Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'conceal rebuke guide to her regions'.
Other Suggestions:
conceal rebuke guide to her region
conceal rebuke guide to her religions
Monsters
Fizban's Treasury of Dragons
kill.
In some regions, dragonnels are raised from eggs to be used as aerial mounts. These domesticated dragonnels are loyal to the point of being overly protective of their riders. However, efforts to
a dragonnel using the find greater steed spell, which appears in Xanathar’s Guide to Everything.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"acid"} acid damage.An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the
becomes a portal to that plane (see “Planar Portals” in the Dungeon Master’s Guide).
Alkiliths spring from cast-off bits of the hideous, shuddering body of Juiblex. They gradually become
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, sticking to shadows and hiding in spots that seem too shallow or well-lit to conceal anything. They appear smaller than their true size, thanks to their hunched posture and emaciated frames. Cultists
communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Monsters
Fizban's Treasury of 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
, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their awareness and subconsciously luring their favorite food—giant
Monsters
Fizban's Treasury of Dragons
, 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
, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world.
Hidden Wanderers
While aasimar are strident foes of evil, they typically
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
races
eventually find themselves living as outcasts, and learning to fend for themselves as best they can. The residual magic of their faerie glamour allows a wechselkind to conceal themself for short periods
disease, they’re able to aid healers in plague-stricken regions, gaining a measure of respect—or even admiration—from those able to see beyond their tragic origins. However, even
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Distant Lands This Wayfinder’s Guide focuses on the continent of Khorvaire and the city of Sharn. But Khorvaire is only one continent of many, and in time adventurers may wish to explore distant
lands. Here is an overview of the other regions of Eberron. If you wish to know more, refer to the sources presented in the appendix.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Distant Lands This Wayfinder’s Guide focuses on the continent of Khorvaire and the city of Sharn. But Khorvaire is only one continent of many, and in time adventurers may wish to explore distant
lands. Here is an overview of the other regions of Eberron. If you wish to know more, refer to the sources presented in the appendix.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
spills onto the plane and can devastate whole regions. Outlands Fiends d4 Encounter 1 A nycaloth seeks to capture several monochromatic hell hounds influenced by Gehenna. The yugoloth seeks to sell
larvae (see the Dungeon Master’s Guide). 3 A hero requests the characters’ help in gaining the aid of a legendary steed called a nic’epona, a nightmare influenced by one of the Upper Planes. 4 Rival
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
spills onto the plane and can devastate whole regions. Outlands Fiends d4 Encounter 1 A nycaloth seeks to capture several monochromatic hell hounds influenced by Gehenna. The yugoloth seeks to sell
larvae (see the Dungeon Master’s Guide). 3 A hero requests the characters’ help in gaining the aid of a legendary steed called a nic’epona, a nightmare influenced by one of the Upper Planes. 4 Rival
Compendium
- Sources->Dungeons & Dragons->Monster Manual
telepathically and by changing color to reflect their moods. Flumphs dwell in psychically charged regions or near creatures with psionic magic. They harmlessly feed off psychic energies, but in doing so, they
Performing a psychic song or “smell poem.” 3 Recovering and nursing fallen adventurers. 4 Revealing the location of helpful magic items. 5 Serving as a guide to a foe’s hidden lair. 6 Sharing excessive encouragement and praise.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
telepathically and by changing color to reflect their moods. Flumphs dwell in psychically charged regions or near creatures with psionic magic. They harmlessly feed off psychic energies, but in doing so, they
Performing a psychic song or “smell poem.” 3 Recovering and nursing fallen adventurers. 4 Revealing the location of helpful magic items. 5 Serving as a guide to a foe’s hidden lair. 6 Sharing excessive encouragement and praise.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
causes the breeze to fill this corridor, creating the effect of a gust of wind spell. Creature The webs on the ceiling conceal a mutated giant spider with the beak of a giant owl (use the grell stat
and succeeds on a DC 12 Wisdom (Perception) check finds 19 sp and a small ruby (worth 20 gp) inside a lizardfolk skull. Manipulating Time Having a mechanical guide spend 1 charge in this area causes
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
causes the breeze to fill this corridor, creating the effect of a gust of wind spell. Creature The webs on the ceiling conceal a mutated giant spider with the beak of a giant owl (use the grell stat
and succeeds on a DC 12 Wisdom (Perception) check finds 19 sp and a small ruby (worth 20 gp) inside a lizardfolk skull. Manipulating Time Having a mechanical guide spend 1 charge in this area causes
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
willful creatures motivated by the desire for food and entertainment. In the wild, they are picky eaters with mercurial moods, inclined to toy with their prey before going in for the kill. In some regions
.
DRAGONNEL STEEDS
With the DM’s permission, a paladin can summon a spirit in the form of a dragonnel using the find greater steed spell, which appears in Xanathar’s Guide to Everything.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
willful creatures motivated by the desire for food and entertainment. In the wild, they are picky eaters with mercurial moods, inclined to toy with their prey before going in for the kill. In some regions
.
