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Returning 35 results for 'conceal realm grave to her reflect'.
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Species
Van Richten’s Guide to Ravenloft
resurrected, but something went wrong.
2
Stitches bind your body’s mismatched pieces, and your memories come from multiple different lives.
3
After clawing free from your grave, you realized
of Dread (detailed in chapter 3):
Har’Akir. You died and endured the burial rites of this desert realm, yet somehow a soul—yours or another’s—has taken refuge in your
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
create illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals
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
Backgrounds
Baldur’s Gate: Descent into Avernus
.
Suggested Characteristics
Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe
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
forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril dwells on Solstice, a frozen island hidden among the titanic
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
spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon
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
illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to
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
, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to inspire your
races
beautiful, these ancient folk believe they are descended from the nature spirits who cultivated the mortal realm. The elves claim the forests and river lands of Caer Neiada as their ancestral home, in what
eyesight and a talent for archery. Their deep knowledge of the woodlands and their affinity with the fey enable them to conceal themselves effortlessly within their own domains. Their deadly and nimble
Charlatan
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Player’s Handbook (2014)
Characteristics
Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
Dragons
Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are
the chance.
When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The
Compendium
- Sources->Dungeons & Dragons->Rrakkma
beginning of each turn or suffer the effects of confusion that round. The chart has been modified from the one in the Player’s Handbook to more accurately reflect the effects of the Far Realm. Please use
Far Realm Confusion Experiencing the Far Realm is not for the weak of mind. EVERY round the adventurers are in the Far Realm, they must each make a successful DC 15 Wisdom saving throw at the
Compendium
- Sources->Dungeons & Dragons->Rrakkma
beginning of each turn or suffer the effects of confusion that round. The chart has been modified from the one in the Player’s Handbook to more accurately reflect the effects of the Far Realm. Please use
Far Realm Confusion Experiencing the Far Realm is not for the weak of mind. EVERY round the adventurers are in the Far Realm, they must each make a successful DC 15 Wisdom saving throw at the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Shadow Crossing Sylphene, the baron’s firstborn daughter, was a tortured soul. After she was interred, her grave became a shadow crossing—a gateway to the Shadowfell. To use this gate, the characters
must first open Sylphene’s grave and remove the coffin (see area C9). In the darkest hours of the night, fog leaches into the open grave and fills it. Any creature that lies down in the fog-filled
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Shadow Crossing Sylphene, the baron’s firstborn daughter, was a tortured soul. After she was interred, her grave became a shadow crossing—a gateway to the Shadowfell. To use this gate, the characters
must first open Sylphene’s grave and remove the coffin (see area C9). In the darkest hours of the night, fog leaches into the open grave and fills it. Any creature that lies down in the fog-filled
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
nature of the horror is on display. Ghost Story Settings d8 Setting
1 A realm where speaking to spirits is just like speaking with the living
2 A graveyard city-state where all living
residents are grave keepers
3 A nation where the residents observe grueling rituals to keep the angry dead appeased
4 A city where the victims of violence can’t cross into the afterlife
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
nature of the horror is on display. Ghost Story Settings d8 Setting
1 A realm where speaking to spirits is just like speaking with the living
2 A graveyard city-state where all living
residents are grave keepers
3 A nation where the residents observe grueling rituals to keep the angry dead appeased
4 A city where the victims of violence can’t cross into the afterlife
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
). When Strahd encounters the characters, read the following: “So, intruders into my realm, we finally meet. From the way the villagers spoke about you, I expected you to be more impressive. Ah, well. I
, Strahd regards the Ulmist inquisitor with grave respect and allows her to leave the house. “I will permit you to flee this place,” he intones. “But only if you do so immediately, and you never return
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
). When Strahd encounters the characters, read the following: “So, intruders into my realm, we finally meet. From the way the villagers spoke about you, I expected you to be more impressive. Ah, well. I
, Strahd regards the Ulmist inquisitor with grave respect and allows her to leave the house. “I will permit you to flee this place,” he intones. “But only if you do so immediately, and you never return
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Exploring Delimbiyran The city of Delimbiyran, located a day’s march north of Daggerford, was once part of Phalorm, the dwarven, elven, and human Realm of Three Crowns. Repeated attacks by powerful
