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Returning 35 results for 'both bones diffusing cultures remain'.
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both bone diffusing cultures remain
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Magic Items
Forgotten Realms: Adventures in Faerûn
The Crown of Horns contains the essence and intelligence of Myrkul, one of the Dead Three. This ghastly crown is a pale silver circlet with four curved bones set around its rim. On the crown's brow
the curse to you. Only a Wish spell or the will of Myrkul can remove this curse. As long as you remain cursed, the following properties apply to you:
Bound. You are unwilling to part with the crown
Monsters
Tomb of Annihilation
When reduced to 0 hit points, a skeleton key falls apart, though its skull and bones remain intact.
A skeleton key does not trigger any trap placed in a room or on a door of the tomb.Multiattack. The
Monsters
Vecna: Eve of Ruin
damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Talons", "rollDamageType":"necrotic"} necrotic damage.A bone roc is a birdlike Undead that can incorporate the bones of
bones used and how that affects its stat block.
Bone Roc Sources
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Bone Source"}
Bone Source
1
Axe Beak. The bone roc’s
Monsters
Mordenkainen Presents: Monsters of the Multiverse
investigate the bones for valuables becomes the trapper’s next meal.
A trapper needs to eat a halfling-sized meal once per week to remain sated. Given a steady supply of food, trappers are content to
digesting it. Only a scattering of bones, metal, treasure, and other indigestible bits is left behind.
A trapper’s ability to alter the color and texture of its outer side enables it to blend in with
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
heightened senses. Geth’s gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an
shifter might be a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral
Species
Acquisitions Incorporated
migrated. Still, a sense of not truly belonging is felt even by verdan who have been welcomed into other cultures. They are often stricken with wanderlust, keeping their possessions limited and
steeped in a culture, the verdan remain on the lookout for oppression and curtailment of freedoms. They understand the need for laws that protect, but they rail against laws that restrict and oppress
Backgrounds
Tomb of Annihilation
An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into
up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland.
In contrast, water and earth genasi have no common history. Individuals have difficulty
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
have need. The gods play a role in the lives of nearly everyone, from the mightiest lord to the meanest urchin. The various races of Toril worship their pantheons, which remain largely the same from
region to region, with different cultures and societies emphasizing some deities over others. Although exceptions exist — the gods of Mulhorand, for example — all the gods are revered across all of Faerûn.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
have need. The gods play a role in the lives of nearly everyone, from the mightiest lord to the meanest urchin. The various races of Toril worship their pantheons, which remain largely the same from
region to region, with different cultures and societies emphasizing some deities over others. Although exceptions exist — the gods of Mulhorand, for example — all the gods are revered across all of Faerûn.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
have need. The gods play a role in the lives of nearly everyone, from the mightiest lord to the meanest urchin. The various races of Toril worship their pantheons, which remain largely the same from
region to region, with different cultures and societies emphasizing some deities over others. Although exceptions exist — the gods of Mulhorand, for example — all the gods are revered across all of Faerûn.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Archaeologist An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Archaeologist An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Archaeologist An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stretched tightly over their bones. Others are fresher. A few old shortswords lie on the dusty floor.
Twelve corpses are stored in this chamber. Seven are skeletal, and five are fresher. Three skeletons remain still among the other remains. They attack anyone who touches them or the corpses here.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stretched tightly over their bones. Others are fresher. A few old shortswords lie on the dusty floor.
Twelve corpses are stored in this chamber. Seven are skeletal, and five are fresher. Three skeletons remain still among the other remains. They attack anyone who touches them or the corpses here.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Smoky Towers sometimes hire brave souls to venture into the Mournland to reclaim lost treasures. See other cultures. Den’iyas brings a touch of Zilargo to Sharn. You might find a clawfoot raptor running down the streets in Little Plains, or a Gatekeeper druid casting bones on Cassan Bridge.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Smoky Towers sometimes hire brave souls to venture into the Mournland to reclaim lost treasures. See other cultures. Den’iyas brings a touch of Zilargo to Sharn. You might find a clawfoot raptor running down the streets in Little Plains, or a Gatekeeper druid casting bones on Cassan Bridge.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Smoky Towers sometimes hire brave souls to venture into the Mournland to reclaim lost treasures. See other cultures. Den’iyas brings a touch of Zilargo to Sharn. You might find a clawfoot raptor running down the streets in Little Plains, or a Gatekeeper druid casting bones on Cassan Bridge.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stretched tightly over their bones. Others are fresher. A few old shortswords lie on the dusty floor.
