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Returning 35 results for 'both borders dread complete race'.
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Magic Items
Forgotten Realms: Adventures in Faerûn
transformation is complete, you become a Lich under the DM's control. Each time you use this Artifact's Cone of Undeath or Myrkul's Hand benefit, there is a 10 percent cumulative chance that you
instantly complete this transformation.
Cone of Undeath. You can take a Magic action to unleash a wave of unholy light in a 60-foot Cone. Each creature in the Cone makes a DC 18 Constitution saving throw
Monsters
Vecna: Eve of Ruin
;{"diceNotation":"1d100", "rollType":"roll", "rollAction":"Undying"} years. Vecna’s new body appears within 100 miles of where he was slain. When the new body is complete, Vecna regains all his hit
reactions per round but only one per turn.
Dread Counterspell. Vecna utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and
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
, shadar-kai can live to be over 750 years old.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical
Species
Van Richten’s Guide to Ravenloft
In the Land of the Mists, power and dread lie in the simple question “What happened to me?” The following lineages are races that characters might gain through remarkable events. These
overshadow their original race, if any, becoming their new race. A character might choose a lineage during character creation, their transformation having occurred before play begins. Or, events might
Species
Mordenkainen Presents: Monsters of the Multiverse
changelings develop identities that have more depth, crafting whole personas complete with histories and beliefs. A changeling adventurer might have personas for many situations, including negotiation
level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
body, thought, and emotion. Freed from the limitations of their human bodies, the yuan-ti used their new abilities to conquer new lands and expand their borders.
One Race, Many Forms
The bodies of all
caste system based on how complete a person’s transformation was. The vast majority of yuan-ti fall into three categories — abominations, malisons, and purebloods — while the mutated
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Freedom of the Mists The Carnival travels through the Mists and between other Domains of Dread as Isolde pleases—though the Dark Powers occasionally send it off course. The Carnival provides one of
the few means of escaping from another Darklord’s domain, since it ignores the closed borders of other domains. Other Darklords cannot travel with the Carnival to escape their own domains, however.
Species
Spelljammer: Adventures in Space
treated by your creator, so you ran away from home.
5
You were built to complete a special mission.
6
You felt trapped in the role for which you were built and abandoned your creator
, determined to find a greater purpose.
Creating Your Character
When you create your D&D character, you decide whether your character is a member of the human race or one of the game’s
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the fighting skill they possessed in life.
No race is immune from being transformed into a dread warrior. Once set upon a task, these undead will do nothing—will not pause or turn aside—until they’ve fulfilled their orders.
Dread Warriors
Created from the freshly dead bodies of skilled warriors, dread warriors are especially formidable zombie-like creatures, retaining some of their intelligence and much of
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the fighting skill they possessed in life.
No race is immune from being transformed into a dread warrior. Once set upon a task, these undead will do nothing—will not pause or turn aside—until they’ve fulfilled their orders.
Dread Warriors
Created from the freshly dead bodies of skilled warriors, dread warriors are especially formidable zombie-like creatures, retaining some of their intelligence and much of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
possessed in life.
No race is immune from being transformed into a dread warrior. Once set upon a task, these undead will do nothing—will not pause or turn aside—until they’ve fulfilled their orders.
Dread warriors make up the terrifying undead army of the Red Wizards.
Dread Warrior
another. A winged snake is trained to serve a particular master. If its master dies, the snake has been known to remain nearby and starve to death. Zhentarim agent and winged snake Dread Warriors
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
borders of Lorwyn, scarecrows are portents of dread and doom. No two scarecrows look alike, but many share a suite of common abilities. To represent a Shadowmoor scarecrow in your game, use the Scarecrow stat block.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Mists Known throughout Ravenloft, the Mists are manifestations of the Dark Powers’ will. They divide, surround, and isolate every domain, creating fog-shrouded borders that imprison Darklords
within their territories. The Mists slip through the Domains of Dread, rising to claim unwitting travelers or releasing terrors upon unsuspecting villagers. Most infamously, the Mists slither into other
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Mists The Mists can always be found at a domain’s borders but can also appear in dense banks that rise wherever adventures demand. Such banks might veil strangers or hidden foes, or they can
transport those who enter them to distant lands, other domains, or even beyond the Domains of Dread. The Mists are inscrutable, but they ever serve the schemes of the Dark Powers, delivering creatures
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
lurk within these lands, yet the collection of the Dark Powers is far from complete. This chapter provides information for the DM and explores the misty truths of the Domains of Dread, along with a
most wicked beings from across ages and worlds within inescapable, mist-shrouded domains. These are the Domains of Dread, the nightmare demiplanes that form the D&D setting of Ravenloft. Untold terrors
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Lineages In the Land of the Mists, power and dread lie in the simple question “What happened to me?” The following lineages are races that characters might gain through remarkable events. These
overshadow their original race, if any, becoming their new race. A character might choose a lineage during character creation, their transformation having occurred before play begins. Or, events might
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Certain. The Domains of Dread provide malleable settings for any kind of horror adventure. As domains are unmoored from conventional reality, anything can happen within their borders. Normal people
Seven Secrets of Ravenloft Countless mysteries pervade the Domains of Dread, but these strange truths underpin the setting: Ez d’Avenir braves the Mists,
her path haunted by past
and future terrors
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
within the house’s walls. The House of Lament is capable of imposing itself over other lands and can appear in other Domains of Dread. A version of the house stands in western Borca (see chapter 3
of Lament closes the borders of its domain, a powerful thunderstorm surrounds it, bringing with it strong wind and heavy precipitation (detailed in the Dungeon Master’s Guide). Anyone who braves the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
