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Returning 35 results for 'century worlds ruins'.
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Species
Player’s Handbook
, including worlds in the Material Plane.
Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need
shaped by it. Some drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of
Classes
Player’s Handbook
mightiest spells change one substance into another, call meteors from the sky, or open portals to other worlds.
Most Wizards share a scholarly approach to magic. They examine the theoretical
pursue lives of crime or domination.
But the lure of knowledge calls even the most unadventurous Wizards from the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most
Monsters
Bigby Presents: Glory of the Giants
target must succeed on a DC 15 Intelligence saving throw or the spell fails and has no effect.According to The Saga of the Dragon Queller, told by giants on some worlds, a disparate group of giants
colossus is lost to modern giants, but many tales suggest the instructions might be buried deep in ruins from ancient giants’ empires.Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksAcid, Cold, Fire, Lightning
Backgrounds
Tomb of Annihilation
An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who
and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
ties to two worlds, yet belonging to neither. Some genasi are born of mortal–genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting
, elemental forces hold greater sway than they do on other worlds. As a people touched by elemental power, genasi are viewed as seers, prophets, and chosen ones. The birth of a genasi, whether a slave, a noble
Monsters
Fizban's Treasury of Dragons
Monster Manual is a typical adult, at least a century old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5
echoes from across the worlds of the Material Plane. Such a creature can be as large as an island— and indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering
Monsters
Fizban's Treasury of Dragons
turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the Monster Manual is a typical adult, at least a century
for adult or ancient dragon turtles. An ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a
Backgrounds
Sword Coast Adventurer's Guide
again in ruins, Dove Falconhand decided to reform the group with the primary goal of building alliances and friendship between the civilized races of the world and goodly people in order to combat evil
honest.
Knights of the Silver Chalice. The Knights of the Silver Chalice was formed by edict of the demigod Siamorphe in Waterdeep a century ago. Siamorphe’s ethos is the nobility’s right
Species
Dragonlance: Shadow of the Dragon Queen
themselves falling through portals to other planes and worlds.
Kender sometimes amass impressive collections of curiosities. Some might collect mundane knickknacks or relics from magical sites, while
multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of
Magic Items
Tomb of Annihilation
Artus Cimber has kept this item in his possession for over a century. The Ring of Winter is a golden band that resizes to fit snugly on the finger of its wearer. A thin layer of frost coats
freeze entire worlds, while a djinni in the service of a Calishite pasha once claimed that the ring could be used to summon and control white dragons, as well as a mighty ice primordial named Cryonax
Monsters
Fizban's Treasury of Dragons
magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the Monster Manual is a typical adult, at least a century old and boasting a valuable hoard. You can
ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a creature can be as large as an island— and
Species
Spelljammer: Adventures in Space
branch.
Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world and explore other worlds.
In addition to being natural climbers, hadozees have feet
autognome is a noteworthy exception because of its Healing Machine trait.)
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn
Monsters
Fizban's Treasury of Dragons
.
Emerald Dragon Lairs
Emerald dragons make their lairs in caves and subterranean ruins, favoring locations that have been abandoned—and ideally forgotten—by other creatures. They are most
, or crumbling ruins designed to disorient intruders. Circuitous routes within the lair provide the dragon with numerous ways to evade pursuit, while strategically designed choke points allow them to
Monsters
Fizban's Treasury of Dragons
for a history of the gods the dragon is compiling.
Emerald Dragon Lairs
Emerald dragons make their lairs in caves and subterranean ruins, favoring locations that have been abandoned&mdash
’s lair is a maze of twisting tunnels, interconnected caverns, or crumbling ruins designed to disorient intruders. Circuitous routes within the lair provide the dragon with numerous ways to evade
races
Mordenkainen Presents: Monsters of the Multiverse
Originally from the Elemental Plane of Water, many tritons entered the Material Plane centuries ago in response to the growing threat of evil elementals. Those tritons spread across the worlds&rsquo
in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their
empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.
A Broad Spectrum
With their penchant for migration
races
Mordenkainen Presents: Monsters of the Multiverse
creates a mystical bond between the giver and the receiver of a gift.
On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms, vast
player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for
races
Mordenkainen Presents: Monsters of the Multiverse
Tortles have a saying: “We wear our homes on our backs.” These turtle folk live on many worlds, most often journeying up and down coasts, along waterways, and across the sea. Tortles don
the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If
races
Mordenkainen Presents: Monsters of the Multiverse
waters of many worlds. Today these elves can be found wherever oceans exist, as well as in the Elemental Plane of Water.
