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Returning 35 results for 'certain warrens realm'.
Other Suggestions:
certain wardens realm
certain warring realm
Monsters
Spelljammer: Adventures in Space
horrors are colossal, malevolent entities that occasionally slip the bonds of the Far Realm and find themselves adrift on the Astral Plane. Drawn to the light of distant stars, these creatures invade
sleep, drifting aimlessly until hunger or some other stimulus awakens it.
Cosmic horrors are among the most powerful creatures spawned by the Far Realm. No two of them have the same appearance, but
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
Bigby Presents: Glory of the Giants
; 3, Spell Scarred; or 4, Winged Form. This mutation determines certain traits in this stat block.
Amorphous (Elastic Body Only). The mutate can move through a space as narrow as 1 inch without
as much damage on a successful one.When exposed to corrupting alien energy, such as that found near a gate to the Far Realm or the strange magic that emanates through the Underdark, a regenerating
Monsters
Fizban's Treasury of Dragons
adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back.
5
A cult devoted to a Great Old One of the Far Realm
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
Monsters
Fizban's Treasury of Dragons
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 flayer;mind flayers and
Monsters
Fizban's Treasury of Dragons
wisdom to 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
Backgrounds
Baldur’s Gate: Descent into Avernus
might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business
20
Woodcarvers, coopers, and bowyers
As a member of your guild, you know the skills needed to create finished items from raw materials (reflected in your proficiency with a certain kind of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
to inspire and strengthen the side of good or to rescue heroes from certain death.
Ki-rins are attracted to the worship of deities of courage, loyalty, selflessness, and truth, as well as to the
change in weather to persist.
Pure Waters. Water flows pure within 3 miles of a ki-rin’s lair. Any purposeful corruption of the water lasts for no longer than 3 minutes.
Realm of Respite. Curses
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s goal is to tap into vast energy sources and perform the dire rites that will extend a bridge between the Material Plane and the squirming chaos of an Elder Evil’s realm.
An entity that
aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those
Equipment
Combat
Utility
Whimsy
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On certain nights, a cloud in the Spirit Realm passes into the physical world and is struck by the moon’s rays which crystallizes it
Guild Artisan / Guild Merchant
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your
in your proficiency with a certain kind of artisan’s tools), as well as the principles of trade and good business practices. The question now is whether you abandon your trade for adventure, or
races
Mordenkainen Presents: Monsters of the Multiverse
Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the
, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Tiamat’s Temple The temple in the caldera of the Well of Dragons is the same temple that marks the center of Tiamat’s realm on Avernus. The Red Wizards’ ritual has brought it here to act as a
cult’s subterranean warrens leads into area 5 (the black chapel). When the ritual begins, the temple is the focus of the cult’s activity, with Severin’s Red Wizard allies (use mage statistics) at the
races
Mordenkainen Presents: Monsters of the Multiverse
Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with
, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure
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
. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Tiamat’s Temple The temple in the caldera of the Well of Dragons is the same temple that marks the center of Tiamat’s realm on Avernus. The Red Wizards’ ritual has brought it here to act as a
cult’s subterranean warrens leads into area 5 (the black chapel). When the ritual begins, the temple is the focus of the cult’s activity, with Severin’s Red Wizard allies (use mage statistics) at the
races
Mordenkainen Presents: Monsters of the Multiverse
Originating in the Feywild—a realm of pure emotion— satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic
of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of
races
Mordenkainen Presents: Monsters of the Multiverse
Maglubiyet, who marshaled them as soldiers, but the fey realm left its mark; wherever they are in the multiverse, they continue to channel an aspect of the Feywild’s rule of reciprocity, which
some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a
races
Mordenkainen Presents: Monsters of the Multiverse
Once members of a people who escaped servitude to mind flayers, githyanki split from their cousins, githzerai, and fled to the Astral Plane. In that timeless, silvery realm, githyanki honed their
rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
away, and became a hollow charcoal tube. Intruders caught in Aurnozci’s realm are held in the Warrens of Rot as future sacrifices to the Caged Worm. Strange, fiendish beasts lurk in the Warrens
before. Warrens of Rot. The endless miles of sodden tunnels and caves beneath Gorewood are called the Warrens of Rot. Each passage was once a tentacular root that at some point caught fire, burned
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