nightmares. This chapter explores how to create a character prepared to face the horrors of Ravenloft, while also forging ties to the haunted pedigrees and grim fates common to the Domains of Dread
adventures. Lineages. Consider an origin that ties you to a grim progenitor or inexplicable experience. Lineages can serve as your character’s race or overshadow your previous race. Dark Gifts. Determine
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the Peaks of Flame, at the western end of the Valley of Dread. Because of the distance from Fort Beluarian, they’re looking for adventurers to conduct an initial exploration of that area and locate
(major) and has complete autonomy in Chult, answering only to Duke Ulder Ravengard of Baldur’s Gate. Portyr will happily assign some of her mercenaries to accompany adventurers by sea to Refuge Bay or
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
haze. Domains share neither borders nor common geography, and you can’t peer from one domain into another. The environments, cultures, and residents of one domain don’t influence those of other domains
the most notorious Domains of Dread. CULTIVATING HOPE
In Ravenloft, the Dark Powers control reality, the Mists foil escape attempts, and terrifying Darklords can appear at any moment. What hope do
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
originate from. The DM can provide details from chapter 3 to help inform your decision. Although humans predominate many of the Domains of Dread, adventurers in Ravenloft can belong to any race in the
atmosphere of the adventure. Don’t consider fear a tactical disadvantage or something to be avoided. As part of playing a frightening game, you’re a participant in building and reinforcing a sense of dread
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Clarifying the Threat As the characters complete these assignments, it becomes clear the Dragon Army is more than a group of raiders. Gradually reinforce the following facts: Dangerous Recruits
(Intimidation or Persuasion) check, they learn one of the following pieces of information: Dread Servants. Draconians serve the Dragon Queen fanatically and fearlessly. Flying Steeds. The Dragon Army
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the creature is complete and obeys her will. She uses this ability to create flesh golems and homunculi, as well as zombies, death’s heads, and brains in jars (see chapter 5). Reborn Maker. A side
, such as by keeping it in cold storage or under the effect of a gentle repose spell. Closing the Borders. When Dr. Mordenheim closes Lamordia’s borders, temperatures across the domain drop below 0
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
same world as the domain of Barovia, but it and its users have since spread throughout the Domains of Dread. Further details and a complete tarokka deck appear in the adventure Curse of Strahd.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, becoming like the gods in body, thought, and emotion. Freed from the limitations of their human bodies, the yuan-ti used their new abilities to conquer new lands and expand their borders. One Race
quickly coalesced into a caste system based on how complete a person’s transformation was. The vast majority of yuan-ti fall into three categories — abominations, malisons, and purebloods — while the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, suggesting the way to open the door to area 24. After this, the séance ends as the first one did, and the investigators encourage the party to complete its investigations. If the players are enjoying the
séances or are taking their time exploring, feel free to run this encounter multiple times, allowing the characters to ask more questions. If the borders to the domain are not yet closed, a storm begins brewing at this point.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
To the Coast The journey to Dread Wolf Cove takes five days—fewer if the characters have Clystran’s guidance or other methods of conveyance. Consult the “Movement in the Wastes” section in chapter 5
for details on moving through the region, but play the trek briskly; reporting to Kalaman about the flying citadel should feel like a race against time. If you wish, run one or more random encounters
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Mist Walker The Mists grip all who tread the Domains of Dread, but you know how to slip through their grasp. You can navigate the Mists successfully given enough time and a little luck, but this
trait, you must know the name of the domain you have chosen as your destination, but you don’t need to have previously visited that land. This trait doesn’t allow you to bypass domain borders closed by a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
birdlike humanoids guard the windy borders of their home against invaders from the Elemental Plane of Earth, such as gargoyles, their sworn enemies.
Enemies of Elemental Evil. In service to the Wind
it takes to guard against the incursions of Elemental Evil.
Aarakocra have no concept of political borders or property ownership, and the value of gems, gold, and other precious materials means
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
relationships with people other than your kin. Qualinesti High Elves In Qualinesti, a scout warns of threats encroaching on the elven city’s borders Long ago, a group of high elves left Silvanesti, desiring
, Qualinesti elves even enjoyed good relations with the dwarves of Thorbardin. Since the Cataclysm, however, they’ve withdrawn from the world, and few outsiders dare approach their well-guarded borders. As
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Life in the Domains of Dread The realities of the Domains of Dread seem strange or impossible to individuals from other worlds, but for those who live among the Mists, they’re facts of life. With no
Dread, some more pervasively than others. The same language spoken in multiple domains might bear subtle differences or unique words. Speakers from different domains might also have distinct accents
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the Shadowlands (detailed in “Other Domains of Dread”) in search of evil to vanquish. Bold and proud, many members of the Circle inadvertently race toward dramatic tragedies. The more successful
immortality, they work to unshackle the first Darklord, Strahd von Zarovich, from the Domains of Dread. This inspires them to learn all they can about the nature of the Mists and its deepest mysteries
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Stalker Features Ranger Level Feature 3rd Gloom Stalker Magic, Dread Ambusher, Umbral Sight 7th Iron Mind 11th Stalker’s Flurry 15th Shadowy Dodge Gloom Stalker Magic Starting at 3rd level, you learn
ranger spells you know. Gloom Stalker Spells Ranger Level Spell 3rd disguise self 5th rope trick 9th fear 13th greater invisibility 17th seeming Dread Ambusher At 3rd level, you master the art of the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
owe their existence — and their plight — to the Queen of Air and Darkness, the dread ruler of the Gloaming Court. Once a race of lazy and egotistical fey, the creatures that would become the
curse gave quicklings their amazing speed but also accelerated their passage through life — no quickling lives longer than fifteen years. They race themselves to death, and scheme as fast as they run