Like other elves, sea elves can live to be over 750 years old.
Creating Your
wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t
races
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
of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live
races
Mordenkainen Presents: Monsters of the Multiverse
existence, most often to the Material Plane. There they seek to bring a bit of their home plane’s splendor to other worlds.
Creating Your Character
At 1st level, you choose whether your character is a
.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races
races
Mordenkainen Presents: Monsters of the Multiverse
have lived on the worlds of the Material Plane since the worlds’ creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can
’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Halls of the Hunting Axe The Halls of the Hunting Axe stand as a reminder of the long-forgotten dwarven kingdom of Besilmer. A gateway between the underground and surface worlds, the halls were once
a magnificent complex with soaring, arched walls, beautiful stained-glass windows, and impeccable craftsmanship. The only things left standing now are a few crumbling ruins upon a prominent
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
worlds. Feywild. This vibrant, idealized realm brims with life and emotion, which are most intense in the realm’s Domains of Delight. Shadowfell. This gloom-haunted realm holds grim wastelands, haunted ruins, and the infamous Domains of Dread.
holds the worlds of settings like Dragonlance, Eberron, the Forgotten Realms, and Greyhawk. There’s also room for any world your group creates. Magic and physical laws shape this plane’s diverse
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Realms, Mystara, Birthright, Dark Sun, and Eberron, among others. Each of these worlds boasts its own cast of heroic adventurers and scheming villains, its own ancient ruins and forgotten artifacts, its
the worlds of D&D exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane. The worlds of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Realms, Mystara, Birthright, Dark Sun, and Eberron, among others. Each of these worlds boasts its own cast of heroic adventurers and scheming villains, its own ancient ruins and forgotten artifacts, its
the worlds of D&D exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane. The worlds of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
worlds. Feywild. This vibrant, idealized realm brims with life and emotion, which are most intense in the realm’s Domains of Delight. Shadowfell. This gloom-haunted realm holds grim wastelands, haunted ruins, and the infamous Domains of Dread.
holds the worlds of settings like Dragonlance, Eberron, the Forgotten Realms, and Greyhawk. There’s also room for any world your group creates. Magic and physical laws shape this plane’s diverse
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Halls of the Hunting Axe The Halls of the Hunting Axe stand as a reminder of the long-forgotten dwarven kingdom of Besilmer. A gateway between the underground and surface worlds, the halls were once
a magnificent complex with soaring, arched walls, beautiful stained-glass windows, and impeccable craftsmanship. The only things left standing now are a few crumbling ruins upon a prominent
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bones.” Most locals have no idea of how right they are. While some truly ancient ruins in this area go back to the days of the first great elf kingdoms, none of these figure into the story of this
Bridge (described later in this chapter) and the crumbling ruins known as the Halls of the Hunting Axe. The realm of Besilmer was something rare: a dwarven kingdom built on the surface, with its
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Mezro Nothing about this Chultan city is what it seems. By all accounts, Mezro was destroyed by the Spellplague, and its ruins indicate as much. In truth, the city’s immortal defenders — the barae
— used their god-given magic to transport the entire city to a paradise (a magically constructed demiplane, far from prying eyes). Empty ruins were left behind to create the impression that Mezro had
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Mezro Nothing about this Chultan city is what it seems. By all accounts, Mezro was destroyed by the Spellplague, and its ruins indicate as much. In truth, the city’s immortal defenders — the barae
— used their god-given magic to transport the entire city to a paradise (a magically constructed demiplane, far from prying eyes). Empty ruins were left behind to create the impression that Mezro had
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bones.” Most locals have no idea of how right they are. While some truly ancient ruins in this area go back to the days of the first great elf kingdoms, none of these figure into the story of this
Bridge (described later in this chapter) and the crumbling ruins known as the Halls of the Hunting Axe. The realm of Besilmer was something rare: a dwarven kingdom built on the surface, with its
races
Mordenkainen Presents: Monsters of the Multiverse
ages passed, githzerai explorers ranged out to other planes and worlds of the multiverse.
Githzerai are generally slender, with speckled skin in shades of yellow, green, or brown. Eons of cultivating
work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an
races
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
Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Mordenkainen Presents: Monsters of the Multiverse
and tenacity that can’t be matched, and the god equipped his children to be able to live above or below ground.
On some worlds, such as Eberron, orcs were among the first defenders of the natural
century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than