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Returning 28 results for 'compounds reveal glaring to have realms'.
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Monsters
Van Richten’s Guide to Ravenloft
and just as readily appear as people, animals, or other creatures—the more unassuming, the better. Should it reveal its true form, an emissary appears as a roughly bipedal mass of agitated organs
emissaries are the fingers of alien realms, digits that tip the scales of reality toward terror. Heralded by ominous astrological events, these ravenous invaders make worlds ready for unimaginable masters or
Monsters
Van Richten’s Guide to Ravenloft
.
Star Spawn Emissary
Few understand the full hungry hostility of the multiverse. Star spawn emissaries are the fingers of alien realms, digits that tip the scales of reality toward terror. Heralded by
lost all hope, do emissaries reveal their actual, impossible forms.
Forms of the Emissary
Star spawn emissaries can assume two forms: a Lesser Star Spawn Emissary;lesser form suited to infiltration and
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
.
Beak and Feather
From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing
. The eldest acts as leader with the support of a shaman.
AARAKOCRA IN THE FORGOTTEN REALMS
Never well established in Faerûn, aarakocra have only four major colonies: in the Star Mounts
Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating
skill with sword, bow, and strategy.
Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
following sections are written for you, the DM, to consider and incorporate into your adventures as you see fit. If you wish to reveal the core mysteries of Ravenloft to your players and explore the Land
in Ravenloft, elements the following chapters explore as tools for crafting horror adventures. For details on specific Domains of Dread and interactions between these realms, see chapter 3.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of past glories, others might be cheery realms where the Darklord is forever an outsider, and still others might embody everything a Darklord once strove for and be awful nonetheless. A Darklord’s
consequences, smell? What colors demand attention from the surroundings, decor, or aftermath? What shapes, symbols, or decorations stand out? What does the light or darkness hide or reveal? Are there
Compendium
- Sources->Dungeons & Dragons->Monster Manual
such treasures, dao might reveal underground mysteries, such as paths through the Underdark, buried ruins, or whole subterranean realms. Many dao call the Elemental Plane of Earth home. There, they
create cities that glitter with treasure. Among these realms is the labyrinthine expanse called the Great Dismal Delve or the Sevenfold Mazework, which protects the City of Jewels, the Iron Crucible
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
number of designs focused on threats integral to the Tyranny of Dragons campaign. This includes explorations of well-known Forgotten Realms villains, like the Cult of the Dragon and the Red Wizards of Thay
ideas never fully expressed in Tyranny of Dragons, while others reveal deeper depths to adventure elements hiding whole conceptual icebergs. Certain components central to the adventure also see extensive
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
number of designs focused on threats integral to the Tyranny of Dragons campaign. This includes explorations of well-known Forgotten Realms villains, like the Cult of the Dragon and the Red Wizards of Thay
ideas never fully expressed in Tyranny of Dragons, while others reveal deeper depths to adventure elements hiding whole conceptual icebergs. Certain components central to the adventure also see extensive
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
number of designs focused on threats integral to the Tyranny of Dragons campaign. This includes explorations of well-known Forgotten Realms villains, like the Cult of the Dragon and the Red Wizards of Thay
ideas never fully expressed in Tyranny of Dragons, while others reveal deeper depths to adventure elements hiding whole conceptual icebergs. Certain components central to the adventure also see extensive
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
domain—or beneath it in the realms of Arak. Even whimsical fey take on a malicious tinge in Tepest, whether as thieves, kidnappers, deal-makers, or collectors of eerie trophies. Like the land itself, the
the water warns of impending doom. The image insists they find the Seer’s Glass, which can reveal the past and future.
10 A strange old woman claims to have lost her child and begs the characters for help. Thus disguised, Lorinda hopes to have the party track down her runaway Laoirse.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
experienced adventurers and heroes, and for the players to interact with some of their favorite characters from the Forgotten Realms. An echo is a quasi-real duplicate of the original creature, except it
adventures and heroes, and for the adventurers to meet some of their favorite characters from the world of the Forgotten Realms.
The echoes belong to those who managed to find Gravenhollow, coming there to
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
and reveal the future in the way of traditional tarot, and each of its seventy-eight cards had a unique effect when drawn. In 1989, the Deck of Many Things expanded again. “Luck of the Draw” in Dragon
adventure by Randy Maxwell began as an urban sandbox with the characters investigating a thieves’ guild. The guild’s headquarters concealed a temple to Mask, the god of thieves in the Forgotten Realms
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
carnival to steal from ticketless victims. These thieves enter and exit through the Hall of Illusions, using it as a gateway to their mistresses’ splinter-realms of Hither, Thither, and Yon. The carnival
thieves as you please to add an undercurrent of dread or mystery to the carnival’s frivolities. The three thieves are fiercely loyal to their hag mistresses and won’t willingly reveal anything if
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
intervals. In the morning, it might be the glaring eye of a cyclopean statue. By night, it could be a freestanding door, humming softly in the middle of a river of sluggish lava. Other times, the gate
takes bizarre forms, such as a dull liquid in an antique chalice that must be sipped to transport creatures, or a sassy, sapient mouth that admits only those who reveal a titillating secret to it
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Star Spawn Emissary Greater Star Spawn Emissary
Few understand the full hungry hostility of the multiverse. Star spawn emissaries are the fingers of alien realms, digits that tip the scales of
threatened, or when their foes have lost all hope, do emissaries reveal their actual, impossible forms.
