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Returning 35 results for 'compound rivers given to have realm'.
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Classes
Player’s Handbook
, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.
Warlocks view their patrons as resources, as means to the end of achieving magical
power. Some Warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given
Monsters
Spelljammer: Adventures in Space
success.Disgorged from the Far Realm, Gaj are hideous hunters that prey on other life forms. They crawl on six insectile legs and attack with their mandibles. They ambush prey by burying themselves under sand or
speech of other creatures.
A gaj’s head is a spongy globe about 2 feet in diameter, with three feathery antennae protruding from the top. Spaced around the head are six compound eyes, and six
Monsters
Phandelver and Below: The Shattered Obelisk
;beholders. The Far Realm’s strange power can pervade a beholder’s dreams, resulting in the birth of an oculorb.
Oculorbs resemble a slimy conglomeration of eyes in many sizes and shapes
. They are dreaded even by the beholders that birth them. An oculorb is a tangle of negative emotions—the fury, melancholy, and obsession of its creator, all given gruesome, corporeal form. Like
Monsters
Mordenkainen Presents: Monsters of the Multiverse
around him. Given enough time in a single location, Graz’zt can twist it with his power.
Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with finery and decorations
:
Agitated Beasts. Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
Beguiling Realm. Within 6 miles of
Monsters
Icewind Dale: Rime of the Frostmaiden
realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but
Monsters
Icewind Dale: Rime of the Frostmaiden
their own fates without the gods’ meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness
.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril
Species
Eberron: Rising from the Last War
-Lashtavar.
—Lakashtai, servant of the light
The kalashtar are a compound race created from the union of humanity and renegade spirits from the plane of dreams — spirits called quori
for any noble cause.
10
You are obsessed with Dreaming Dark conspiracies.
Hunted by Nightmares
The virtuous spirits tied to the kalashtar fled from the dream-realm of Dal Quor to escape
Monsters
Icewind Dale: Rime of the Frostmaiden
Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after
form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three
Monsters
Fizban's Treasury of Dragons
; attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons
shifting beneath travelers’ feet to send them tumbling down slopes or into rivers.
Thriving Wildlife. Giant lizard;Giant lizards; are attracted to the area within 6 miles of the lair
Monsters
Fizban's Treasury of Dragons
events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons often work
defiles, way-markers tumbling off the path, or smaller stones shifting beneath travelers’ feet to send them tumbling down slopes or into rivers.
Thriving Wildlife. Giant lizard;Giant lizards
Equipment
makers understand how to work with this plant, and of those, only a few can fully release its power. Spirit vine only grows in the Spirit Realm, where it is abundant. However, what makes this plant
unique is the blossom. At any given moment, there is only one blossom in existence. When it wilts or is harvested, another one will form on another vine in a random location.
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
These were the stories of a restless people who long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an energy, a love of adventure, that
sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
races
Mordenkainen Presents: Monsters of the Multiverse
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
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
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
which is down. The rivers pick up speed only where they thunder down through steep-sided gorges. The safest entry points into this overgrown realm (“safest” is a relative term in this context) are on
Welcome to Chult With the exception of a few coastal settlements, Chult is untamed tropical wilderness: dense jungles and snaky rivers ringed by mountains, volcanoes, and sheer escarpments. Walls of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
research that formerly drove his life. Vivid nightmares wherein Indreficus taunts him for his failures compound Hazlik’s frustrations, and he avoids sleeping to prevent them. By employing rare herbs
others learning of his limitations. This leads him to berate and betray other wizards, claim magical discoveries as his own, and endlessly spy on both rivals and visitors to his realm. Hazlik openly
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
which is down. The rivers pick up speed only where they thunder down through steep-sided gorges. The safest entry points into this overgrown realm (“safest” is a relative term in this context) are on
Welcome to Chult With the exception of a few coastal settlements, Chult is untamed tropical wilderness: dense jungles and snaky rivers ringed by mountains, volcanoes, and sheer escarpments. Walls of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
research that formerly drove his life. Vivid nightmares wherein Indreficus taunts him for his failures compound Hazlik’s frustrations, and he avoids sleeping to prevent them. By employing rare herbs
others learning of his limitations. This leads him to berate and betray other wizards, claim magical discoveries as his own, and endlessly spy on both rivals and visitors to his realm. Hazlik openly
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
The Land The Darkfall transformed Ostoya from a realm of plenty into a land of eternal dusk. Crops are nigh impossible to grow in the cold soil. Livestock is difficult to raise and protect from
midnight forests, gurgling swamps, shadowy mountains, or drifting along its rivers. The land outside settlements tends to be as quiet as the dead of night. The darkness is occasionally pierced by the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Human These were the stories of a restless people who long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an energy, a love of adventure
, that sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Human These were the stories of a restless people who long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an energy, a love of adventure
, that sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Human These were the stories of a restless people who long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an energy, a love of adventure
, that sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
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 existence, most often to the Material Plane. There they seek to bring a bit of their home plane’s splendor to other worlds.
