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Returning 35 results for 'burns bad diffusing constructed realms'.
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Cadaver Collector
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home.
Sweeping the Dead
creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time.
Constructed Nature. A cadaver collector
Monsters
Planescape: Adventures in the Multiverse
electricity from each of its ten eyes, synchronizing them to deadly effect.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy
modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Monsters
Planescape: Adventures in the Multiverse
identified by their seven flexible limbs.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands
, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Lightning, Psychic
Monsters
Planescape: Adventures in the Multiverse
have wormlike bodies studded with nine mechanical arms.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron
leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Monsters
Planescape: Adventures in the Multiverse
themselves, spinning them in a bludgeoning whirlwind.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully
leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Psychic
Monsters
Planescape: Adventures in the Multiverse
which end in powerful pincers.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the
, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Lightning, Psychic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
minotaur with six iron horns. A fiendish light burns in his red eyes. Although he is filled with bestial blood lust, there lies within him a cruel and cunning intellect devoted to subverting all
, the Lyktion is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace is a towering structure whose interior is as labyrinthine as the plane
Baphomet
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
minotaur—considered the greatest gift of the Prince of Beasts.
Baphomet himself appears as a great, black-furred minotaur, 20 feet tall with six iron horns. An infernal light burns in his red eyes
maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace itself is a towering structure whose interior is as labyrinthine as the plane on which it resides
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
changes in the prevailing winds that they regarded as a bad omen.
Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air
. The eldest acts as leader with the support of a shaman.
AARAKOCRA IN THE FORGOTTEN REALMS
Never well established in Faerûn, aarakocra have only four major colonies: in the Star Mounts
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
.
Fleeting Fancies
Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi’s desire burns bright, but once met it disappears to be
wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren’t above a little discreet theft to get their claws
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Gate-Towns A ring of sixteen evenly spaced towns, equidistant to the Spire, lies at the edge of the Outlands. Each is constructed around a portal to one of the Outer Planes, and these gate-towns are
dramatically influenced by the realms they border. The towns and their inhabitants vary wildly from each other, mirroring many of the extreme characteristics of their respective planes of influence
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Modrons Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the rank directly above it and in
, tridrones, quadrones, and pentadrones—the upper-tier hierarch modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Modrons Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the rank directly above it and in
, tridrones, quadrones, and pentadrones—the upper-tier hierarch modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Gate-Towns A ring of sixteen evenly spaced towns, equidistant to the Spire, lies at the edge of the Outlands. Each is constructed around a portal to one of the Outer Planes, and these gate-towns are
dramatically influenced by the realms they border. The towns and their inhabitants vary wildly from each other, mirroring many of the extreme characteristics of their respective planes of influence
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Modrons Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the rank directly above it and in
, tridrones, quadrones, and pentadrones—the upper-tier hierarch modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Gate-Towns A ring of sixteen evenly spaced towns, equidistant to the Spire, lies at the edge of the Outlands. Each is constructed around a portal to one of the Outer Planes, and these gate-towns are
dramatically influenced by the realms they border. The towns and their inhabitants vary wildly from each other, mirroring many of the extreme characteristics of their respective planes of influence
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. We’ve visited Waterdeep before, but not like this. Clever heroes will respect the city’s rules. Those who get on the city’s bad side are in for a rough time, as the City of Splendors is home to some of
the most powerful figures in the Forgotten Realms.
Charlie Sanders, a lifelong D&D player, brought his experience writing for television to the project by helping flesh out the story bible months
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. We’ve visited Waterdeep before, but not like this. Clever heroes will respect the city’s rules. Those who get on the city’s bad side are in for a rough time, as the City of Splendors is home to some of
the most powerful figures in the Forgotten Realms.
Charlie Sanders, a lifelong D&D player, brought his experience writing for television to the project by helping flesh out the story bible months
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. We’ve visited Waterdeep before, but not like this. Clever heroes will respect the city’s rules. Those who get on the city’s bad side are in for a rough time, as the City of Splendors is home to some of
the most powerful figures in the Forgotten Realms.
