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Returning 35 results for 'concern realms grasping to have reflections'.
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Monsters
Candlekeep Mysteries
grasping and climbing. A grippli can move as quickly on all fours as it can on two legs.
Communal Effort. Grippli rely on ambushes and guerrilla warfare to defend themselves and their settlements. They
are raised by the community rather than by a single set of parents, and all of a community’s eggs are kept in freshwater pools until they mature. Protecting their eggs is a major concern for
Monsters
Mordenkainen Presents: Monsters of the Multiverse
recounted in dockside taverns tell of people lost to the sea—but not merely drowned and gone. Some unfortunates taken by the ocean live on as sea spawn, haunting the waves like tortured reflections
the Forgotten Realms setting) might notice one curious fact about the islands’ human inhabitants: no infants or elderly are among them. This is because babies born to the Rocklanders are claimed
Monsters
Van Richten’s Guide to Ravenloft
Pseudopod. The horror’s limb attack deals an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping Tentacle
. The horror’s limb is a grasping tentacle. When the horror hits a creature with this limb, the creature is also grappled (escape DC 16). The limb can have only one creature grappled at a time
Monsters
Van Richten’s Guide to Ravenloft
","rollType":"damage","rollAction":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a creature with
horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into other realms to slake unnameable hungers.
Customizing a Horror
An unspeakable horror
Monsters
Van Richten’s Guide to Ravenloft
.
Corrosive Pseudopod. The horror’s limb attack deals an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping
Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a creature with this limb, the creature is also grappled (escape DC 16). The limb can have only one creature grappled at
Monsters
Van Richten’s Guide to Ravenloft
":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a creature with this limb, the creature is also grappled
netherworld between the Domains of Dread, or they might slink forth into other realms to slake unnameable hungers.
Customizing a Horror
An unspeakable horror has one of four body compositions
Monsters
Van Richten’s Guide to Ravenloft
damage.
Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a creature with this limb, the creature is also grappled (escape DC 16). The limb can have only one creature
might slink forth into other realms to slake unnameable hungers.
Customizing a Horror
An unspeakable horror has one of four body compositions, determined by rolling on the Body Composition table. You
Monsters
Fizban's Treasury of Dragons
snippets of tunes I have overheard.
7
I swim alongside ships sailing through my domain, just out of arrow range, so they know I am watching.
8
I am fascinated by the politics of surface realms
, including deep-sea trenches or underwater volcanoes.
Dragon turtles are largely unconcerned with the design of their lairs and seldom work to improve them. A dragon turtle’s primary concern when
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
danger and hardship, the North is portrayed as a vast, cold, and lawless domain that defies all attempts to civilize it. Grim dwarfholds, clans of fierce nomads, and half-legendary elf realms might
concern for the people who live here. The North is a land of great mineral wealth and seemingly limitless stands of timber. Here, too, can be found the wealth of history — the plunder of lost
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
for them in most worlds. I’ve walked many realms, and nary a one has even a hint of a gnome nation.
Hidden but Homey Deep gnomes protect their enclaves with labyrinthine tunnels, traps, and armed
is marked by smooth, curving shapes rather than straight lines and hard edges. Svirfneblin are intensely community-minded and have little concern about privacy among themselves. Thus, they don’t
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
they act (and interact) when mortals aren’t their primary concern. The mysteries of life and the afterlife are widely known to these creatures. Everywhere at Once. Planescape adventures span worlds
, planes, and possibilities. Travel between incredible realms is common, especially via portal-rich locales like Sigil and the Outlands (detailed in this book). Adventurers are likely to see multiple
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
ideals. Discipline is key, and the order is distinctly more structured and hierarchical than the Harpers. The top concern of both groups is the Cult of the Dragon. In the past, the cult was more active
to the east and it was focused on creating dracoliches. Its shift to the Sword Coast and new emphasis on living dragons and on Tiamat are cause for concern. The cult is on the move and it’s up to
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
anyone who shares its ideals. Discipline is key, and the order is distinctly more structured and hierarchical than the Harpers. The top concern of both groups is the Cult of the Dragon. In the past
, the cult was more active to the east and it was focused on creating dracoliches. Its shift to the Sword Coast and new emphasis on living dragons and on Tiamat are cause for concern. The cult is on the
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
these thieves. Some characters might catch glimpses of these spooky figures as reflections in mirrors, shadows in doorways, or out-of-place figures standing motionless in the moving crowd. Use these
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
up from time to time. The burgeoning worship of a new deity is rarely a concern to the other gods of the Faerûnian pantheon, and the people who revere those deities, except when the newcomer’s area of
concern directly competes with that of an established deity. The methods of resolving such conflicts range from friendly dueling festivals or rites meant to emphasize the glory of one god over another
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
together, the exact relationship of different planes to one another is largely a theoretical concern. No being in the multiverse can look down and see the planes in their arrangement the same way as we
tree, literally or figuratively. For example, the Norse cosmology centers on the World Tree Yggdrasil. The three roots of the World Tree touch the three realms: Asgard (an Outer Plane that includes
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
matter what Endelyn says, that burbling beast of a dragon is a threat to our coven and our three realms. How Zybilna managed to befriend it, I’ll never know! Maybe we should ask her—ha ha.