Satyr 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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Human These were the stories of a restless people who long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an energy, a love of adventure
, that sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
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 existence, most often to the Material Plane. There they seek to bring a bit of their home plane’s splendor to other worlds.
Satyr 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
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Chapter 3: The Darklake Though its name might evoke images of a single subterranean body of water, the Darklake is a network of underground rivers, natural tunnels, and canals that connect
is a potential source of watercraft and navigational aid. But as they seek out these resources, the characters learn of terrible powers loose in the Underdark — worse than the drow, the kuo-toa, or any other threat of this dark realm.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Chapter 3: The Darklake Though its name might evoke images of a single subterranean body of water, the Darklake is a network of underground rivers, natural tunnels, and canals that connect
is a potential source of watercraft and navigational aid. But as they seek out these resources, the characters learn of terrible powers loose in the Underdark — worse than the drow, the kuo-toa, or any other threat of this dark realm.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, the border realm between the Elemental Planes of Earth and Water. This ooze is a thick, viscid brown effluvium with streaks of orange, green, yellow, and black. It smells like rotten eggs and sticks to
anything it touches. The ooze is never more than 5 feet deep in any given location and is difficult terrain. It moves slowly in the direction indicated by the wavy arrows on map 19 and also behaves
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Elder Evils The Elder Evils are a variety of entities whose existence dates to the beginnings of the multiverse—or possibly predates it. Some Elder Evils are creatures of the Far Realm (see chapter 6
. The names given to these terrible entities include such strange descriptions as Atropus, the World Born Dead; Dendar, the Night Serpent; Hadar, the Dark Hunger; Haemnathuun, the Blood Lord; Ityak
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Gaj Disgorged from the Far Realm, Gaj are hideous hunters that prey on other life forms. They crawl on six insectile legs and attack with their mandibles. They ambush prey by burying themselves
understand the speech of other creatures. A gaj’s head is a spongy globe about 2 feet in diameter, with three feathery antennae protruding from the top. Spaced around the head are six compound eyes, and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Gaj Disgorged from the Far Realm, Gaj are hideous hunters that prey on other life forms. They crawl on six insectile legs and attack with their mandibles. They ambush prey by burying themselves
understand the speech of other creatures. A gaj’s head is a spongy globe about 2 feet in diameter, with three feathery antennae protruding from the top. Spaced around the head are six compound eyes, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Elder Evils The Elder Evils are a variety of entities whose existence dates to the beginnings of the multiverse—or possibly predates it. Some Elder Evils are creatures of the Far Realm (see chapter 6
. The names given to these terrible entities include such strange descriptions as Atropus, the World Born Dead; Dendar, the Night Serpent; Hadar, the Dark Hunger; Haemnathuun, the Blood Lord; Ityak
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, the border realm between the Elemental Planes of Earth and Water. This ooze is a thick, viscid brown effluvium with streaks of orange, green, yellow, and black. It smells like rotten eggs and sticks to
anything it touches. The ooze is never more than 5 feet deep in any given location and is difficult terrain. It moves slowly in the direction indicated by the wavy arrows on map 19 and also behaves
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Guide. Bridges and borders are also places where Athreos is commonly remembered, with many such sites being marked by motifs of rivers or spirits. Additionally, phenomena that are neither one thing nor
Heliod and Erebos, both of whom subtly resent Athreos for limiting how much each can meddle in the other’s realm. At the same time, the River Guide’s role as a buffer between the two vindictive gods
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Guide. Bridges and borders are also places where Athreos is commonly remembered, with many such sites being marked by motifs of rivers or spirits. Additionally, phenomena that are neither one thing nor
Heliod and Erebos, both of whom subtly resent Athreos for limiting how much each can meddle in the other’s realm. At the same time, the River Guide’s role as a buffer between the two vindictive gods
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
History Before there was a kingdom called Charneault, there was Caer Neiada, the “land of countless rivers” in the Elvish tongue. A verdant paradise of rolling hills and fertile wilderness that was
, they adopted the word into the human tongue—“elf.” Beholding the natural splendor of Caer Neiada, many believed this place was a haven from the mud and black forests of central Etharis, a gift given






