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Returning 35 results for 'caused returning guardian to have realm'.
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Monsters
Spelljammer: Adventures in Space
end of its body, and a superior intellect. Other psurlons look to the two-headed ones for leadership.
Psurlons
Psurlons are malevolent, wormlike creatures that were ejected from the Far Realm long
many sentient life-forms as they can before returning to the Astral Plane. Psurlons prefer the flesh of humans and halflings but don’t mind feasting on other folk. They use their spellcasting
Monsters
Fizban's Treasury of Dragons
accept it.
Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them
fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumph;flumphs. These Aberrations, which oppose the depredations of mind
Monsters
Spelljammer: Adventures in Space
recognize it for what it is.
Psurlons
Psurlons are malevolent, wormlike creatures that were ejected from the Far Realm long ago. They now live on the Astral Plane. They have legs that end in
strongholds, invade Wildspace systems, and indulge in a seven-year-long ceremony called the Feast of Worlds, during which they consume as many sentient life-forms as they can before returning to the Astral
Monsters
Spelljammer: Adventures in Space
each: disguise self, mage armor (self only)
1/day: suggestionPsurlons are malevolent, wormlike creatures that were ejected from the Far Realm long ago. They now live on the Astral Plane. They have
returning to the Astral Plane. Psurlons prefer the flesh of humans and halflings but don’t mind feasting on other folk. They use their spellcasting abilities to infiltrate the settlements of their
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
must repeat the saving throw. On a failed save, it has the unconscious condition instead of the restrained condition caused by the tendrils. On a successful save, the effect ends on the creature. An
, Eriette and Ashiok conspire to build a nightmare realm in the ruins of Castle Ardenvale at the heart of the Wicked Slumber, replacing the virtuous court with one composed of sleepwalkers and dreamers
Monsters
Mythic Odysseys of Theros
, without needing to make an ability check.
Web Walker. Arasta ignores movement restrictions caused by webbing.Multiattack. Arasta makes three attacks: one with her bite and two with her claws.
Bite
features made monstrous by cruel magic and ages of hatred. Webs fill her lair deep in the Nessian Wood, sticky strands made not of silk but of her own endless hair. In her darkened realm, Arasta broods on
Monsters
Domains of Delight: A Feywild Accessory
on ceilings, without needing to make an ability check.
Web Walker. Yarnspinner ignores movement restrictions caused by webbing.
Web Weaver (3/Day). Yarnspinner can take 1 minute to craft one of the
form long tunnels, grand hallways, and enormous domes. It’s a gloomy realm. A mushroom circle in the heart of the domain serves as a fey crossing, and one can travel more quickly through the
spells
an answer instead.
When you cast this spell, roll a d20;{"diceNotation":"1d20", "rollType":"roll", "rollAction":""}. If you roll a 1, the deity appears in the nearest unoccupied space and attacks creatures (including you) in the area for the spell’s duration before returning to its realm.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, though: freeing its lost modron brethren and putting an end to the disruption in the Outlands that caused the characters to become unmoored from reality. After the characters leave the Platinum Rooms
, where they go next is up to them. Shemeshka will avoid them for the rest of the adventure. To continue with this chapter, the group should meet with R04M, either by returning to the walking castle or by
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
like wildfire. Everyone comes out to greet you, including Honorary Mayor Jenna Bean, who snorts contentedly. Frody apologizes to everyone for the trouble he has caused and says he looks forward to
returning to his grave. His words bring tears as well as cheers.
