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Returning 35 results for 'called wanderers remain'.
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Magic Items
Vecna: Eve of Ruin
annihilation.
Desperate to save themselves and their allies, powerful elemental beings called the Wind Dukes of Aaqa rose against Miska. Committed to the concept of law, the Wind Dukes descended from a
people called the vaati, who once ruled many worlds. Seven Wind Dukes wove their power into an artifact called the Rod of Law. The dukes used the rod to imprison Miska on the plane of Pandemonium. As a
Monsters
Domains of Delight: A Feywild Accessory
more than happy to fashion a hut made of spider silk for his guest to inhabit. The visitor is free to remain there as long as they wish, provided they do no harm to the other denizens of Fablerise
thicket by whistling a tune while walking backward.
Fablerise is a small Domain of Delight—roughly three square miles nestled in a forest called Thither, which is part of a much larger Domain of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
undetected to bleed their victims dry.
Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn’t return to their burial places after being defeated or suffering
Monsters
Tales from the Yawning Portal
":"roll","rollAction":"Children of the Night"} swarm of bats;swarms of bats, provided that the sun isn't up. The called creatures arrive in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction
":"Children of the Night"} rounds, acting as allies of Tloques-Popolocas and obeying his spoken commands. The beasts remain for 1 hour, until Tloques-Popolocas dies, or until Tloques-Popolocas dismisses them as a bonus action.Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
The Wild Beyond the Witchlight
moonlight. She wears a crescent moon mask and is one-half of an acrobatic duo called the Selenelion twins, alongside Glister, her sunny twin. Gleam wants to reunite with her twin and return to the
leaves me flustered and longing to be elsewhere.”
Glister is blessed with confidence, grace, and the power of the sun. She wears a sun mask and is one-half of an acrobatic duo called the Selenelion
Monsters
Eberron: Rising from the Last War
as they grow stronger, they gain more influence.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical
can't die permanently. Upon its death, it reforms elsewhere in the multiverse and becomes active again at a time set by the DM.
Rak Tulkhesh
Called the Rage of War, Rak Tulkhesh is the incarnation of
Monsters
Curse of Strahd
asked Pidlwick to remain at Castle Ravenloft.
One Pidlwick Too Many. Von Weerg was no ordinary toymaker, and he put a little of himself into all his creations, which is to say his works had a touch of
thought it was an accident. In the days that followed, Pidlwick II tried its best to fill its namesake's shoes, but the effigy's mere presence was upsetting to Tatyana, and it was never called on to perform
Monsters
Van Richten’s Guide to Ravenloft
warrior devoted to a pantheon of elven deities called the Seldarine. In this role, she defended the Feywild against dragons, demons, and other threats. In time, her heroics caught the eye of an
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
Waterdeep: Dungeon of the Mad Mage
;rats, provided that the sun isn't up. While outdoors, Zorak can call 3d6;{"diceNotation":"3d6","rollType":"roll","rollAction":"Children of the Night"} wolf;wolves instead. The called creatures arrive
in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Zorak and obeying his spoken commands. The beasts remain for 1 hour, until Zorak dies
Monsters
Storm King's Thunder
a secret yet widespread organization called the Kraken Society. Using information given to them by the evil storm giant sisters, Kraken Society operatives ambushed and killed Queen Neri. Iymrith then
abate within 1d10;{"diceNotation":"1d10","rollType":"roll"} days. Any sinkholes remain where they are.Lightning
Species
Spelljammer: Adventures in Space
it, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their
own, which giff have learned to channel through their weapons. Most giff have no idea where this so-called astral spark comes from, but they feel its presence most strongly when they are in Wildspace
Monsters
Waterdeep: Dungeon of the Mad Mage
centipede;giant centipedes. The called creatures arrive in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Keresta and obeying her spoken
commands. The beasts remain for 1 hour, until Keresta dies, or until Keresta dismisses them as a bonus action.Keresta can take 3 legendary actions, choosing from the options below. Only one legendary
Monsters
The Book of Many Things
martyrs’ remains until the martyrs are called back to life to oppose a world-changing foe.
2
Gather the lost shards of a dead god’s petrified body, and reunite them on the altar in the
a surface such as a ceiling with no way to remain there (for example, sufficient handholds), it falls at the end of this movement.
Regional Effects
The region containing a medusa’s lair is
Monsters
Mythic Odysseys of Theros
in an enormous, gnarled olive tree called Enorasi, which was planted millennia ago by Klothys. It is said that those who eat of its fruit can see glimpses of the future. Eating the fruit brings with
next dawn.
If Arasta dies, the spiders and insects lose their supernatural link to her. The webs remain, but they dissolve within 1d10;{"diceNotation":"1d10","rollType":"roll"} days.Acid
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
animal’s tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!