Much love
cauldron’s time-freezing magic? It’s not enough to know their true names, you know. Of course, my greater concern is that someone else finds the horn and uses it for exactly that purpose. What do you
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
A New Plan After the characters absorb their situation, Alustriel expresses concern that the wizards can’t stop Vecna. Mordenkainen says, “I have an alternative plan.” Mordenkainen strides over to a
weaves his ritual. If you confront and weaken him, this Chime of Exile can banish him to Oerth. He would no longer be able to affect multiple realms at once. His plan to remake the multiverse would
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Underwater Adventures With vast triton realms hidden beneath the waves and legendary ruins drowned in the deep, endless potential for adventure lies under the sea. Characters interested in exploring
the ocean’s depths might seek the means of surviving underwater—whether such takes the form of magic items or devices crafted by ingenious inventors. Alternatively, drowning might only be a concern of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Dragonbait Dragonbait is a champion of good and a saurial — a race that originated on a distant world and whose members have long lives. Very few saurials dwell in the Forgotten Realms, and no
bread (anger), violets (danger or fear), honeysuckle (tenderness or concern), wood smoke (devotion or piety), tar (victory or celebration), and ham (nervousness or worry). Dragonbait stands 4 feet 10
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
doomed the garrison.
Forgotten Realms. On Faerûn, Firewatch Island rises out of the Wyvernwater in Cormyr. It was once the site of a Purple Dragon outpost north of Wheloon, intended to keep watch over
Karameikos saw a need to establish an outpost on an island near Rugalov. As tensions faded and concern waned, Duke von Hendricks of the Black Eagle Barony saw an opportunity, and dispatched agents of the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
preens and holds long, complimentary conversations with myriad admiring reflections here. Escape Tunnel. From the sleeping chamber, a concealed escape tunnel leads out through a hollow root before
the attack. Grasping Plants. The faerie dragon causes roots and vines to temporarily grow around it; until initiative count 20 on the next round, the ground within 20 feet of the dragon is difficult
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into other realms to slake unnameable hungers
, instead of twice.
2 Corrosive Pseudopod. The horror’s limb attack deals an extra 9 (2d8) acid damage.
3 Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
ocean and live on as sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now
PURPLE ROCKS
Visitors to a string of islands called the Purple Rocks (in the Forgotten Realms setting) might notice one curious fact about the islands’ human inhabitants: no infants or elderly are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
place within the confederacy. The Lords’ Alliance in the Forgotten Realms setting is a loose confederacy of cities, while the Mror Holds in the Eberron campaign setting is a confederacy of allied dwarf
government is composed of groups or individuals primarily seeking wealth for themselves, often at the expense of their subjects. The grasping Bandit Kingdoms in the Greyhawk campaign setting are prime
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well
grapple ends, the sea spawn can’t use this tentacle on another target.
The Sea Spawn of Purple Rocks Visitors to a string of islands called the Purple Rocks (in the Forgotten Realms setting) might
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
terrestrial realms, or does it want you to open cosmic floodgates and drown the world? Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have
the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8. Grasping Tentacles 10th-level Fathomless feature You learn the spell
Compendium
- Sources->Dungeons & Dragons->Monster Manual
low. The blob poses the greatest threat when disasters or nihilistic magic-users summon it to inhabited realms. Once unleashed, the blob of annihilation rolls across the land in vast, cosmic gyres
turn.
Grasping Glob. The blob uses Restraining Glob. The blob can’t take this action again until the start of its next turn.
Lashing Goop. The blob makes one Pseudopod attack.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
they visit other realms, particularly the Material Plane, githzerai feel sluggish and aren’t comfortable functioning in a landscape that they see as being locked in immutability. Despite their
original question, unanswered.
Spreading the Word The githzerai see their cause as not just a provincial concern, but one that they strive to impress upon others. As such, they have taken the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Children of the All-Father In an age before human and elf, when all dragons were young, Annam the All-Father put the first giants upon the world. These giants were reflections of his divine offspring
WORLDS
The tale of Ostoria is drawn from the Forgotten Realms. Think of it as a good example of how giants developed on many worlds, as it captures their rise and fall from prominence in a manner that
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, planar travelers came to recognize that many of the realms and layers of the multiverse are configured in multiples of three. It is possible that plane-traveling hags learned of this planar-based
): entangle, speak with animals 2nd level (3 slots): flaming sphere, moonbeam, spike growth 3rd level (3 slots): call lightning, plant growth 4th level (3 slots): dominate beast, grasping vine 5th level
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
lost souls to its organization with the promise of a better life. Its agents are evil and grasping. When they are not gathering information for the kraken, they lurk in the shadows and indulge in
prying eyes. TENDAYS AND THE ROLL OF YEARS
In the Forgotten Realms setting, a week is ten days long and is referred to as a tenday. There are three tendays per month, and twelve months in a year. For
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Mysterious Visitors The details of this adventure hook assume that your D&D campaign is based in or near Daggerford, a town on the Sword Coast in the Forgotten Realms, but you can change the location
tell that the duchess seems more out of sorts than usual. Then a pall comes over the occasion as she voices her concern about a band of wayward travelers camped outside the town’s walls. They seemed
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
concern is the annihilation of the material realms as they are ripped apart by the superior elemental might of air and wind. Yan-C-Bin
Huge elemental, neutral evil
Armor Class 22 (natural armor)
Hit
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
serves as an adviser and mediator to scattered groups of giants, traveling extensively to visit far-flung communities. In some places, priests of Annam are great kings who rule over realms comprising
firbolgs, who claim a distant kinship with giants. Hiatea’s priests adopt one of two roles, reflecting the god’s dual areas of concern. Some live within the giants’ enclaves and focus their efforts on