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Returning 35 results for 'blows both diffusing carried realms'.
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monsters
Mordenkainen's Fiendish Folio Volume 1
, built for a specific purpose. Some are fortresses, designed to keep wanderers from the material world away. Others are far more sinister, dark realms where evil dreams take root and become ghastly
a paralytic poison. When their the poison overwhelms their target, the xill snatches the victim and returns to the Ethereal. The ultimate fate of unfortunates carried off in this manner is not known
Backgrounds
Baldur’s Gate: Descent into Avernus
faiths, are relegated to the Outer City’s Twin Songs neighborhood — but new ones arrive constantly, carried by travelers and proselytizers from far-flung lands. A character with this
religious service. The Gods of the Multiverse section contains a sample pantheon, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
battlefields, graveyards, and tombs. They manifest only in darkness, closing as soon as they feel light’s kiss. EVERNIGHT
The city of Neverwinter in the world of the Forgotten Realms has a dark reflection
missing enough stones that they appear pockmarked. The sky is corpse gray, and the breeze blows cold and humid, bringing a chill to the skin.
The city’s living residents include necromancers, corrupt
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
battlefields, graveyards, and tombs. They manifest only in darkness, closing as soon as they feel light’s kiss. EVERNIGHT
The city of Neverwinter in the world of the Forgotten Realms has a dark reflection
missing enough stones that they appear pockmarked. The sky is corpse gray, and the breeze blows cold and humid, bringing a chill to the skin.
The city’s living residents include necromancers, corrupt
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
battlefields, graveyards, and tombs. They manifest only in darkness, closing as soon as they feel light’s kiss. EVERNIGHT
The city of Neverwinter in the world of the Forgotten Realms has a dark reflection
missing enough stones that they appear pockmarked. The sky is corpse gray, and the breeze blows cold and humid, bringing a chill to the skin.
The city’s living residents include necromancers, corrupt
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
different gods at different times and circumstances. People in the Forgotten Realms, for example, might pray to Sune for luck in love, make an offering to Waukeen before heading to the market, and pray
to appease Talos when a severe storm blows in—all in the same day. Many people have a favorite among the gods, one whose ideals and teachings they make their own. And a few people dedicate themselves
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
different gods at different times and circumstances. People in the Forgotten Realms, for example, might pray to Sune for luck in love, make an offering to Waukeen before heading to the market, and pray to
appease Talos when a severe storm blows in—all in the same day. Many people have a favorite among the gods, one whose ideals and teachings they make their own. And a few people dedicate themselves
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
different gods at different times and circumstances. People in the Forgotten Realms, for example, might pray to Sune for luck in love, make an offering to Waukeen before heading to the market, and pray
to appease Talos when a severe storm blows in—all in the same day. Many people have a favorite among the gods, one whose ideals and teachings they make their own. And a few people dedicate themselves
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
different gods at different times and circumstances. People in the Forgotten Realms, for example, might pray to Sune for luck in love, make an offering to Waukeen before heading to the market, and pray to
appease Talos when a severe storm blows in—all in the same day. Many people have a favorite among the gods, one whose ideals and teachings they make their own. And a few people dedicate themselves
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
different gods at different times and circumstances. People in the Forgotten Realms, for example, might pray to Sune for luck in love, make an offering to Waukeen before heading to the market, and pray to
appease Talos when a severe storm blows in—all in the same day. Many people have a favorite among the gods, one whose ideals and teachings they make their own. And a few people dedicate themselves
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
different gods at different times and circumstances. People in the Forgotten Realms, for example, might pray to Sune for luck in love, make an offering to Waukeen before heading to the market, and pray
to appease Talos when a severe storm blows in—all in the same day. Many people have a favorite among the gods, one whose ideals and teachings they make their own. And a few people dedicate themselves
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, and magnificent treasures. The best of these they kept for themselves. The rest traveled to the surface world, where merchants carried the dwarves’ work far afield. In time, as the city was abandoned
, the forges grew quiet, the foundries cooled, and the dwarven masters left their workbenches to darkness and departed to other realms. When Vanifer was first drawn to the complex, she instructed her
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, and magnificent treasures. The best of these they kept for themselves. The rest traveled to the surface world, where merchants carried the dwarves’ work far afield. In time, as the city was abandoned
, the forges grew quiet, the foundries cooled, and the dwarven masters left their workbenches to darkness and departed to other realms. When Vanifer was first drawn to the complex, she instructed her
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, and magnificent treasures. The best of these they kept for themselves. The rest traveled to the surface world, where merchants carried the dwarves’ work far afield. In time, as the city was abandoned
, the forges grew quiet, the foundries cooled, and the dwarven masters left their workbenches to darkness and departed to other realms. When Vanifer was first drawn to the complex, she instructed her
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
divine power. A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In
fuels your rage allows you to shrug off fatal blows. While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
divine power. A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In
fuels your rage allows you to shrug off fatal blows. While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
divine power. A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In
fuels your rage allows you to shrug off fatal blows. While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Chapter 1: Welcome to the Realms In the world of Toril, between the windswept Sea of Swords to the west and the mysterious lands of Kara-Tur to the east, lies the continent of Faerûn. A place of
kingdoms and hidden elven enclaves, assimilated populations of gnomes and halflings, and more exotic folk. A great deal of adventure is to be had in the Realms, for those willing to seek it out. The
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Chapter 1: Welcome to the Realms In the world of Toril, between the windswept Sea of Swords to the west and the mysterious lands of Kara-Tur to the east, lies the continent of Faerûn. A place of
kingdoms and hidden elven enclaves, assimilated populations of gnomes and halflings, and more exotic folk. A great deal of adventure is to be had in the Realms, for those willing to seek it out. The
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Chapter 1: Welcome to the Realms In the world of Toril, between the windswept Sea of Swords to the west and the mysterious lands of Kara-Tur to the east, lies the continent of Faerûn. A place of
kingdoms and hidden elven enclaves, assimilated populations of gnomes and halflings, and more exotic folk. A great deal of adventure is to be had in the Realms, for those willing to seek it out. The
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
sentinel shield once carried by a frost giant could be perpetually cold to the touch.