A local carpenter named Lewth Fulchre (the father of local rabblerouser Ebbin Fulchre) offers to repair Frody’s coffin, which shouldn’t
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Winter’s cool touch greets new arrivals, but there’s no harsh wind. Attempts by the Far Realm entity to escape from the shard solitaire have caused extraplanar energy to leak into Paliset Hall. This
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Adventure Hooks Use one of the following adventure hooks to draw the characters into the story: Back to the Realm. This hook continues the story of the Dungeons & Dragons animated series and assumes
the players choose the premade characters that accompany this adventure. Long ago, the characters were transported to the Realm, a world filled with magic and monsters. With magic items they received
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Far Realm Explorers This adventure includes a few access points that allow the characters to investigate more of the bizarre Far Realm. The wonders and terrors of the Far Realm are, for the most part
, inimical to mortal life and sanity. If the characters decide to explore the Far Realm further, they would be well advised to seek out one of the Far Realm’s few safe harbors. Examples of these
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
is viable. The characters’ best option is to return to Phandalin and share what they’ve discovered with a knowledgeable ally, such as Gwyn Oresong or Rivibiddel. Shortly after returning to Phandalin
, facing threats along the way. In Illithinoch, the characters learn that the mind flayer fanatics already escaped through a gateway into the Far Realm. To pursue them, the characters must explore three Far Realm rifts scattered around Illithinoch and collect keys to open the gateway.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
always reliably connect to the Ghost Orchid Tepui. With the tepui’s magic and guardian restored, the nightmares and Far Realm incursions plaguing Atagua cease. If the characters return to Atagua
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
traditions of the past. What caused you to leave your hold? Are you serving your clan and honing your skills, or have you been exiled from your homeland? The Realm Below. How has the Realm Below
know the battles it has seen and the warriors who have wielded it before you. This is especially true of the relics recovered from the Realm Below. Who forged the blade you carry? Do you bear a trinket from a forgotten age?
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
masonry. The chains are similar to the ones that bind Elturel. Characters who examine a chain can tell that some intense, supernatural force caused one or more of its links to sunder. Although the cause
of the damage can’t be ascertained, characters can conclude that breaking the chains of Elturel is not beyond the realm of possibility.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
characters might learn that Zargon, the one-eyed creature that caused Cynidicea’s fall, still dwells beneath the monument. The party might even discover an entrance to the surviving Cynidiceans
’ underground city (see the “Extending the Adventure” section at the end of this adventure). The adventure concludes when the characters escape the ziggurat, either by returning to the desert or finding a door to the Infinite Staircase placed in a location of your choice.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
cherish the memory of this ancient nation, for all dwarves in Khorvaire are descended from exiles driven from the realm below — which was later destroyed by the daelkyr. Particularly in the Mror Holds
, many dwarves cherish the idea of returning to the subterranean reaches and reestablishing their ancient nation, restoring them to a greatness they have all but forgotten.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
hard against the svirfneblin, returning in great force to lay siege to Blingdenstone. The deep gnomes were no match for the drow army. Thousands of svirfneblin were slaughtered, and those survivors
with gates or deliberately caused cave-ins. The svirfneblin must contend with incursions by wererat squatters, insane elementals, ghosts, and a plague of invading oozes controlled by the Pudding King
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
there are few such places in the North. A small community was growing near the Kingdom of Many Arrows, but the recent war with the orcs of that realm caused this burgeoning population to disperse
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Missing Modrons When the characters meet with R04M again, the monodrone assesses that they can now do what it couldn’t: correct the multiversal disruption that affected the party and caused other
modrons are caught in the shifting realm of Gzemnid, a beholder god of deception, gases, and obscurement. Shemeshka discovered the modrons in Tyrant’s Spiral, an ever-shifting part of Gzemnid’s Realm
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
city upon its back and wiped out the residents. Since returning to its slumber, Arixmethes drifts where it will, still bearing the ruins of a legendary city upon its back. Cronemouth Cove This tiny
clutches, wriggling out of reach with a mind of its own. Ketaphos Famed for its role in The Callapheia, the island of Ketaphos supposedly exists in Nyx during the night and in the mortal realm during
