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Returning 35 results for 'both border down construct realm'.
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Monsters
Lorwyn: First Light
mountains. They sometimes lend their brawn to smaller species who have something interesting to offer in return.
Giants
The giants of the realm of Lorwyn-Shadowmoor are wise, ancient beings wandering
disinterested in the squabbles of boggarts, kithkin, elves, and others. At worst, giants might be wrathful toward smaller folk, seeing them as invasive pests to be squashed.
When a giant in the realm of
Monsters
Lorwyn: First Light
wield this wild magic to devastating effect.
Giants
The giants of the realm of Lorwyn-Shadowmoor are wise, ancient beings wandering their homeland in search of wondrous things or simply a place to
others. At worst, giants might be wrathful toward smaller folk, seeing them as invasive pests to be squashed.
When a giant in the realm of Lorwyn-Shadowmoor sleeps, it often has vivid, dramatic dreams
Monsters
The Book of Many Things
point maximum to 0.
Drink Breath. The breath drinker targets a creature that has the incapacitated condition or that the breath drinker is grappling and that isn’t a Construct or an Undead. The
multiverse from the Far Realm. They drift through reality like living voids, remaining unseen while searching for souls to consume. When they strike, breath drinkers consume a victim’s personality
Monsters
Fizban's Treasury of Dragons
of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild.
Moonstone dragons are graceful and elegant creatures
;especially travelers from faraway places.
Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire
Monsters
Fizban's Treasury of Dragons
suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm
faraway places.
Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage
Species
Mordenkainen Presents: Monsters of the Multiverse
Originating in the Feywild—a realm of pure emotion— satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic
of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of
Species
Mordenkainen Presents: Monsters of the Multiverse
Deep gnomes, or svirfneblin, are natives of the Underdark and are suffused with that subterranean realm’s magic. They can supernaturally camouflage themselves, and their svirfneblin magic
. A race tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon
Species
Mordenkainen Presents: Monsters of the Multiverse
Duergar are dwarves whose ancestors were transformed by centuries living in the deepest places of the Underdark. That chthonic realm is saturated with strange magical energy, and over generations
creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves
Species
Mordenkainen Presents: Monsters of the Multiverse
Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s
creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules
Species
Mordenkainen Presents: Monsters of the Multiverse
Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the
, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures
Species
Mordenkainen Presents: Monsters of the Multiverse
Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the
what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend
Species
Mordenkainen Presents: Monsters of the Multiverse
Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with
you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend
Species
Mordenkainen Presents: Monsters of the Multiverse
spots in foes larger than themselves and for getting out of trouble. Goblins brought this fey boon with them to worlds across the Material Plane, even if they don’t remember the fey realm they
’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead
Species
Mordenkainen Presents: Monsters of the Multiverse
changelings today—even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the
character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid
Species
Mordenkainen Presents: Monsters of the Multiverse
Once members of a people who escaped servitude to mind flayers, githyanki split from their cousins, githzerai, and fled to the Astral Plane. In that timeless, silvery realm, githyanki honed their
in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some
Species
Mordenkainen Presents: Monsters of the Multiverse
Maglubiyet, who marshaled them as soldiers, but the fey realm left its mark; wherever they are in the multiverse, they continue to channel an aspect of the Feywild’s rule of reciprocity, which
in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
this glimmering vastness, while others navigate the magical cosmos in spelljamming vessels. Ethereal Plane. This ghostly realm connects the Material Plane and the Inner Planes. The region where the
Ethereal Plane overlaps with other planes is called the Border Ethereal, a place where creatures can glimpse visions of planes beyond.
