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Returning 35 results for 'border because distant continue relate'.
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Monsters
Bigby Presents: Glory of the Giants
blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.Cinder hulks are distant descendants of fire giants who isolated themselves from the
locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great Conflagration, the border region between those two planes. They retain none of the skills and motivation
Monsters
Curse of Strahd
visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.A phantom warrior is the spectral remnant of a willful
master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the
Monsters
Mythic Odysseys of Theros
continue to flock around the demon, offering fealty and squabbling for scraps.
Some foul souls can't let go of the miserable lives they had. Having been despicable in life, these spirits fester in death
, having no understanding of the difference between fiendish species or distant nightmarish planes. A pit fiend might be interpreted by Theros's mortals as one of the Underworld's countless demonic denizens
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal
Plane. Certain creatures can see into the Border Ethereal, and the see invisibility and true seeing spell grant that ability. Some magical effects also extend from the Material Plane into the Border
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal
Plane. Certain creatures can see into the Border Ethereal, and the see invisibility and true seeing spell grant that ability. Some magical effects also extend from the Material Plane into the Border
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal
Plane. Certain creatures can see into the Border Ethereal, and the see invisibility and true seeing spell grant that ability. Some magical effects also extend from the Material Plane into the Border
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal
Plane. Certain creatures can see into the Border Ethereal, and the see invisibility and true seeing spell grant that ability. Some magical effects also extend from the Material Plane into the Border
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal
Plane. Certain creatures can see into the Border Ethereal, and the see invisibility and true seeing spell grant that ability. Some magical effects also extend from the Material Plane into the Border
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal
Plane. Certain creatures can see into the Border Ethereal, and the see invisibility and true seeing spell grant that ability. Some magical effects also extend from the Material Plane into the Border
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to this rule is magic that allows transit to the Border Ethereal, such as the Etherealness spell. A creature that enters the Border Ethereal from the Donjon Sphere is returned to the sphere upon
an extradimensional space. Any spells cast within such an extradimensional space are subject to the same restrictions as magic cast in the Donjon Sphere. While characters are in the sphere, those who receive spells from deities or otherworldly patrons continue to do so.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to this rule is magic that allows transit to the Border Ethereal, such as the Etherealness spell. A creature that enters the Border Ethereal from the Donjon Sphere is returned to the sphere upon
an extradimensional space. Any spells cast within such an extradimensional space are subject to the same restrictions as magic cast in the Donjon Sphere. While characters are in the sphere, those who receive spells from deities or otherworldly patrons continue to do so.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to this rule is magic that allows transit to the Border Ethereal, such as the Etherealness spell. A creature that enters the Border Ethereal from the Donjon Sphere is returned to the sphere upon
an extradimensional space. Any spells cast within such an extradimensional space are subject to the same restrictions as magic cast in the Donjon Sphere. While characters are in the sphere, those who receive spells from deities or otherworldly patrons continue to do so.
Monsters
Fizban's Treasury of Dragons
in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane
connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s
Monsters
Fizban's Treasury of Dragons
magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Inner Planes He was lying on his back upon baked and smoldering stone, staring up at a smoky gray sky lit from distant and unseen fires. Around him, a sea of lava burped gouts of gas and jets of
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
apply to magic items and artifacts that have properties that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such as the etherealness spell and the
Etherealness feature of incorporeal undead, is the exception to this rule. A creature that enters the Border Ethereal from Strahd’s domain is pulled back into Barovia upon leaving that plane. For the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Inner Planes He was lying on his back upon baked and smoldering stone, staring up at a smoky gray sky lit from distant and unseen fires. Around him, a sea of lava burped gouts of gas and jets of
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
apply to magic items and artifacts that have properties that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such as the etherealness spell and the
Etherealness feature of incorporeal undead, is the exception to this rule. A creature that enters the Border Ethereal from Strahd’s domain is pulled back into Barovia upon leaving that plane. For the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
apply to magic items and artifacts that have properties that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such as the etherealness spell and the
Etherealness feature of incorporeal undead, is the exception to this rule. A creature that enters the Border Ethereal from Strahd’s domain is pulled back into Barovia upon leaving that plane. For the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Inner Planes He was lying on his back upon baked and smoldering stone, staring up at a smoky gray sky lit from distant and unseen fires. Around him, a sea of lava burped gouts of gas and jets of
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
History and Myth When storytellers relate the history of Theros, they always speak in the most general terms. An event of just ten years past happened “many years ago,” and the founding of Meletis in
the distant past happened “many, many years ago.” In Theros, history transforms into myth more quickly than it does in other worlds, becoming generalized, vague, and moralistic. And because the gods
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
History and Myth When storytellers relate the history of Theros, they always speak in the most general terms. An event of just ten years past happened “many years ago,” and the founding of Meletis in
the distant past happened “many, many years ago.” In Theros, history transforms into myth more quickly than it does in other worlds, becoming generalized, vague, and moralistic. And because the gods
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
History and Myth When storytellers relate the history of Theros, they always speak in the most general terms. An event of just ten years past happened “many years ago,” and the founding of Meletis in
the distant past happened “many, many years ago.” In Theros, history transforms into myth more quickly than it does in other worlds, becoming generalized, vague, and moralistic. And because the gods
Compendium
- Sources->Dungeons & Dragons->Divine Contention
remain visible, but appear translucent and oddly distant. In this strange world, a beam of blue light spills from the planar beacon and sweeps around it in a circle, like a spectral lighthouse. Most
mysterious of all, a spiral staircase rises from an archway in the wall that wasn’t present before.
