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Returning 35 results for 'both beyond down constant rites'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
hunger, they turn to devouring one another. Only one tadpole survives out of the thousands in the colony’s pool, and it emerges as a neothelid.
Neothelids know nothing beyond their predatory
existence. They prowl subterranean passages, using their rudimentary psionic abilities to search out and incapacitate brains to sate their constant hunger, growing ever more vicious. These creatures can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
skin, and its long fingers end in broken and dirty nails. Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant
hopelessness.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s goal is to tap into vast energy sources and perform the dire rites that will extend a bridge between the Material Plane and the squirming chaos of an Elder Evil’s realm.
An entity that
other creatures.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that
Monsters
Eberron: Rising from the Last War
. Illmarrow is a fiefdom on the isle of Farlnen — home to a community of elves exiled from Aerenal, who have practiced necromancy for centuries. But Lady Illmarrow’s roots extend far beyond her
island domain.
Long ago, it was revealed that the elven line of Vol — a house that practiced the art of necromancy and bore the Dragonmark of Death — was engaged in secret blood rites
Monsters
Fizban's Treasury of Dragons
other nature protectors who don’t understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed
sun and have no desire to get wet, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
drinks. Beyond these celebrations, tales are also told of bakkeia, revels that occur in deep caves and that involve ancient sacrificial rites. Most satyrs say these traditions were abandoned ages ago
consequences is short and the tradition persists. As for former stubs, most never share details about their experiences, their secrecy contributing to tales of dark rites and sinister enchantments in the vale.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, alien place, scattered with the ruins of long-extinct civilizations. A mountain—massive beyond all words—looms as a constant presence and thrums with a soundless pulse that nonetheless demands attention
Magic Items
Tasha’s Cauldron of Everything
dawn. You gain the following flaw: “When I see wickedness in action, I must oppose it.”
8
Beyond the Rock of Bral (silver mind flayer tooth)
2 mind flayer;mind flayers
You gain
(Perception) checks from constant whispers of memories and nearby minds.
9
The Disappearances of Half Hollow (vomerine tooth of a Large toad)
4 giant toad;giant toads
Your long jump is up to 30
Monsters
Fizban's Treasury of Dragons
the ire of druids and other nature protectors who don’t understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow
, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Emerald Claw. The Odakyr Rites. The nation of Karrnath has a proud martial heritage, and its soldiers are unmatched in discipline. But in the early years of the Last War, Karrnath was crippled by famine and
plague. In desperation, King Kaius I embraced the Blood of Vol, whose priests bolstered the armies of Karrnath with undead. Initially, those skeletons and zombies required constant control and served
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Darguul Characters Darguun is a logical point of origin for goblin, hobgoblin, or bugbear characters. When creating a Ghaal’dar character from Darguun, consider the following. Constant Struggle
. Muut is expected; if you have no muut, you have no place in battle. Atcha is closer to “honor”; it is your personal honor, gained by doing virtuous deeds that go beyond the expectations of muut.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
an eye patch. It clutches a whip in one bony hand.
Along the east wall are three rusty gates with mold-covered cells beyond them.
Cultists used to perform ghastly rites here. Human prisoners were
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
.
4 A group of cult fanatics charges exorbitant prices for funeral rites, threatening to lead the dead astray unless they’re shown proper respect.
5 A priest of Athreos speaks out against healers
shouldn’t exist.
Athreos’s Monsters Most creatures that serve Athreos aid the god in destroying the undead. Beyond that, the Athreos’s Monsters table presents a few creatures likely to serve the
Monsters
Fizban's Treasury of Dragons
significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor.
3
I secretly look forward to
who will listen to lectures on military history without complaint.
8
An adult sapphire dragon and an aboleth psychically face off for control of an area of the Underdark. The constant bombardment
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
deceased archmages, dignitaries, and other important figures who die in Sigil and the planes beyond. Morticians. The bulk of Dusters fall into this role. Morticians prepare the way for the dead. They bury
departed and chronicle the dead’s deeds in obituaries. Necrologists also research burial rites appropriate to the deceased creature’s beliefs, religion, or cultural background. Recruiters. Recruiters
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Conch Overview The dominant industry in Conch is mining. Conch’s mines are sprawling, dangerous, and worked by both locals and prisoners from across the empire. Beyond the mines, Conch exists in a
constant tug-of-war between the interests of the ruling mages and the underhanded influence of river smugglers, who deal in all manner of illicit goods and are based in the city. Most residents do their
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
heat slams against you as an acrid smog rises to choke the air out of your lungs. The Darklake spreads out beyond a jumble of buildings and streets, reflecting the lights of countless fires burning
here, as you spy drow, svirfneblin, derro, orcs, and other races in the crowds. The shouting of people blends with the sound of distant hammering to create a constant, distracting din.
Behind the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Plateau. They’re popular sites for student gatherings and class meetings on the rare occasions that Sharn’s notoriously rainy weather lets up. Beyond the courtyards, the “ground floor” contains lecture
halls, study halls, small libraries (mostly focused on books assigned for student reading), dining halls, and faculty offices. Morgrave is a constant bustle of activity while classes remain in session
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. With constant upheaval, no one has performed the rites necessary to placate what dwells in the deep.
