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Returning 35 results for 'conclusion released guardians to have realm'.
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Monsters
Mythic Odysseys of Theros
":"Hooves","rollDamageType":"fire"} fire damage.Among the first anvilwroughts to be forged by Purphoros, elegant burnished harts wander the mortal realm in search of new sights to bring back to the god of
metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges.
Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars
Monsters
Keys from the Golden Vault
the shard solitaire (diamond);shard solitaire necklace. (The shard solitaire is currently attuned to the Far Realm entity trapped inside.)
If the simulacrum drops to 0 hit points, it turns to snow
practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Magic Items
Baldur’s Gate: Descent into Avernus
trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it
served or the outer plane most closely tied to its alignment (DM’s choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as lemure;lemure devils
Magic Items
Tasha’s Cauldron of Everything
cases, Mother Luba managed to ensnare beings of pure evil amid the strands of fate, imprisoning them within her tarokka deck. There these foul spirits dwell still, trapped within a nether-realm hidden
10
Marionette
Mummy
11
Mists
Wraith
12
Raven
Vampire spawn
13
Seer
Vampire
14
Tempter
Vampire spawn
15-00
—
—
The released soul appears at a
Species
Van Richten’s Guide to Ravenloft
alongside complex designs for clockwork organs.
6
You were released after being petrified for generations. Your memories have faded, though, and your body isn’t what it once was.
7
Your
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
Mordenkainen Presents: Monsters of the Multiverse
, guardians of the sacred, and counterbalances to the forces of evil.
Ki-rins are an embodiment of good, and simply beholding one can evoke fear or awe in an observer. A typical ki-rin looks like a
reveres and the function each typically performs in service to that god. Some resemble gigantic unicorns; these are often used as guardians. Others have draconic features and tend to be aggressive foes
Monsters
Fizban's Treasury of Dragons
, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them.
Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm
. They frequently ally with emerald dragons, drawing on their kin’s knowledge of occult phenomena to track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out
races
At the conclusion of the Gods’ End, a thousand souls fell to Etharis like burning stars from the sky. The downcast had once been part of the celestial legions, but the death of the gods sent
shockwaves through the heavens. Cast down to the mortal realm, these former angels found themselves bereft of power and left to live out their now-mortal existence among the people of the world.
In the
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
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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
Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.
From an early age, an aasimar
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
The Solitaire Cracks At some point before the end of the adventure, the Far Realm entity finally breaks free of the shard solitaire, causing it to crack like a walnut. Here are some suggestions for
when this event might occur: 1d8 hours after the characters return to the Material Plane with the shard solitaire in their possession If the characters are trapped in area P20 with the Far Realm entity
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
The Solitaire Cracks At some point before the end of the adventure, the Far Realm entity finally breaks free of the shard solitaire, causing it to crack like a walnut. Here are some suggestions for
when this event might occur: 1d8 hours after the characters return to the Material Plane with the shard solitaire in their possession If the characters are trapped in area P20 with the Far Realm entity
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Conclusion If Jhaeros’s still-beating heart is delivered to Naevys outside the city, it disappears in her hands. When the heart vanishes, the following things happen: Charmayne Dies. Charmayne
with all their hit points, materializing in unoccupied spaces within the city. Characters whose souls are released from the void are deposited in area S9, as is King Jhaeros (lawful good, human archmage
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Conclusion If Jhaeros’s still-beating heart is delivered to Naevys outside the city, it disappears in her hands. When the heart vanishes, the following things happen: Charmayne Dies. Charmayne
with all their hit points, materializing in unoccupied spaces within the city. Characters whose souls are released from the void are deposited in area S9, as is King Jhaeros (lawful good, human archmage
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Ranger Subclasses
Rangers in Etharis are skilled and knowledgeable warriors. Ranging from master assassins and poison experts to stalwart guardians of the natural world and commanders of vast
armies of rodents and vermin, in many parts of the realm they are the last line of defense for the fading natural world.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
achieving milestones rather than defeating monsters: Entering a Hag’s Realm. Whenever the characters enter a hag’s realm (Hither, Thither, or Yon) for the first time, everyone in the party receives enough
stasis or destroy Iggwilv’s Cauldron, everyone in the party receives enough XP to advance 1 level. If you follow this method of character advancement, characters who start the adventure at 1st level might reach 8th level by the adventure’s conclusion.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
chamber at the heart of Ousa’s Pyramid. It must be performed for 1 hour, starting when the full moon is at its highest point. If the ka exists within another being, it must be released at the ritual’s
to the rest of the pharaoh’s soul. The ritual is enacted and watched over by the Darklord’s servants, living priests, Children of Ankhtepot, and other deathless guardians. The Darklord and any required
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
chamber at the heart of Ousa’s Pyramid. It must be performed for 1 hour, starting when the full moon is at its highest point. If the ka exists within another being, it must be released at the ritual’s
to the rest of the pharaoh’s soul. The ritual is enacted and watched over by the Darklord’s servants, living priests, Children of Ankhtepot, and other deathless guardians. The Darklord and any required