None of these cosmetic effects alter a magic item's capabilities. They merely provide a narrative link to giants' realms that characters might explore.
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
of it magically sprout razor-edged barbs and animate under the devil’s control, provided that the chains aren’t being worn or carried.
Each animated chain is an object with AC 20, 20 hit points
Compendium
- Sources->Dungeons & Dragons->Monster Manual
other realms. They’re attracted to places of intense heat, such as volcanoes and rivers of magma. If they can’t find such favored conditions, magmins eagerly burn structures or start wildfires to
) Fire damage. Success: Half damage.
Actions
Touch. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Fire damage. If the target is a creature or a flammable object that isn’t being worn or carried
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
sentinel shield once carried by a frost giant could be perpetually cold to the touch.
None of these cosmetic effects alter a magic item's capabilities. They merely provide a narrative link to giants' realms that characters might explore.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
other realms. They’re attracted to places of intense heat, such as volcanoes and rivers of magma. If they can’t find such favored conditions, magmins eagerly burn structures or start wildfires to
) Fire damage. Success: Half damage.
Actions
Touch. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Fire damage. If the target is a creature or a flammable object that isn’t being worn or carried
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
sentinel shield once carried by a frost giant could be perpetually cold to the touch.
None of these cosmetic effects alter a magic item's capabilities. They merely provide a narrative link to giants' realms that characters might explore.
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
of it magically sprout razor-edged barbs and animate under the devil’s control, provided that the chains aren’t being worn or carried.
Each animated chain is an object with AC 20, 20 hit points
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
of it magically sprout razor-edged barbs and animate under the devil’s control, provided that the chains aren’t being worn or carried.
Each animated chain is an object with AC 20, 20 hit points
Compendium
- Sources->Dungeons & Dragons->Monster Manual
other realms. They’re attracted to places of intense heat, such as volcanoes and rivers of magma. If they can’t find such favored conditions, magmins eagerly burn structures or start wildfires to
) Fire damage. Success: Half damage.
Actions
Touch. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Fire damage. If the target is a creature or a flammable object that isn’t being worn or carried
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
south in the same manner. A cold wind blows from the south tunnel, generated above the subterranean lake the stream flows into (accessed via area 30 or area 39). Numerous barrels, casks, and buckets
from it. This object is carried off by the stream unless any character in or out of the water succeeds on a DC 18 Dexterity check to snag it. Treasure The watertight ivory tube dislodged by the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
south in the same manner. A cold wind blows from the south tunnel, generated above the subterranean lake the stream flows into (accessed via area 30 or area 39). Numerous barrels, casks, and buckets
from it. This object is carried off by the stream unless any character in or out of the water succeeds on a DC 18 Dexterity check to snag it. Treasure The watertight ivory tube dislodged by the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
south in the same manner. A cold wind blows from the south tunnel, generated above the subterranean lake the stream flows into (accessed via area 30 or area 39). Numerous barrels, casks, and buckets
from it. This object is carried off by the stream unless any character in or out of the water succeeds on a DC 18 Dexterity check to snag it. Treasure The watertight ivory tube dislodged by the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
concluding his “interrogation.” The Bregan D’aerthe leader carries a gem-studded minotaur horn. If the characters attack the mercenaries, the leader blows his horn, which can be heard throughout the
. Treasure. The gem-studded horn carried by the Bregan D’aerthe leader is worth 2,500 gp. In addition, each drow mercenary has a pouch containing 2d10 pp. Elite Drow Patrol This patrol consists of two
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
concluding his “interrogation.” The Bregan D’aerthe leader carries a gem-studded minotaur horn. If the characters attack the mercenaries, the leader blows his horn, which can be heard throughout the
. Treasure. The gem-studded horn carried by the Bregan D’aerthe leader is worth 2,500 gp. In addition, each drow mercenary has a pouch containing 2d10 pp. Elite Drow Patrol This patrol consists of two
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
concluding his “interrogation.” The Bregan D’aerthe leader carries a gem-studded minotaur horn. If the characters attack the mercenaries, the leader blows his horn, which can be heard throughout the
. Treasure. The gem-studded horn carried by the Bregan D’aerthe leader is worth 2,500 gp. In addition, each drow mercenary has a pouch containing 2d10 pp. Elite Drow Patrol This patrol consists of two






