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Returning 28 results for 'bitter being down carve realms'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
Sickle. A frost druid can carve a sickle out of ice, requiring a total of 24 hours for the work. Bitter cold courses through this weapon while it’s in the druid’s hands. If the druid dies, the ice sickle melts away. The weapon is otherwise identical to a normal sickle.Cold
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
The Forgotten Realms The Forgotten Realms is a world of high fantasy, populated by elves, dwarves, halflings, humans, and other folk—one of many such worlds in the vast multiverse of the D&D game. In
the Realms, fighters dare the crypts of the fallen dwarf kings of Delzoun, seeking glory and treasure. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur’s Gate. Clerics
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
sooner had the gith defeated their sworn enemies than they were plunged into a bitter civil war. In the ensuing conflict, Zerthimon was killed and his followers, naming themselves githzerai
their revenge on the mind flayers. Through forays into the Material Plane and other realms, they provide stiff opposition to their enemies’ plans for world domination.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
lost decades earlier to Darguun and Valenar. Cyrans who survived the war must now carve out a new destiny in the lands of their enemies or in foreign nations beyond what was once the Kingdom of Galifar
has taken in refugees and created refugee camps. Thrane also accepted refugees but has worked to disperse and integrate them into the general population. Are you grateful or bitter? Do you have family
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
danger and hardship, the North is portrayed as a vast, cold, and lawless domain that defies all attempts to civilize it. Grim dwarfholds, clans of fierce nomads, and half-legendary elf realms might
summers and fierce, bitter winters. Beacons of civilization hug the Sword Coast and dot the fertile river valleys, yet despite the abundant natural resources and scenic beauty, survival is a day-to-day
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
for them in most worlds. I’ve walked many realms, and nary a one has even a hint of a gnome nation.
Hidden but Homey Deep gnomes protect their enclaves with labyrinthine tunnels, traps, and armed
comfortable. Although they are skilled stonemasons, svirfneblin appreciate the beauty of natural stone and prefer either to carve to accentuate its features or to leave it unchanged. Their architecture
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, and the first intrepid adventurers are trying to carve out a place for their peoples in a hostile world. Humanoids might enjoy comfortable positions in some realms (particularly those ruled by cloud or
the Forgotten Realms or Eberron, where empires of giants thrived thousands of years ago. Or it could be a world of your own creation, perhaps one where giants have maintained an unbroken line of rule
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
one of her favorite weapons) combined with her history on the streets gave her skills invaluable in her adventuring career.
Artemis Entreri grew up on the streets of Calimport in the Forgotten Realms
. He used his wits, strength, and agility to carve out his own territory in one of the city’s hundreds of poor shanty towns. After several years, he attracted the notice of one of the most powerful
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
one of her favorite weapons) combined with her history on the streets gave her skills invaluable in her adventuring career.
Artemis Entreri grew up on the streets of Calimport in the Forgotten Realms
. He used his wits, strength, and agility to carve out his own territory in one of the city’s hundreds of poor shanty towns. After several years, he attracted the notice of one of the most powerful
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
inanimate chains nearby, which sprout hooks, blades, and spikes to eviscerate enemies. Chain devils act as sadistic jailers and torturers in the infernal realms, relishing pain and living to inflict it on
or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
such creatures typically share the druid’s disposition. Ice Sickle. A frost druid can carve a sickle out of ice, requiring a total of 24 hours for the work. Bitter cold courses through this weapon
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
next turn. The war chief can then make one attack as a bonus action.
KING OBOULD MANY-ARROWS
King Obould of the Many-Arrows tribe is a legend among the orc war chiefs of the Forgotten Realms, and
thousands.
Obould leveraged his strength and influence to carve out a kingdom for himself in the Spine of the World, a mountain range overlooking numerous dwarven, human, and elven strongholds.
After
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
known, but you can still build adventures that lead characters to explore the realms of past giants. An expedition into giants’ ruins might involve a confrontation with giants, or it might mean facing
settlements near the giants’ realm. 2 Convinced she is the rightful ruler of another giant’s domain, a giant launches an invasion, heedless of the inhabitants of the lands between the giants’ realms. 3
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
decrees, and who carve their
Own bright pathway through history, greater than all mortal yearnings.