Anyone who rings the bell enters the Border Ethereal as though affected by an etherealness spell. The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
market attracts visitors from distant lands with delicious foods, rare treasures, and all manner of unpredictable fortunes. Tourists nicknamed this ever-changing district the “Dancing Night Market
Night Market with the scattered communities of the Outer Edges, which border the mountains. Tradition, trade, and enterprise influence culture in Siabsungkoh. Families spend generations cultivating
Compendium
- Sources->Dungeons & Dragons->Divine Contention
remain visible, but appear translucent and oddly distant. In this strange world, a beam of blue light spills from the planar beacon and sweeps around it in a circle, like a spectral lighthouse. Most
mysterious of all, a spiral staircase rises from an archway in the wall that wasn’t present before.
Anyone who rings the bell enters the Border Ethereal as though affected by an etherealness spell. The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
market attracts visitors from distant lands with delicious foods, rare treasures, and all manner of unpredictable fortunes. Tourists nicknamed this ever-changing district the “Dancing Night Market
Night Market with the scattered communities of the Outer Edges, which border the mountains. Tradition, trade, and enterprise influence culture in Siabsungkoh. Families spend generations cultivating
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
market attracts visitors from distant lands with delicious foods, rare treasures, and all manner of unpredictable fortunes. Tourists nicknamed this ever-changing district the “Dancing Night Market
Night Market with the scattered communities of the Outer Edges, which border the mountains. Tradition, trade, and enterprise influence culture in Siabsungkoh. Families spend generations cultivating
Compendium
- Sources->Dungeons & Dragons->Divine Contention
remain visible, but appear translucent and oddly distant. In this strange world, a beam of blue light spills from the planar beacon and sweeps around it in a circle, like a spectral lighthouse. Most
mysterious of all, a spiral staircase rises from an archway in the wall that wasn’t present before.
Anyone who rings the bell enters the Border Ethereal as though affected by an etherealness spell. The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Aundair, the wilderness around the town of Wyr is a good choice; the Eldeen Reaches function as the High Forest does in this adventure. In Breland, the small city of Xandrar on the northern border can
tracts of frontier — plenty of room for a region the size and scope of the Dessarin Valley. Halfling barbarians from the Talenta Plains can replace the Uthgardt barbarians in the adventure. The border
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Aundair, the wilderness around the town of Wyr is a good choice; the Eldeen Reaches function as the High Forest does in this adventure. In Breland, the small city of Xandrar on the northern border can
tracts of frontier — plenty of room for a region the size and scope of the Dessarin Valley. Halfling barbarians from the Talenta Plains can replace the Uthgardt barbarians in the adventure. The border
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Aundair, the wilderness around the town of Wyr is a good choice; the Eldeen Reaches function as the High Forest does in this adventure. In Breland, the small city of Xandrar on the northern border can
tracts of frontier — plenty of room for a region the size and scope of the Dessarin Valley. Halfling barbarians from the Talenta Plains can replace the Uthgardt barbarians in the adventure. The border
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
of fog, you see a white fortress on a hill above a great city. The city appears quite distant, maybe a mile away. The fog obscures all detail, but you can hear what sounds like the echo of a church
this part of the wall of fog, that person might relate an ancient legend about it. According to the mountain folk of Barovia, there was always a wall of mist near Yester Hill, even before the deadly
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
of fog, you see a white fortress on a hill above a great city. The city appears quite distant, maybe a mile away. The fog obscures all detail, but you can hear what sounds like the echo of a church
this part of the wall of fog, that person might relate an ancient legend about it. According to the mountain folk of Barovia, there was always a wall of mist near Yester Hill, even before the deadly
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
of fog, you see a white fortress on a hill above a great city. The city appears quite distant, maybe a mile away. The fog obscures all detail, but you can hear what sounds like the echo of a church
this part of the wall of fog, that person might relate an ancient legend about it. According to the mountain folk of Barovia, there was always a wall of mist near Yester Hill, even before the deadly






