribes. Each tribe is devoted to an archfiend, and they engage in endless battles against the Ghaash’kala and the other
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
represented. The Carrion Tribes are savage and cruel, and know almost nothing about the world beyond the Labyrinth.
consider the people of the Five Nations to be soft and naive. The Carrion Tribes are savage barbarians who dwell in the Wastes. Each tribe is devoted to one of the archfiends and they engage in endless
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, any creature that wishes to leave must do so through the Labyrinth. These passes are guarded by the Ghaash’kala, tribes of orcs sworn to contain the evils of the Wastes. Beyond the Labyrinth, the
mortal inhabitants of the Demon Wastes include a brutal people known as the Carrion Tribes. Each tribe is devoted to an archfiend, and they engage in endless battles against the Ghaash’kala and the other
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Beyond the Trackless Sea Farther to the west, past even Evermeet, are untold, unknown lands beyond the Trackless Sea. Many explorers have visited such lands, and some have even returned, bearing
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Beyond the Trackless Sea Farther to the west, past even Evermeet, are untold, unknown lands beyond the Trackless Sea. Many explorers have visited such lands, and some have even returned, bearing
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Beyond the Trackless Sea Farther to the west, past even Evermeet, are untold, unknown lands beyond the Trackless Sea. Many explorers have visited such lands, and some have even returned, bearing
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
start combat. When a fight breaks out, see the “Combat” section in the D&D Beyond Basic Rules. The following stat blocks are used in this section: Animated Flying Sword Bugbear Warrior Carrion Crawler
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
temperate forests. Carrion crawlers, ettercaps, giant spiders, and owlbears make occasional forays into the woods as well. If your game session needs a jolt, try using one of the following encounters or an
archdruid, the other werebats drove Vool out of their village. He found a secluded cave nearby (see area 17) and took refuge there. He ventures out once a day to feed but avoids contact with his kin. If Vool
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
start combat. When a fight breaks out, see the “Combat” section in the D&D Beyond Basic Rules. The following stat blocks are used in this section: Animated Flying Sword Bugbear Warrior Carrion Crawler
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the north and east. The coast from the Bay of Chult to Refuge Bay offers beaches on which to embark into the uncharted jungle. Along the entire coast, the Bay of Chult is the only spot where travelers
can find welcoming civilization. The rest of the peninsula is a breeding ground for bloodsucking, disease-bearing insects, monstrous reptiles, carnivorous birds and beasts of every variety, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
temperate forests. Carrion crawlers, ettercaps, giant spiders, and owlbears make occasional forays into the woods as well. If your game session needs a jolt, try using one of the following encounters or an
archdruid, the other werebats drove Vool out of their village. He found a secluded cave nearby (see area 17) and took refuge there. He ventures out once a day to feed but avoids contact with his kin. If Vool
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
start combat. When a fight breaks out, see the “Combat” section in the D&D Beyond Basic Rules. The following stat blocks are used in this section: Animated Flying Sword Bugbear Warrior Carrion Crawler
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
temperate forests. Carrion crawlers, ettercaps, giant spiders, and owlbears make occasional forays into the woods as well. If your game session needs a jolt, try using one of the following encounters or an
archdruid, the other werebats drove Vool out of their village. He found a secluded cave nearby (see area 17) and took refuge there. He ventures out once a day to feed but avoids contact with his kin. If Vool
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the north and east. The coast from the Bay of Chult to Refuge Bay offers beaches on which to embark into the uncharted jungle. Along the entire coast, the Bay of Chult is the only spot where travelers
can find welcoming civilization. The rest of the peninsula is a breeding ground for bloodsucking, disease-bearing insects, monstrous reptiles, carnivorous birds and beasts of every variety, and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the north and east. The coast from the Bay of Chult to Refuge Bay offers beaches on which to embark into the uncharted jungle. Along the entire coast, the Bay of Chult is the only spot where travelers
can find welcoming civilization. The rest of the peninsula is a breeding ground for bloodsucking, disease-bearing insects, monstrous reptiles, carnivorous birds and beasts of every variety, and
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Horizon’s Edge Horizon’s Edge is a demiplane refuge that drifts in the roiling fog of the Deep Ethereal plane, beyond a shimmering, golden ethereal curtain. The demiplane is a serene bubble of air
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Horizon’s Edge Horizon’s Edge is a demiplane refuge that drifts in the roiling fog of the Deep Ethereal plane, beyond a shimmering, golden ethereal curtain. The demiplane is a serene bubble of air
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Horizon’s Edge Horizon’s Edge is a demiplane refuge that drifts in the roiling fog of the Deep Ethereal plane, beyond a shimmering, golden ethereal curtain. The demiplane is a serene bubble of air
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statues once depicted other gods, but now they lie smashed beyond recognition. The assembly of petrified creatures includes five unfortunate adventurers (a male human, a male half-orc, a female elf
, and two male halflings) and six unlucky monsters (two kobolds, three goblins, and a carrion crawler). Treasure. A copper crown with six arrowhead-shaped malachite spires (75 gp) hangs from one of the carrion crawler’s stony tentacles.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Tieflings Tieflings are rarely seen in Eberron, but there are a few paths for a tiefling characters. Many tieflings are born to the Carrion Tribes, the barbarians who live in the Demon Wastes. Such
character could be an envoy, an exile, or simply an adventurer driven by a desire to see what lies beyond your magical kingdom.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Tieflings Tieflings are rarely seen in Eberron, but there are a few paths for a tiefling characters. Many tieflings are born to the Carrion Tribes, the barbarians who live in the Demon Wastes. Such
character could be an envoy, an exile, or simply an adventurer driven by a desire to see what lies beyond your magical kingdom.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Tieflings Tieflings are rarely seen in Eberron, but there are a few paths for a tiefling characters. Many tieflings are born to the Carrion Tribes, the barbarians who live in the Demon Wastes. Such
character could be an envoy, an exile, or simply an adventurer driven by a desire to see what lies beyond your magical kingdom.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
22. Tower Entrance The double door to the north pushes open to reveal area 19 beyond. Creatures that head north through the doorway get no sense that they’re leaving Halaster’s extradimensional tower
, facing the double door, is a life-size statue of Halaster, his arms raised before him and his face bearing an awkward smile.
Rat. Gnawing on a piece of celery at the foot of the statue is an ordinary