(Seb McKinnon) They were alone on the glassy blue ocean. A waterfall stretched endlessly along the
fill the realms of Theros, a new setting for your Dungeons & Dragons campaign to explore. The roots of Theros lie in the myths of ancient Greece, tales dominated by gods, heroes, and monsters. This
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
few dozen feet, and the battering winds make travel difficult. Here and there, ash clusters into floating realms where outlaws and fugitives take shelter. Plane of Ice The Plane of Ice, also called
Frostfell’s monsters and bitter cold make it a dangerous place to travel. Most planar voyagers keep to the air, braving the powerful winds and driving snow to avoid setting foot on the great glacier. Plane
Compendium
- Sources->Dungeons & Dragons->Monster Manual
empires, planar realms, or death itself. Alexander Ostrowski An ancient green dragon manipulates the fates
of its pawns from deep within its forest lair Ancient Green Dragon Gargantuan Dragon (Chromatic
Wild
Habitat: Forest, Hill, Swamp; Treasure: Arcana
Green hags work bitter magic to foul all that is beautiful and pure. Whether alone or in covens of other hags, these ancient witches call on eerie
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Map of the Sword Coast The map below shows a region of the Forgotten Realms called the Sword Coast. This is a place of adventure, where daring souls delve into ancient strongholds and explore the
ruins of long-lost kingdoms. Amid a lawless wilderness of jagged, snow-capped peaks, alpine forests, bitter winds, and roaming monsters, the coast holds such great bastions of civilization as the city of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Citadel Adbar In the extreme north of Faerûn, near the Cold Wood, lie the Ice Mountains. There, in the bitter cold, stands the eternal fortress of Citadel Adbar, the last great remnant of the
the history of Delzoun, from its founding millennia ago to the dispersal of its cities and the settlement of the successor realms of dwarves in the North. It is performed only in Dwarvish, and no
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
serves as an adviser and mediator to scattered groups of giants, traveling extensively to visit far-flung communities. In some places, priests of Annam are great kings who rule over realms comprising
remaining aloof from a bitter war against dragons, spurring her to prove herself a valiant warrior as well as a champion of peaceful giants. Priests and Rites. Giants of all kinds offer prayers to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
across the land, with a mysterious flying citadel in the eye of the storm. 9 Two parts of a magic item are in the hands of bitter enemies; the third piece is lost. 10 Evil cultists gather from around
, possibly determining the fate of millions on the Material Plane and even places beyond. Characters traverse otherworldly realms and explore demiplanes and other extraplanar locales, where they fight
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
certain defeat at the hands of his other enemies. Rool’s betrayal doesn’t make him friendly toward the party. Once Daggerdark is dispatched, Rool continues to fight the adventurers to the bitter end
cloak rack. If he hasn’t been disturbed, Tholtz the archmage is sleeping on the floor in a corner of the room, facing the cabin door. In his sleep, he used a knife to carve the words “DRAGON,” “IYMRITH
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
a bitter enemy of Zinzerena, who deceives and uses him as a tool in many of the stories about the Dark Seldarine. Kiaransalee The drow god of vengeance and undeath, called the Revenancer, is
heresy, when it is expressed openly, is liable to be savagely crushed by the priestesses of Lolth. So most of Vhaeraun’s male followers honor him simply by trying to carve out better lives for themselves
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giant gods about magic, wards, banes, hidden treasures, and the secrets of the earth. Skoraeus gave the secret of smelting to Surtur. Skoraeus showed Thrym how to carve runes on his old weapons to
realms of the storm giants, which maintain a constant watch for the all-important signs. In ages past, when giant dynasties reigned, the signs that accompanied the leader of them all were clear and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
emulate subterranean creatures to the greatest extent possible, using burrowing magic to carve out their hidden lairs. Black Earth cultists are slow to act, but when they do, they are utterly implacable
1st level slot, plus an additional 1d8 for each level of the slot above 1st.
Hellenrae The chief lieutenant of Marlos Urnrayle, Hellenrae lost her sight as a child. A bitter, angry orphan, she was
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
manipulators that can inhabit the dreams of others. Tens of thousands of years ago, the quori fought a bitter war with the giants of Xen’drik. The giants ended the war by severing the connection between
ceaselessly howl over floes of thick, blue ice, and frost giants carve great fortresses from glaciated mountains. Unprotected visitors perish quickly, but those who adapt to the cold or protect themselves
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
medicine that is bitter or sour into a pleasing concoction. Survival. When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals
rest, you can craft up to twenty. You must have enough wood on hand to produce them. Woodcarver’s Tools Activity DC Craft a small wooden figurine 10 Carve an intricate pattern in wood 15
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
of digging, Shalfi will carve a hole into area B17. Shalfi and Jitterjaws are evenly matched in a fight against Lowarnizel, so the winning side is likely whichever one the characters choose to help
out and wreak havoc on other evil Far Realms creatures throughout the Briny Maze. If the characters wish, 1d4 flumphs accompany each character who succeeds on a DC 13 Charisma (Persuasion) check, to a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
over hidden sinkholes to punish and eliminate would-be thieves. A Blue Dragon’s Lair Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out
, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view