ruins of Delimbiyran. Previously undiscovered trapdoors might conceal staircases leading down to long-forgotten cellars, crypts, armories, workshops, shrines dedicated to dwarven deities, prisons, and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Exploring Delimbiyran The city of Delimbiyran, located a day’s march north of Daggerford, was once part of Phalorm, the dwarven, elven, and human Realm of Three Crowns. Repeated attacks by powerful
ruins of Delimbiyran. Previously undiscovered trapdoors might conceal staircases leading down to long-forgotten cellars, crypts, armories, workshops, shrines dedicated to dwarven deities, prisons, and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Shadowfell Grave dirt, mourner’s veil 91–94 Yew wardrobe Parted Veil Feywild Book of limericks, toadstool 95–98 Human-shaped hole Gastrognome Far Realm Alien fossil, bezoar 99–00 Inn room door Ubiquitous
infirmary, tattered paper fan 10–12 Sewer pipe Infinite Well The Abyss Celestial blood, demon ichor 13–15 Cell door Prison Carceri Broken key, length of chain 16–18 Open grave Dead Nations Hades
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Shadowfell Grave dirt, mourner’s veil 91–94 Yew wardrobe Parted Veil Feywild Book of limericks, toadstool 95–98 Human-shaped hole Gastrognome Far Realm Alien fossil, bezoar 99–00 Inn room door Ubiquitous
infirmary, tattered paper fan 10–12 Sewer pipe Infinite Well The Abyss Celestial blood, demon ichor 13–15 Cell door Prison Carceri Broken key, length of chain 16–18 Open grave Dead Nations Hades
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
warped by the Far Realm. Prisoner 13 4 Obtain the key to a vault from a spymaster imprisoned in Revel’s End. Tockworth’s Clockworks 5 Liberate a svirfneblin town besieged by clockwork automatons
. Masterpiece Imbroglio 5 Infiltrate a thieves’ guild to retrieve a stolen painting. Axe from the Grave 6 Recover a stolen mandolin to lay a dead bard’s spirit to rest. Vidorant’s Vault 7 Retrieve a stolen
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
otherwise be lost to the grave. How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves’ guild dedicated
. Wails from the Grave 3rd-level Phantom feature As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
otherwise be lost to the grave. How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves’ guild dedicated
. Wails from the Grave 3rd-level Phantom feature As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
warped by the Far Realm. Prisoner 13 4 Obtain the key to a vault from a spymaster imprisoned in Revel’s End. Tockworth’s Clockworks 5 Liberate a svirfneblin town besieged by clockwork automatons
. Masterpiece Imbroglio 5 Infiltrate a thieves’ guild to retrieve a stolen painting. Axe from the Grave 6 Recover a stolen mandolin to lay a dead bard’s spirit to rest. Vidorant’s Vault 7 Retrieve a stolen
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
memories of their captors or the realm they came from. Likewise, adventurers who return from an excursion to the Feywild are often alarmed to discover upon their return that time flows differently on
the Plane of Faerie, and that the memories of their visit are hazy. You can use these optional rules to reflect the strange magic that suffuses the plane. Memory Loss A creature that leaves the Feywild
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
reflect your ever-changing curiosity. TABAXI IN THE FORGOTTEN REALMS
In the Forgotten Realms, tabaxi hail from Maztica, a realm located far across the ocean west of the Sword Coast. The tabaxi of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
memories of their captors or the realm they came from. Likewise, adventurers who return from an excursion to the Feywild are often alarmed to discover upon their return that time flows differently on
the Plane of Faerie, and that the memories of their visit are hazy. You can use these optional rules to reflect the strange magic that suffuses the plane. Memory Loss A creature that leaves the Feywild
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
reflect your ever-changing curiosity. TABAXI IN THE FORGOTTEN REALMS
In the Forgotten Realms, tabaxi hail from Maztica, a realm located far across the ocean west of the Sword Coast. The tabaxi of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
about Barovia and Barovians: Strahd conquered this land centuries ago and named it after his father, King Barov. Strahd uses wolves, bats, and other creatures to spy on all of his realm. Barovians are
who is undeserving of such punishment can have grave consequences for the one who utters such a curse. Ravens carry lost souls within them, so killing one is bad luck. (The ravens don’t carry souls within.)
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
about Barovia and Barovians: Strahd conquered this land centuries ago and named it after his father, King Barov. Strahd uses wolves, bats, and other creatures to spy on all of his realm. Barovians are
who is undeserving of such punishment can have grave consequences for the one who utters such a curse. Ravens carry lost souls within them, so killing one is bad luck. (The ravens don’t carry souls within.)
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
world of the Material Plane but reflect those features into different forms—more marvelous and magical in the Feywild, distorted and colorless in the Shadowfell. Where a volcano stands in the Material
, also called the Plane of Faerie, is a land of soft lights and wonder, a country of little people with great desires, a place of music and death. It is a realm of eternal twilight, with slow lanterns