— Don Bassingthwaite, The Binding Stone
Shifters are sometimes called the
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
Monsters
Curse of Strahd
’t up. While outdoors, Strahd can call 3d6;{"diceNotation":"3d6","rollType":"roll","rollAction":"Children of the Night"} wolf;wolves instead. The called creatures arrive in 1d4;{"diceNotation":"1d4
","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses
Monsters
Fizban's Treasury of Dragons
teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from
moonstone dragon is called upon to discipline a group of moonstone dragon wyrmling;moonstone dragon wyrmlings that rampaged through a Fey noble’s territory.
8
An adult moonstone dragon has amassed
races
the warrior than any other folk. Grudgels are also talented artisans, wanderers, magic weavers, and star gazers. They alone hold the secrets of forging stryllum, a strange substance that occurs when
against the threats of the wilderness and folk looking for a fight.
Outside of the North, grudgels remain rare enough in Etharis that folk are less likely to meet one than hear fearful rumors regarding
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Wandering Outcasts
Most tabaxi remain in their distant
stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant
Whelm
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving
to destroy goblins and giants or to protect dwarves.
Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It
Vampire
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
;wolves instead. The called creatures arrive in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of the vampire and obeying its spoken commands
. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The vampire can take 3 legendary actions, choosing from the options below. Only one
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
":"3d6","rollType":"roll","rollAction":"Children of the Night"} wolf;wolves instead. The called creatures arrive in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Children of the Night"} rounds
, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The vampire can take 3
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
;{"diceNotation":"3d6","rollType":"roll","rollAction":"Children of the Night"} wolf;wolves instead. The called creatures arrive in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Children of
the Night"} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The
Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or
time after the hundredth birthday, and before this period they are called by child names.
On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster
Hobgoblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
to them, are as follows:
1st rank: Warlord
2nd rank: General
3rd rank: Captain
4th rank: Fatal Axe
5th rank: Spear
6th rank: Fist
7th rank: Soldier
A legion is organized into units called
but is nearly destroyed, the handful of members who remain are welcomed into another banner, taking their banner’s name and colors along with them, and assuming places of leadership in the group
races
Mordenkainen Presents: Monsters of the Multiverse
Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t fully change shape, but
’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.
Most shifters resemble a particular kind of lycanthrope. You can
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.
Druid spells are oriented toward nature and
water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Most people of the Eldeen Reaches live in villages and on farms. Some folk in the Towering Wood make their homes in the vast trees, while others are wanderers. The Gloaming This
chapter 4). Fey abound in this forest, and those who wander within may stumble upon the City of Rose and Thorn, the domain of a powerful archfey called the King of Summer. If you’re playing a character with
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Most people of the Eldeen Reaches live in villages and on farms. Some folk in the Towering Wood make their homes in the vast trees, while others are wanderers. The Gloaming This
chapter 4). Fey abound in this forest, and those who wander within may stumble upon the City of Rose and Thorn, the domain of a powerful archfey called the King of Summer. If you’re playing a character with
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
unpredictably, but it is always visible for wanderers lost and in need. Just beyond the city whirls a massive, ever-threatening, ethereal cyclone known as the Keening Gloom—a looming threat that’s a
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
it is always visible for wanderers lost and in need. Just beyond the city whirls a massive, ever-threatening, ethereal cyclone known as the Keening Gloom—a looming threat that’s a grim reminder of
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
it is always visible for wanderers lost and in need. Just beyond the city whirls a massive, ever-threatening, ethereal cyclone known as the Keening Gloom—a looming threat that’s a grim reminder of
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
unpredictably, but it is always visible for wanderers lost and in need. Just beyond the city whirls a massive, ever-threatening, ethereal cyclone known as the Keening Gloom—a looming threat that’s a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Thri-kreen Mantid Psychics and Scavengers Habitat: Desert, Grassland; Treasure: Armaments Thri-kreen are mantis-like wanderers who harness their innate camouflage and psychic abilities to survive
the spear-like gythka and throwing blades called chatkcha.
Sean Murray
Thri-kreen Marauder Medium Monstrosity, Neutral
AC 15 Initiative +2 (12)
HP 33 (6d8 + 6)
Speed 40 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Thri-kreen Mantid Psychics and Scavengers Habitat: Desert, Grassland; Treasure: Armaments Thri-kreen are mantis-like wanderers who harness their innate camouflage and psychic abilities to survive
the spear-like gythka and throwing blades called chatkcha.
Sean Murray
Thri-kreen Marauder Medium Monstrosity, Neutral
AC 15 Initiative +2 (12)
HP 33 (6d8 + 6)
Speed 40 ft