Charlie Sanders, a lifelong D&D player, brought his experience writing for television to the project by helping flesh out the story bible months
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
for the group’s travels, and preserving the Vistani way of life. The Vistani have the power—some say gift—to travel through the mists that lead to forlorn realms within the Shadowfell known as the
believe that ravens carry lost souls within them. Hence, killing a raven is considered bad luck in Vistani culture.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
for the group’s travels, and preserving the Vistani way of life. The Vistani have the power—some say gift—to travel through the mists that lead to forlorn realms within the Shadowfell known as the
believe that ravens carry lost souls within them. Hence, killing a raven is considered bad luck in Vistani culture.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
for the group’s travels, and preserving the Vistani way of life. The Vistani have the power—some say gift—to travel through the mists that lead to forlorn realms within the Shadowfell known as the
believe that ravens carry lost souls within them. Hence, killing a raven is considered bad luck in Vistani culture.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
halfway through the spinning cylinder and then ignite the slippery oil with a flaming arrow. The oil burns for 2d4 rounds if the fire is not extinguished. On the first round, the burning oil deals 9
Snarla finds herself in a bad situation, she changes into werewolf form and attacks with desperate savagery, giving her advantage on all her attack rolls. If she is captured alive and made to talk, she
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
halfway through the spinning cylinder and then ignite the slippery oil with a flaming arrow. The oil burns for 2d4 rounds if the fire is not extinguished. On the first round, the burning oil deals 9
Snarla finds herself in a bad situation, she changes into werewolf form and attacks with desperate savagery, giving her advantage on all her attack rolls. If she is captured alive and made to talk, she
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
halfway through the spinning cylinder and then ignite the slippery oil with a flaming arrow. The oil burns for 2d4 rounds if the fire is not extinguished. On the first round, the burning oil deals 9
Snarla finds herself in a bad situation, she changes into werewolf form and attacks with desperate savagery, giving her advantage on all her attack rolls. If she is captured alive and made to talk, she
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
realms, And never once a slave. O sing a song of Elturel When foes are at her door Her fields torn by cloven feet From some infernal shore. Arise the mighty Hellriders Take up your swift, keen
that “the Companion” referred to in the song is the name given to the artificial sun that burns over Elturel, protecting the city and its surrounding lands against undead. Characters who speak to Alan
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
realms, And never once a slave. O sing a song of Elturel When foes are at her door Her fields torn by cloven feet From some infernal shore. Arise the mighty Hellriders Take up your swift, keen
that “the Companion” referred to in the song is the name given to the artificial sun that burns over Elturel, protecting the city and its surrounding lands against undead. Characters who speak to Alan
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
realms, And never once a slave. O sing a song of Elturel When foes are at her door Her fields torn by cloven feet From some infernal shore. Arise the mighty Hellriders Take up your swift, keen
that “the Companion” referred to in the song is the name given to the artificial sun that burns over Elturel, protecting the city and its surrounding lands against undead. Characters who speak to Alan
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
evil warlord to bolster the ranks of a conquering army. These fearsome constructs obey their summoners until being dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector
, a cadaver collector can call up an almost endless supply of them, if given time. Constructed Nature. A cadaver collector doesn’t require air, food, drink, or sleep. Cadaver collectors cannot summon
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
evil warlord to bolster the ranks of a conquering army. These fearsome constructs obey their summoners until being dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector
, a cadaver collector can call up an almost endless supply of them, if given time. Constructed Nature. A cadaver collector doesn’t require air, food, drink, or sleep. Cadaver collectors cannot summon
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
evil warlord to bolster the ranks of a conquering army. These fearsome constructs obey their summoners until being dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector
, a cadaver collector can call up an almost endless supply of them, if given time. Constructed Nature. A cadaver collector doesn’t require air, food, drink, or sleep. Cadaver collectors cannot summon
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the three planes and the relative importance they give to law and good. Sages have constructed a few such theoretical models to make sense of the jumble of planes, particularly the Outer Planes. The
tree, literally or figuratively. For example, the Norse cosmology centers on the World Tree Yggdrasil. The three roots of the World Tree touch the three realms: Asgard (an Outer Plane that includes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the three planes and the relative importance they give to law and good. Sages have constructed a few such theoretical models to make sense of the jumble of planes, particularly the Outer Planes. The
tree, literally or figuratively. For example, the Norse cosmology centers on the World Tree Yggdrasil. The three roots of the World Tree touch the three realms: Asgard (an Outer Plane that includes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
heals wounds to something much more rare and impressive, such as a levitating tower or a stone golem guarding the gates of a city. Beyond the realms of civilization are caches of magic items guarded
by magic traps, as well as magically constructed dungeons inhabited by monsters created by magic, cursed by magic, or endowed with magical abilities.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the three planes and the relative importance they give to law and good. Sages have constructed a few such theoretical models to make sense of the jumble of planes, particularly the Outer Planes. The
tree, literally or figuratively. For example, the Norse cosmology centers on the World Tree Yggdrasil. The three roots of the World Tree touch the three realms: Asgard (an Outer Plane that includes






