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Returning 35 results for 'both bitter down carved remain'.
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Gith
Legacy
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Species
Mordenkainen’s Tome of Foes
distanced themselves from one another to pursue their separate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross paths.
The githyanki were motivated
can manipulate the stuff of chaos and use it to their benefit; thus, they have carved out a stronghold for themselves on the plane of Limbo that is virtually impervious. Though the githzerai are
Monsters
The Wild Beyond the Witchlight
):
At will: detect magic, mage hand
2/day each: augury, polymorph
1/day: plane shift (self only)Endelyn, also known by the names Creeping Lyn and Bitter End, is the youngest member of the Hourglass
, surpassed them in power and carved out a Feywild domain for herself in the guise of an archfey named Zybilna. The hags wormed their way into Iggwilv’s good graces, biding their time until they could
Monsters
The Wild Beyond the Witchlight
adopted daughter, surpassed them in power and carved out a Feywild domain for herself in the guise of an archfey named Zybilna. The hags wormed their way into Iggwilv’s good graces, biding their time
returned, the hags used this power to trap Iggwilv and her court in temporal stasis. The hags then carved up Iggwilv’s domain, splitting it between them. The sisters couldn’t agree on which
Monsters
The Wild Beyond the Witchlight
Raezil, who started working for Zybilna shortly after the archfey carved out her domain in the Feywild. Raezil spends most of her time abroad, in the courts of other archfey, and hasn’t kept up
outstanding quests they might have. Raezil comes from a highborn elf family with influence in the Summer Court, making her a useful retainer if the characters choose to remain in the Feywild after their adventures in Prismeer have ended.
Monsters
Van Richten’s Guide to Ravenloft
known only as “the Caller” to corrupt and slay all of Isolde’s companions, leaving Isolde alone, bitter, and vulnerable. The insidious archfey then befriended Isolde and offered to
become the masters of hers. To appease Zybilna, this arrangement would remain in place only until the two carnivals crossed paths again.
Zybilna was intrigued enough by the shadar-kai to let Isolde go
Monsters
Mordenkainen's Fiendish Folio Volume 1
treasure or start a new hoard—by any means possible.
Beleaguered Moguls. Though they live as ruthless raiders, fog giants remain tasteful and refined in their desires. They remember their former
wealth and power with a bitter mix of longing, regret, and shame, seeking always to replace the grandest treasures they once possessed. Simple coins, gems, or trade goods do nothing to satisfy the
Monsters
The Wild Beyond the Witchlight
immediately after hers, and can’t summon other demons. They remain until they die or until Iggwilv dismisses them as an action.
Spellcasting. Iggwilv casts one of the following spells, requiring
and across planes to escape the worst of them. She eventually took a page from her mother’s book and sequestered herself in the Feywild, where she assumed the guise of an archfey and carved out
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
hostility, and the two groups distanced themselves from one another to pursue their separate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross
is so strong that they can manipulate the stuff of chaos and use it to their benefit; thus, they have carved out a stronghold for themselves on the plane of Limbo that is virtually impervious. Though
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near underground lakes.
Deep
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Aftermath of the Last War The war is over, but deep rifts remain between Thrane and its neighbors. Aundairian war magic created a blasted wasteland between the two nations. To the east, the conflict
Karrns as agents of darkness. Likewise, Thranes have bitter memories of the conflict with Aundair, and Aundairian wizards or eldritch knights receive a cold reception. For most Thranes, the war
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
with whom they have alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Conflict over the succession spiraled into outright war between the Five Nations. The Last War was a bitter struggle that forever changed the shape of Khorvaire. It was a century marked by shifting
nations to the negotiating table, and the Last War came to an end in 996 YK with the Treaty of Thronehold. Although many celebrated the end of the war, others remain unsatisfied with its outcome. No
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Goliath Goliaths can prove useful allies, but never turn to them in weakness. They are as hard and unforgiving as the mountain stone, as cold and pitiless as its bitter, cold winds. If you approach
. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, rageful impressions, but a few powerful personalities remain. These remnants belonged to inhabitants of the house, desperate individuals like Mara Silvra and Dalk Dranzorg. Fractured and angry, the
collective spirits within the house brood amid bitter dreams. Yet when strangers enter the domain, the spirits gradually wake, energizing the one instinct they share: to add to the number of souls bound
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
met Halaster several times over the years and carved his visage after many of those occasions. Though the giants’ memories of him never last, the faces in this cavern remain. The giants have begun
11. Disposal Cave The stench of death fills these caves, which the giants visit infrequently. 11a. Faces of Halaster Stone Faces. Giant-carved visages of Halaster cover the walls. Each face has a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
light may have things they regret. The Last War. Eberron has just emerged from a century-long civil war, and the scars of that bitter conflict remain. How did the war affect your character, and how will
adventure and adds a layer of neo-noir intrigue. Stories don’t always end well and there isn’t a perfect answer to every problem. The Last War turned old allies into bitter enemies and destroyed an
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
seem.”
“Kubazan = bravery. Shagambi = wisdom. Moa = ?”
Ras Nsi’s Scouts Five yuan-ti malisons watch this entrance to the city from a small cave carved into the cliffside. A narrow goat track
goal is to ambush the characters and capture at least one of them. If they remain out of sight, the yuan-ti launch their attack when the characters try to take their first long or short rest in the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
is built from pale stones that glow faintly from within, towers over the surrounding landscape, but large sections of it have crumbled away. The parts that remain in place are separated by large gaps
leading to and from the Palace of Heart’s Desire. Since Zybilna became frozen in time, the Queen’s Way has gradually fallen apart so that only sections of it now remain standing. The highway is 20
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
over the succession spiraled into outright war between the Five Nations. The Last War was a bitter struggle that forever changed the shape of Khorvaire. It was a century marked by shifting alliances
fear brought the nations to the negotiating table, and the Last War came to an end in 996 YK with the Treaty of Thronehold. While many celebrated the end of the war, others remain unsatisfied with its
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Tomb of Diderius The Tomb of Diderius and its magic pool are hidden within a complex of chambers carved into a towering cliff. Originally part of the manse the wizard Diderius built around the
Diderius’s wisdom. The town once nestled into a canyon between two bluffs, but only a few ruined stone structures and the slab foundations of administrative and temple buildings now remain. Cave
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
depict Underdark caverns and fungi forests.