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion When the characters return to Atagua, Melecio greets them and can use the Hammock of Worlds to speed them back to the Ghost Orchid Tepui. There, they find Yarana attending the weakening
always reliably connect to the Ghost Orchid Tepui. With the tepui’s magic and guardian restored, the nightmares and Far Realm incursions plaguing Atagua cease. If the characters return to Atagua
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion When the characters return to Atagua, Melecio greets them and can use the Hammock of Worlds to speed them back to the Ghost Orchid Tepui. There, they find Yarana attending the weakening
always reliably connect to the Ghost Orchid Tepui. With the tepui’s magic and guardian restored, the nightmares and Far Realm incursions plaguing Atagua cease. If the characters return to Atagua
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
achieving milestones rather than defeating monsters: Entering a Hag’s Realm. Whenever the characters enter a hag’s realm (Hither, Thither, or Yon) for the first time, everyone in the party receives enough
stasis or destroy Iggwilv’s Cauldron, everyone in the party receives enough XP to advance 1 level. If you follow this method of character advancement, characters who start the adventure at 1st level might reach 8th level by the adventure’s conclusion.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Background Shankhabhumi is a forested swampland where three great city-states thrive on solid ground created by the graces of the riverines, sapient river spirit guardians. Each riverine is the
home were forced to adopt new lives in the other three cities, but the memory of the lost city of Manivarsha remains. No further catastrophes happened for centuries. But now the conclusion of the most
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Background Shankhabhumi is a forested swampland where three great city-states thrive on solid ground created by the graces of the riverines, sapient river spirit guardians. Each riverine is the
home were forced to adopt new lives in the other three cities, but the memory of the lost city of Manivarsha remains. No further catastrophes happened for centuries. But now the conclusion of the most
Compendium
- Sources->Dungeons & Dragons->Rrakkma
to make a pact with it and are bound to return with many sacrifices once they have completed their business in the Far Realm. Interested in being worshipped once more, the insane eidolon protects this
. This allows the ceiling to slowly descend, clicking loudly.
If the sacred statue is destroyed the two black crystals explode, releasing two allips, as the eidolon is itself released from the
Compendium
- Sources->Dungeons & Dragons->Rrakkma
to make a pact with it and are bound to return with many sacrifices once they have completed their business in the Far Realm. Interested in being worshipped once more, the insane eidolon protects this
. This allows the ceiling to slowly descend, clicking loudly.
If the sacred statue is destroyed the two black crystals explode, releasing two allips, as the eidolon is itself released from the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
deck. There these foul spirits dwell still, trapped within a nether-realm hidden amid shuffling cards, waiting for fate to turn foul—as it inevitably will. Like all tarokka decks, the Tarokka of Souls
Raven Vampire spawn 13 Seer Vampire 14 Tempter Vampire spawn 15–00 — — The released soul appears at a random location within 10d10 miles of you and terrorizes the living. Until the released soul is
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
The Wilds Past the courts, across the stream, into the woods—there lie the wilds, the most magical, strange, and dangerous lands in all Eldraine. In contrast to the order and structure of the realm
. Scions of a once-mighty empire, the elves of Eldraine have found new purpose in their role as guardians of nature. Most elves move through the woods in small bands of hunters, gatherers, and druids
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
deck. There these foul spirits dwell still, trapped within a nether-realm hidden amid shuffling cards, waiting for fate to turn foul—as it inevitably will. Like all tarokka decks, the Tarokka of Souls
Raven Vampire spawn 13 Seer Vampire 14 Tempter Vampire spawn 15–00 — — The released soul appears at a random location within 10d10 miles of you and terrorizes the living. Until the released soul is
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
The Wilds Past the courts, across the stream, into the woods—there lie the wilds, the most magical, strange, and dangerous lands in all Eldraine. In contrast to the order and structure of the realm
. Scions of a once-mighty empire, the elves of Eldraine have found new purpose in their role as guardians of nature. Most elves move through the woods in small bands of hunters, gatherers, and druids
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm
of the god it served or the outer plane most closely tied to its alignment (DM’s choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as lemure
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying
, however, that they can’t leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying
, however, that they can’t leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm
of the god it served or the outer plane most closely tied to its alignment (DM’s choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as lemure
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
half. Divine Guardians. Sphinxes test the worth of those who seek the treasures of the gods, whether forgotten secrets or mighty spells, artifacts or magical gateways. Creatures that choose to face a
embodied spirits, brought into the mortal realm by devout prayer or direct intervention. A sphinx maintains its vigil tirelessly, not needing to sleep or eat. It rarely engages with others of its kind
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the Shadowfell. Thriving in that dark realm, they fill an ecological niche similar to bats on the Material Plane. Intelligent creatures of the Shadowfell sometimes train darkmantles as guardians or
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to keep the living out of the realm of the dead and the dead from returning to the land of the living. Underworld Crossing Adventures Adventures in Underworld crossings usually involve the characters
Underworld—their treasures proving useless in the realm of the dead. The dunes of discarded coins that pile up on the Underworld’s shores might be enough to tempt mortal treasure hunters, even at the