4 Dozens of servants were hired to help host a grand gala thrown by Arijani. The event was
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
creatures, they kill when it is expedient and do whatever it takes to survive.
Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be
stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don’t like reaching too far beyond their borders, where they could easily become
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
reconquest by the dwarves. Living in a near-constant state of war for generations, shield dwarves are a hardy people, slow to trust, with long memories and often an equally long list of grievances against
thick walls of stone. Shield dwarves of a more adventurous bent are interested in exploring the world and seeing what lies beyond the bounds of their ancient dwarfholds. Shield dwarves have the racial
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Special Delivery The two agents remain engaged in a constant war of espionage against one another. Even their couriers (both neutral human spies) compete to deliver their respective invitations first
contents are short on details beyond the agent’s name, but the invitation promises a lucrative reward for services rendered that will benefit all good and free folk, and includes a map to the respective
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
different names, and like all gods, they are beyond gender.) The origin of Dragon’s Rest is rooted in that animosity. Ages ago, a fire-breathing red dragon called Sharruth rampaged up and down the
schemes. When he refused, Runara killed him, adding one more dragon grave to the island. Runara has grown weary of strife, and Stormwreck Isle’s wounds are a constant reminder to her of the cost of such
Orc
Legacy
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Species
Volo's Guide to Monsters
special significance beyond that is imparted to it.
At 4 years old an orc is considered a juvenile, and by age 12 it is a fully functioning adult. Most orcs don’t live past the age of 25 due to
stand against the wave.
Orc Culture and Beliefs
Orcs live in constant fear of their gods, and their behavior is rooted in that mentality. They believe that they can see the influence of the gods
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
hunger, they turn to devouring one another. Only one tadpole survives out of the thousands in the colony’s pool, and it emerges as a neothelid. Neothelids know nothing beyond their predatory existence
. They prowl subterranean passages, using their rudimentary psionic abilities to search out and incapacitate brains to sate their constant hunger, growing ever more vicious. These creatures can spray
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
days equal to his or her current renown multiplied by 10, the character’s renown increases by 1. Performing Sacred Rites A pious character can spend time between adventures performing sacred rites in
a temple affiliated with a god he or she reveres. Between rites, the character spends time in meditation and prayer. A character who is a priest in the temple can lead these rites, which might
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
if their bodies were prepared with specific funerary rites and then entombed with their wealth, they could ascend to their chosen afterlife. Amun Sa, the last pharaoh of Bakar, took this tradition
fulfill your curse, for you have called it down with power in my name. But I also curse you, Amun Sa, that you shall not voyage into the beyond until some mortal soul does as you so feared, removing
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Platinum Rooms share the following features: Ceilings. Enclosed areas have 15-foot-high ceilings. Climate Control. All the Platinum Rooms have breathable air, normal gravity, and a constant temperature of
70 degrees Fahrenheit. Light. Sconces lit by continual flame spells or sourceless overhead illumination fill each area with bright light. Realms Beyond. Each of the Platinum Rooms is on a different
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
People of Setessa The populace of Setessa live in a beautiful paradise, and they’re prepared to fight to the death to protect it. The constant training in archery, falconry, riding, and close combat
exploits, while men do so by finding their own way in the world. As a result, the polis is populated mostly by women and children. When young men reach the age of fourteen, their rites of passage
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Conflagration, howling winds from the Plane of Air mix with the cinder storms and lava of the Sea of Fire. This plane is an endless storm of flames, smoke, and ash. The thick ash obscures sight beyond a
the Frostfell, forms the border between the Plane of Air and the Plane of Water. This plane is a seemingly endless glacier swept by constant, raging blizzards. Frozen caverns twist through the Plane of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
stuffiness of old ideas. The Plane of Air is an open expanse with constant winds of varying strength. Here and there, chunks of earth drift in the openness — the remnants of failed invasions by denizens of
with the cinder storms and lava of the Plane of Fire to create an endless storm front — a wall of flames, smoke, and ash. The thick ash obscures sight beyond a few dozen feet, and the battering winds
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pool, and it emerges as a neothelid — a slime-covered worm of immense size. A feral thing, a neothelid knows nothing beyond the predatory existence it has lived so far. It prowls subterranean passages
in search of more brains to sate its constant hunger, growing ever more vicious. Neothelid
Gargantuan aberration, chaotic evil
Armor Class 16 (natural armor)
Hit Points 325 (21d20 + 105
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or
folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus Cantrip When you choose this circle at 2nd level, you learn one
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
and poverty are contrasted by wonders from afar and the riches of cultures across Faerûn. The mix of wanderers and refugees remains in constant flux, with communities forming and disbanding on a
adopted a “do no harm” policy when it comes to faiths and organizations operating in the city. Any group is welcome to operate openly so long as the city’s important citizens aren’t harmed. Beyond
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
inches in length is killed by the elder brain to be food for it or for less mature tadpoles. Any tadpole that survives beyond that state is perceived as a threat to the colony, and the mind flayers
feral thing, a neothelid knows nothing beyond the predatory existence it has lived so far and struggles to comprehend its new psionic abilities. Neothelids prowl subterranean passages in search of more