Teleport Trap. A teleport trap (see “Teleport Traps”) fills the space marked on the map.
The 6-inch-long key is carved from a dragon’s finger bone, and its
yellow head is shaped like an H. This key unlocks the doors to area 39c. A similar key can be found in area 30b. The ropers remain still and hold their pillar-like shapes until the key is disturbed
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Tomb of Diderius The Tomb of Diderius and its magic pool are hidden within a complex of chambers carved into a towering cliff. Originally part of the manse the wizard Diderius built around the
Diderius’s wisdom. The town once nestled into a canyon between two bluffs, but only a few ruined stone structures and the slab foundations of administrative and temple buildings now remain. Cave
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
twisted into expressions of longing.
This chamber houses the petrified remains of eight fallen angels, condemned by the gods to pass the ages in the dark depths. Each appears to have been carved from
over uncounted years. Even though they are transformed into stone statues, the fallen angels remain very much alive, their petrified bodies having become prisons for their minds and souls. They remember
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, Zybilna was impressed by her. She enlisted a powerful fiend known only as “the Caller” to corrupt and slay all of Isolde’s companions, leaving Isolde alone, bitter, and vulnerable. The insidious archfey
they would become the masters of hers. To appease Zybilna, this arrangement would remain in place only until the two carnivals crossed paths again. Zybilna was intrigued enough by the shadar-kai to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pillar is carved to look like a scowling dwarf with bulging muscles that supports the column’s upper third on its broad shoulders. Blue sapphires glitter in the dwarves’ eyes.
Double Door. The doors
in the east wall stand 18 feet high, a carving of a mighty waterfall spanning their surfaces. Mithral inlays make the carved falls look like they are running with molten metal.
Curtain. A 40-foot
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
ground leading to a well deep below. Two stone statues stand in the courtyard, rising twenty feet high. Behind them, a forty-foot high edifice is carved into the cliff side, dominated by relief columns
carved with strange, otherworldly scenes.
The left-hand colossus is a bearded human male wearing exotic clothes, but its face is smashed beyond recognition. It holds a balance in its right hand and a
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
ground leading to a well deep below. Two stone statues stand in the courtyard, rising twenty feet high. Behind them, a forty-foot high edifice is carved into the cliff side, dominated by relief columns
carved with strange, otherworldly scenes.
The left-hand colossus is a bearded human male wearing exotic clothes, but its face is smashed beyond recognition. It holds a balance in its right hand and a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Werebat Boss Precious little light reaches this large cave, which is set aside for the werebat boss, a particularly sinister goblin named Mobar. He prefers to remain in hybrid form — his most
contains 60 gp in a leather pouch, three wooden holy symbols of Malar, a potion of greater healing in a varnished gourd, a pair of dainty slippers, six bleached human skulls, a beautifully carved ivory
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and remain aloof from others when not serving in their official capacity. Luskan has a temple dedicated to Auril, the white-spired Winter Palace. The structure is a roofless array of pillars and
arches carved of white stone. The rituals of Auril’s worship often seem cruel to outsiders. In Luskan, visitors gather at the temple to watch the frequent “wet parades,” a ritual in which supplicants don
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, though some peoples remain missing. The city serves as a nexus of diplomacy and trade, a repository of histories and secrets, and a thriving sanctuary for those seeking safety or a better life. The
Radiant Citadel is a miracle of architecture, a floating city carved out of a single, massive fossil that snakes around a colossal gemstone shard known as the Auroral Diamond. The luminescence of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
. Near the back of the cave hangs a sagging bridge made of frayed ropes and wooden planks, Between them, carved into the north wall midway between the balcony and the bridge, is a narrow open window
11) by a stone double door. Bridge. The bridge hangs 30 feet above the water and connects areas 22 and 24. Many of its planks are missing, and those that remain are rotted and unsafe. When a
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
those societies, though some peoples remain missing. The city serves as a nexus of diplomacy and trade, a repository of histories and secrets, and a thriving sanctuary for those seeking safety or a
better life. The Radiant Citadel is a miracle of architecture, a floating city carved out of a single, massive fossil that snakes around a colossal gemstone shard known as the Auroral Diamond. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-ridden skulls. Carved into the lintel above the double door is a sconce sculpted to resemble a skeletal hand, with a continual flame spell cast in its palm.
Monsters. A pair of stalagmites flank the
before the adventurers and have greater invisibility spells cast on them. The drow and their two quasit companions try to remain hidden, allowing adventurers to move into Arcturiadoom ahead of them
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of the towns contain trace evidence of the immigrant cultures that birthed them. This evidence is carved into houses, statues, and other fixtures. For example, the dinosaur carvings on the older
buildings of Good Mead remind folk that many of its original settlers were Chultan. Residents of Ten-Towns tend to remain indoors when they’re not working, since it’s so frightfully cold outside, which
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
images of soaring dragons is embedded in the middle of the north wall, atop a 3-foot-high red marble dais. Carved into the wall above the arch are the following words in Draconic: “Only a dragon can
name to Netherskull after becoming a death tyrant. Netherskull has slain countless interlopers, none more deserving of death than a pompous human paladin named Fidelio, who wept bitter tears before