Forms of the Emissary Star spawn emissaries can assume two forms: a lesser form suited to infiltration
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. GODS OF OTHER WORLDS
In worlds other than the Forgotten Realms, yuan-ti make pacts with deities of the pantheons presented in appendix B of the Player’s Handbook. The following are suggested yuan-ti
to reveal the secret of transcending mortality. Then, once armed with that knowledge, the yuan-ti sets out to supplant its deity and become a new serpent god. The serpent gods don’t wish to be
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
to point the way, someone must make a successful DC 12 Intelligence (Investigation) check to find the secret door. The door is hidden behind some shelves that slide away to reveal the opening, which
. The skeletons are reinforced by compounds applied to their bones years ago. The first time they take damage from a melee attack, that damage is reduced by half. If the skeletons are vulnerable to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
bottom as the cylinder rotates; then the cylinder must be flipped over to reveal the second line of script, also read from top to bottom. Speaking stones are sized to match the length of the message they
they dare to visit the surface world — at night, the better to avoid the glaring dreams and visions that would assail them during daylight. A stone giant that visits the surface for too long or is
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
a life of piracy, following in the enormous footsteps of Huzza, a hill giant in the world of the Forgotten Realms. The Boss Assignments table suggests the kinds of missions a giant boss might send
Assignments d6 Assignment 1 Help the giant re-create an ancient ritual that should reveal an omen or revelation from Annam. 2 Steal the research notes of some ancient sage (perhaps a dragon or a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
drought, low water levels in a lake reveal previously unknown ancient ruins that contain a powerful evil. Levels 17–20: Masters of the World At this tier, adventures have far-reaching consequences
, possibly determining the fate of millions on the Material Plane and even places beyond. Characters traverse otherworldly realms and explore demiplanes and other extraplanar locales, where they fight
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
pave the way for reconstruction and renewal. In the Hive, however, Wreaker activity sometimes compounds the miseries of everyday life when their fires—vain attempts to garner attention from the movers
, research and remove complex curses, and comfort those who have glimpsed otherworldly horrors of sinister realms. Althax Darkfleece (bariaur wanderer with an Intelligence of 17; see Morte’s Planar
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
open can break it down with a successful DC 10 Strength check. The door crashes open to reveal two drowned sailors in a cabin that must once have been luxurious. A bookcase, half collapsed, holds
the talisman. Tarsakh is a month in the calendar of the Forgotten Realms, roughly corresponding to April. No year is specified in the log. About Orcus. Known as the Demon Prince of Undeath and the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
to reveal a slew of finely crafted weapons available for purchase. 6 Three Harmonium peacekeepers escort a manacled githzerai uniter to the Prison (both stat blocks are in Morte’s Planar Parade). As
twilight hours, glaring searchlights affixed to the penitentiary’s barbed watchtowers scan the ward below for runaways, but all that escapes its walls are the wails of the prisoners within. Cells
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
women who can make hard choices for the good of their realms. In reality, they are bound to Yan-C-Bin and are blind to their own corruption and decadence. Despite their refined manners and social
mortals into joining her cult. She has convinced all her followers that she is in fact an avariel, and believes it herself even though she must cast seeming each day to “reveal” her wings. Aerisi is prone
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. It pushes open to reveal area X33 beyond. X7. Cell Block This area contains four cells separated by bars. The rectangular iron doors have locks built into them, and Noska Ur’gray carries the keys
alcove in the north wall is a secret door.) The western wall is carved to display a scowling beholder flanked by two hooded wizards. Beneath each wizard’s cowl, one glaring eye is visible. Xanathar (see
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
succeed on a DC 14 Intelligence saving throw or spend their turn loudly trying to destroy these objects. 91–95 Glaring eyes, which weep viscid tears, appear on inanimate objects throughout the region
warning or threatens to reveal one of the character’s secrets. 16–20 All bright light weakens to dim light for 24 hours. Sources that provide dim light, such as candles, do not shed any light. 21–25
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Peering into the water’s depths reveals thin, pale faces staring back, dark monsters swimming past, and glimpses of distant realms. A creature can wade through the water safely, but any creature that
time for wastrels. Nemesatra and Trizzian won’t reveal the purpose of their mission. They view the characters as pawns, ordering them to share any information they uncover about Zybilna’s past. Once the