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->Waterdeep: Dungeon of the Mad Mage
, the border realm between the Elemental Planes of Earth and Water. This ooze is a thick, viscid brown effluvium with streaks of orange, green, yellow, and black. It smells like rotten eggs and sticks to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, 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
than the border regions are. Such regions are little known, so when discussing the Plane of Fire, for example, a speaker usually means the border region. The outermost regions are largely the domains of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, Iggwilv’s ambitions proved excessive, and a climactic battle with Graz’zt broke her power. The Witch Queen then vanished. As her evil influence waned, Iggwilv’s realm was sundered, and her lair, the
surfaced over the last few decades, and three nations that border the mountains where it hides now race to claim Iggwilv’s hoard—or, if they can’t claim it, at least ensure that their rivals don’t either
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Zorhanna Adulare The real Zorhanna is trapped inside the shard solitaire, where she is under attack by the Far Realm entity trapped in there with her. Using the power of the shard solitaire, the Far
Realm entity has created a simulacrum of Zorhanna. Zorhanna’s Simulacrum Zorhanna Adulare’s simulacrum appears identical to Zorhanna: a tall elf with purple skin and long, pale hair. The simulacrum
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ysgard Ysgard is a rugged realm of soaring mountains, deep fjords, and windswept battlefields, with summers that are long and hot, and winters that are wickedly cold and unforgiving. Its continents
heroes who wage eternal battle on fields of glory. Any creature, other than a construct or undead, that is killed by an attack or a spell while on Ysgard is restored to life at dawn the next day. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Mountains clawed the ruby sky. The Land of Teeth, Azuth had once aptly called it, surveying the endless jagged rocks. This was the Greeting Ground, the realm of horror that had claimed the lives of
exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a border region, while extensive
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
replaced by the eastern portion of the Kron Hills and the western border of the Gnarley Forest. Instead of Red Larch, the starting town of the adventure is Hommlet. The adventure content described in
corner of the Flanaess. In the classic Greyhawk adventure, the temple wasn’t built on top of dwarven ruins. Omit any mention of the ancient realm of Besilmer and the underground ruins of Tyar-Besil
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
trapped in the realm and attack the expedition, seeking a means of escape. Reforged in Starlight Pieces of a broken magic item found in the demiplane and guarded by creatures from the Giant Construct
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
border of the Duchy of Geoff
Somewhere in the Vast Swamp south of Sunndi
On an island beyond the realm of the Sea Barons Other settings offer choices that are just as varied.
Dragonlance. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Levels 11-16: Masters of the Realm By 11th level, characters are shining examples of courage and determination — true paragons in the world, set well apart from the masses. At this tier, adventurers
construct fortresses on land deeded them by local rulers. They found guilds, temples, or martial orders. They take on apprentices or students of their own. They broker peace between nations or lead them into war. And their formidable reputations attract the attention of very powerful foes.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Giants Wandering Beings of Majesty Habitat: Planar (Feywild); Treasure: Arcana The giants of the realm of Lorwyn-Shadowmoor are wise, ancient beings wandering their homeland in search of wondrous
boggarts, kithkin, elves, and others. At worst, giants might be wrathful toward smaller folk, seeing them as invasive pests to be squashed. When a giant in the realm of Lorwyn-Shadowmoor sleeps, it often has
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
construct, unaligned
Armor Class 14 (natural armor)
Hit Points 18 (4d4 + 8)
Speed 10 ft., fly 60 ft.
STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
3 (−4)
WIS
14 (+2
as nimble scouts, always on alert for danger. Bronze Sable
Medium construct, unaligned
Armor Class 15 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft., climb 30 ft.
STR
13 (+1
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Consider the possibilities on the Underworld Adventures table should a character find themselves trying to escape the realm of the dead. Underworld Adventures d20 Plot
1 In Phylias, find
binds.
11 Lead an immortal anvilwrought to Erebos’s palace and convince the god to let the construct die.
12 Discover why Erebos is no longer allowing certain individuals to die.
13
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
in search of mighty heroes, to plead for their aid.
“In my time, I was pharaoh of this realm. It was green and beautiful, blessed by the gods with magical waters that gave life to our land and
into the Border Ethereal and continues his solemn march. Amun Sa doesn’t harm the party and makes no further attempts to defend himself. If Amun Sa’s ghost is slain, he appears to the characters again
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
work with silent efficiency to restore balance. Divine Relationships Athreos cares little for the dealings of the other gods. As long as other deities don’t impinge on the border between life and
Heliod and Erebos, both of whom subtly resent Athreos for limiting how much each can meddle in the other’s realm. At the same time, the River Guide’s role as a buffer between the two vindictive gods
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
die. It is the embodiment of goodness, a spiritual realm where evil can’t abide. It is as much a state of being and of mind as it is a physical location. When discussing anything to do with deities
in Limbo. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a border region, while extensive spiritual regions lie beyond ordinary sensory experience. Even in