Compendium
- Sources->Dungeons & Dragons->Rrakkma
only visible way out is back through the portal. Lighting This area is well lit. The charging Gith Capacitor creates A LOT of light. Creatures/NPCs A star spawn seer and its guardian star spawn hulk are
shunting the rrakkma involuntarily back through the gate to Pandemonium. Playing the Pillars COMBAT
Due to the disorienting nature of the Far Realm, the adventurers make any initiative checks with
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the Material Plane are extinguished, and all hope has faded away. All that remains is the eternally static realm of the living dead. Orcus is the universe’s staunchest advocate of stagnation. He sees
Orcus’s intervention in returning his child to the world after the gods cruelly snatched her away. All who would become cultists of Orcus must be willing to become undead. Those who commit to the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
thessalhydra and another creation of Moghadam’s known as the thessalheart construct. Thessalhydra When the characters first enter the temple, roll a d4. On a 1–2, the temple’s guardian thessalhydra is
. Accustomed to inspiring fear, and having grown somewhat lazy in its guardian role, it is usually content to let foes flee from it rather than pursuing. Each time the characters finish a long rest in
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, hoping that the characters survive and returning to thank them if they prevail. Tlad Xolbrys uses his magic to help the characters unless it looks like they’re near defeat, whereupon the drow turns
long incarceration Follows his liberators around, talking nonsense 2 — — — 3 Invisible stalker Mirror guardian Tries to kill whoever released it, and vanishes if it succeeds 4 Zaal (minotaur) Trapped
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Erebos’s Influence Born from Heliod’s shadow and then banished to the Underworld, Erebos claimed dominion over that desolate realm. He sees it as his duty and his right to ensure that those who
enter his realm remain there for all time. Within the Underworld, only the relative paradise of Ilysia is sheltered from his influence. In the other four realms of the dead, his will is law. Mortals
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sponsoring and then leading adventuring expeditions into Undermountain. One of the items they recovered from the dungeon was a tablet of black crystal that allowed contact with entities of the Far Realm
Xerrion would later marry. Level 22 of Undermountain became a safe haven where the Shadowdusks could treat with Far Realm horrors away from the prying eyes of their fellow Waterdavians. In the end
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to keep the living out of the realm of the dead and the dead from returning to the land of the living. Underworld Crossing Adventures Adventures in Underworld crossings usually involve the characters
Underworld—their treasures proving useless in the realm of the dead. The dunes of discarded coins that pile up on the Underworld’s shores might be enough to tempt mortal treasure hunters, even at the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
intentions were benign. Krokulmar hails from the Far Realm. In making its pact with Markos, Krokulmar corrupted the mansion and its residents, then eroded Markos’s sense of self until he became eager
to retrieve The Celestial Codex. Elra and three other adventurers traveled to Markos’s mansion, where they witnessed a number of peculiar magical effects caused by Krokulmar’s growing influence. One by one, they fell prey to the mansion’s sinister occupants.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
significant impact on the franchise the characters will establish at the end of this episode. At the ruins of Tresendar Manor, the characters find clues about what caused the destruction. They locate one of
characters discover signs of recent rituals tapping into the power of the Far Realm — and take on the monsters the attackers left behind. After dealing with the threats in the dungeon, the characters run
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Event d4 Defining Event 1 You snuck aboard a Sea Princes raiding ship and freed a number of captured fishers doomed to slavery in that realm. Anders Solmor, a prominent person in town, has been a
friend ever since. 2 A terrible accident almost caused a fire that would have destroyed the docks, if not for your heroics. You still bear a few scars from the incident and have yet to pay for a meal or
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Psurlons Psurlons are malevolent, wormlike creatures that were ejected from the Far Realm long ago. They now live on the Astral Plane. They have legs that end in hooves and arms that end in hands
indulge in a seven-year-long ceremony called the Feast of Worlds, during which they consume as many sentient life-forms as they can before returning to the Astral Plane. Psurlons prefer the flesh of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Grimoire Yes Uncommon+ Barrier Tattoo Yes Uncommon+ Bloodwell Vial Yes Uncommon Coiling Grasp Tattoo Yes Uncommon Eldritch Claw Tattoo Yes Uncommon Feywild Shard Yes Uncommon Guardian Emblem Yes Uncommon
Bell Branch Yes Rare Devotee’s Censer Yes Rare Duplicitous Manuscript Yes Rare Elemental Essence Shard Yes Rare Far Realm Shard Yes Rare Fulminating Treatise Yes Rare Heart Weaver’s Primer Yes Rare