Twelve corpses are stored in this chamber. Seven are skeletal, and five are fresher. Three skeletons remain still among the other remains. They attack anyone who touches them or the corpses here.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
quickly adopted the cultural practices of the areas into which they migrated. Still, a sense of not truly belonging is felt even by verdan who have been welcomed into other cultures. They are often
belongings strapped to their backs. Even when they are happily steeped in a culture, the verdan remain on the lookout for oppression and curtailment of freedoms. They understand the need for laws that
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
quickly adopted the cultural practices of the areas into which they migrated. Still, a sense of not truly belonging is felt even by verdan who have been welcomed into other cultures. They are often
belongings strapped to their backs. Even when they are happily steeped in a culture, the verdan remain on the lookout for oppression and curtailment of freedoms. They understand the need for laws that
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
quickly adopted the cultural practices of the areas into which they migrated. Still, a sense of not truly belonging is felt even by verdan who have been welcomed into other cultures. They are often
belongings strapped to their backs. Even when they are happily steeped in a culture, the verdan remain on the lookout for oppression and curtailment of freedoms. They understand the need for laws that
Orc
Legacy
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Species
Volo's Guide to Monsters
for survival in the material world, but to keep Maglubiyet at bay in the conflict on the planes. Her children will remain in her care, and if need be she wouldn’t hesitate to take to the field
more than a few hundred members, because a larger group would need a prohibitive amount of resources to remain strong. As a rule, a tribe is violently hostile toward any other tribe it meets, seeing the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
each assemble in turn, with the next appearing when the previous threat is destroyed. However, if all three chests are opened simultaneously, the bones remain inanimate. Treasure Panels meant for the
13. Chamber of Three Chests This treasury holds resources for the construction of the tomb, including precious metals and gemstones stored here for safekeeping. A number of bones from former
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
each assemble in turn, with the next appearing when the previous threat is destroyed. However, if all three chests are opened simultaneously, the bones remain inanimate. Treasure Panels meant for the
13. Chamber of Three Chests This treasury holds resources for the construction of the tomb, including precious metals and gemstones stored here for safekeeping. A number of bones from former
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
each assemble in turn, with the next appearing when the previous threat is destroyed. However, if all three chests are opened simultaneously, the bones remain inanimate. Treasure Panels meant for the
13. Chamber of Three Chests This treasury holds resources for the construction of the tomb, including precious metals and gemstones stored here for safekeeping. A number of bones from former
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
and sink into his skull as his corpse deteriorates before you. In a matter of moments, only bones, dust, and noble garb remain. Strahd von Zarovich, the dark lord of Barovia, is dead and gone.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
36. Prison The cultists shackled prisoners to the back walls of alcoves here. The prisoners are long gone (their bones litter the floor in area 27), but the rusty shackles remain. Secret Door A
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
36. Prison The cultists shackled prisoners to the back walls of alcoves here. The prisoners are long gone (their bones litter the floor in area 27), but the rusty shackles remain. Secret Door A
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
and sink into his skull as his corpse deteriorates before you. In a matter of moments, only bones, dust, and noble garb remain. Strahd von Zarovich, the dark lord of Barovia, is dead and gone.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
and sink into his skull as his corpse deteriorates before you. In a matter of moments, only bones, dust, and noble garb remain. Strahd von Zarovich, the dark lord of Barovia, is dead and gone.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
36. Prison The cultists shackled prisoners to the back walls of alcoves here. The prisoners are long gone (their bones litter the floor in area 27), but the rusty shackles remain. Secret Door A
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->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