away, and became a hollow charcoal tube. Intruders caught in Aurnozci’s realm are held in the Warrens of Rot as future sacrifices to the Caged Worm. Strange, fiendish beasts lurk in the Warrens
before. Warrens of Rot. The endless miles of sodden tunnels and caves beneath Gorewood are called the Warrens of Rot. Each passage was once a tentacular root that at some point caught fire, burned
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Undersigil Chaos thrives beneath the streets of Sigil. Also known as the Realm Below, the snaking labyrinth of ancient tunnels binds long-standing city structures to subterranean criminal crossroads
, flooded cisterns, and seemingly endless catacombs. Seasoned touts usually know of a few entrances to the Realm Below and can, for a fee, point eager explorers toward them, but few guides agree to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Undersigil Chaos thrives beneath the streets of Sigil. Also known as the Realm Below, the snaking labyrinth of ancient tunnels binds long-standing city structures to subterranean criminal crossroads
, flooded cisterns, and seemingly endless catacombs. Seasoned touts usually know of a few entrances to the Realm Below and can, for a fee, point eager explorers toward them, but few guides agree to
races
Mordenkainen Presents: Monsters of the Multiverse
Deep gnomes, or svirfneblin, are natives of the Underdark and are suffused with that subterranean realm’s magic. They can supernaturally camouflage themselves, and their svirfneblin magic
, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For
races
Mordenkainen Presents: Monsters of the Multiverse
Duergar are dwarves whose ancestors were transformed by centuries living in the deepest places of the Underdark. That chthonic realm is saturated with strange magical energy, and over generations
, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span
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
themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span
races
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
of certain types in different ways. For example, the cure 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
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
The Siren Sea Callaphe gazed on the coastline,
certain her destiny called her
here, where the mist-shrouded rocks sang,
promising glories undreamed of.
—The Callapheia
The vast Siren Sea
range from deadly reefs and wandering islands to predatory beasts and devastating krakens (see chapter 6). Ever-changing, the Siren Sea is a realm of impossible sights and constant danger, the setting of legendary odysseys and the crucible of heroes.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
The Siren Sea Callaphe gazed on the coastline,
certain her destiny called her
here, where the mist-shrouded rocks sang,
promising glories undreamed of.
—The Callapheia
The vast Siren Sea
range from deadly reefs and wandering islands to predatory beasts and devastating krakens (see chapter 6). Ever-changing, the Siren Sea is a realm of impossible sights and constant danger, the setting of legendary odysseys and the crucible of heroes.
races
Mordenkainen Presents: Monsters of the Multiverse
changelings today—even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the
, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
died, passed into Erebos’s realm, and ultimately escaped the Underworld. His escape route, the Path of Phenax (see chapter 4), has since been employed by rare, but over the ages innumerable
find themselves separate from the living, their memories lost and their unnatural states striking fear in most mortals. As a result, most Returned come to follow certain paths of behavior and gravitate toward two city-states, known as the necropoleis—cities of the dead.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
died, passed into Erebos’s realm, and ultimately escaped the Underworld. His escape route, the Path of Phenax (see chapter 4), has since been employed by rare, but over the ages innumerable
find themselves separate from the living, their memories lost and their unnatural states striking fear in most mortals. As a result, most Returned come to follow certain paths of behavior and gravitate toward two city-states, known as the necropoleis—cities of the dead.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
one wishes to leave a place to reach another land or to escape the realm they’re in. Beyond these truths, the Mists are your tool to establish the boundaries of your horror stories. See the “Nature
of Ravenloft” section in chapter 3 for details on employing the Mists to focus your horror adventures, leading characters to engage with certain elements while cloaking others in mystery.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Plane. Certain creatures can see into the Border Ethereal, and the see invisibility and true seeing spell grant that ability. Some magical effects also extend from the Material Plane into the Border
is the realm of thought and dream, where visitors travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same above and below, with swirling wisps of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Friendly Guides In each of Prismeer’s splinter-realms, the characters can find a guide—a disloyal minion of the Hourglass Coven—who is willing and able to lead them from one splinter-realm to another
glimpsed through veils of mist from certain vantage points in all three of Prismeer’s splinter-realms. To get to Zybilna’s palace, the characters must secure the help of Amidor the dandelion or other