DRAGONNEL STEEDS
With the DM’s permission, a paladin can summon a spirit in the form of a dragonnel using the find greater steed spell, which appears in Xanathar’s Guide to Everything.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
An Emerald Dragon’s Lair Emerald dragons dwell in enormous caverns, lava tubes, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their
of their lairs to conceal their central hoard chambers from mundane and magical sight. The challenge rating of a legendary emerald dragon increases by 1 when it’s encountered in its lair. Lair Actions
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
An Emerald Dragon’s Lair Emerald dragons dwell in enormous caverns, lava tubes, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their
of their lairs to conceal their central hoard chambers from mundane and magical sight. The challenge rating of a legendary emerald dragon increases by 1 when it’s encountered in its lair. Lair Actions
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
what has transpired. Agony the ghost took possession of him long enough to deliver its rebuke, then vanished and took refuge in the Last Breath’s cargo hold. Gargenhale encourages the characters to
!”
Gargenhale has used his Ship Invisibility action to conceal the Second Wind, although the effect is not readily apparent to anyone aboard the vessel. To pursue the fleeing mutineers, the Second Wind must
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
what has transpired. Agony the ghost took possession of him long enough to deliver its rebuke, then vanished and took refuge in the Last Breath’s cargo hold. Gargenhale encourages the characters to
!”
Gargenhale has used his Ship Invisibility action to conceal the Second Wind, although the effect is not readily apparent to anyone aboard the vessel. To pursue the fleeing mutineers, the Second Wind must
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
amid thick webs that fill the top 10 feet beneath the 30-foot-high ceiling.
Hidden Arch. The southern half of the cave is filled with thick, sticky webs. (These webs conceal an arch embedded in a
through the arch gate automatically becomes stuck in the webs (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). Carved into the arch are six stone niches, each one containing a small
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, whose magic does not yet fully conceal it. However, that magic prevents anyone carrying any gold or wearing any clothing that is gold in color from passing through the sphere. Open Passageway. One
words that compel the girallon into service. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the girallon to leave. Roll a d4. On a 1–2, the girallon checks in with Moghadam in area 1. On a 3–4, it goes to see Phenex in area 14.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, punctuated with treks across the brutal deserts—landscapes fraught with hazards such as extreme heat, quicksand, and sandstorms whipped up by strong winds, all detailed in the Dungeon Master’s Guide. In the
historian Kharafek has excavated a canyon riddled with sealed tombs. She’s paying laborers well but is also using them to bear the brunt of the curses the crypts conceal.
3 The hermits settled in
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, punctuated with treks across the brutal deserts—landscapes fraught with hazards such as extreme heat, quicksand, and sandstorms whipped up by strong winds, all detailed in the Dungeon Master’s Guide. In the
historian Kharafek has excavated a canyon riddled with sealed tombs. She’s paying laborers well but is also using them to bear the brunt of the curses the crypts conceal.
3 The hermits settled in
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, whose magic does not yet fully conceal it. However, that magic prevents anyone carrying any gold or wearing any clothing that is gold in color from passing through the sphere. Open Passageway. One
words that compel the girallon into service. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the girallon to leave. Roll a d4. On a 1–2, the girallon checks in with Moghadam in area 1. On a 3–4, it goes to see Phenex in area 14.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
amid thick webs that fill the top 10 feet beneath the 30-foot-high ceiling.
Hidden Arch. The southern half of the cave is filled with thick, sticky webs. (These webs conceal an arch embedded in a
through the arch gate automatically becomes stuck in the webs (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). Carved into the arch are six stone niches, each one containing a small
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Firenewts In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres
rebuke, scorching ray
Imix’s Blessing. When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.
Actions
Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Campaign” in chapter 1 of the Dungeon Master’s Guide.) You are expected to expand your trade and branding throughout the region. You’ll seize new markets, develop new offerings, increase your network
federation, covering a territory the size of half the Sword Coast in the Forgotten Realms campaign setting. A large territory might overlap with other Acquisitions Incorporated regions, though you are
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Campaign” in chapter 1 of the Dungeon Master’s Guide.) You are expected to expand your trade and branding throughout the region. You’ll seize new markets, develop new offerings, increase your network
federation, covering a territory the size of half the Sword Coast in the Forgotten Realms campaign setting. A large territory might overlap with other Acquisitions Incorporated regions, though you are
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Alkilith An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the
to that plane (see “Planar Portals” in chapter 2 of the Dungeon Master’s Guide). Spawn of Juiblex. Alkiliths spring from the cast-off bits of Juiblex’s hideous, shuddering body, then gradually become
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Alkilith An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the
“Planar Portals” in the Dungeon Master’s Guide). Alkiliths spring from cast-off bits of the hideous, shuddering body of Juiblex (appears in this book). They gradually become self-aware and seek to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Finding a Guide Guides can be retained in Port Nyanzaru or Fort Beluarian. All Port Nyanzaru guides must register and serve under the auspices of Jobal, who takes a princely cut of their earnings and
players and let them choose. To help the party select a guide, you can give players copies of handouts 2 through 10 in appendix E. These handouts give players a sense of each guide’s personality. You can
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Firenewts In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres
rebuke, scorching ray
Imix’s Blessing. When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.
Actions
Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Finding a Guide Guides can be retained in Port Nyanzaru or Fort Beluarian. All Port Nyanzaru guides must register and serve under the auspices of Jobal, who takes a princely cut of their earnings and
players and let them choose. To help the party select a guide, you can give players copies of handouts 2 through 10 in appendix E. These handouts give players a sense of each guide’s personality. You can