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Returning 35 results for 'confession realm grim to her reflections'.
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Monsters
The Book of Many Things
", "rollDamageType":"necrotic"} necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or have the prone condition.When the Grim Harrow first found the faerie realm
forever. In time, the necrotic magic of the Grim Harrow animated the corpses of the blink dogs as the first harrow hounds.
The Grim Harrow employs harrow hounds as trackers and companions. Harrow
Goliath
Legacy
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Elemental Evil Player's Companion
goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great
physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with
races
Mordenkainen Presents: Monsters of the Multiverse
Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the
’s grim energy.
Shadar-kai have ashen skin tones, and while they’re in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane.
Like other elves
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Gardens of Decay The Gardens of Decay is a dreadful realm overflowing with deathly energy. Once a beautiful faerie realm called the Gardens of Delight, the demiplane was conquered and corrupted by
the Grim Harrow. The plane’s titular gardens are wide expanses of corrupted land, each representing a different means of death. At the center sits the Glass Arboretum, which holds Death’s Aperture—the demiplane’s primary entry and exit point.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
worlds. Feywild. This vibrant, idealized realm brims with life and emotion, which are most intense in the realm’s Domains of Delight. Shadowfell. This gloom-haunted realm holds grim wastelands, haunted ruins, and the infamous Domains of Dread.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Vigila Forest Towering black deciduous trees pierce the canopy of Falkovnia’s dense, whispering forests. Called “sentries of death,” these trees inspire grim stories suggesting that their wood is
haunted or their roots reach into the realm of the dead. In contrast, a ring of pale sentry trees stands in the depths of the Vigila Forest. Tales tell that none who enter the ring survive. The zombie
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Shadar-kai Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have
Shadowfell’s grim energy. Shadar-kai have ashen skin tones, and while they’re in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane. Like other elves, shadar-kai can live to be over 750 years old.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
monstrosities, and grim settings into a tailor-made whole, bound together by mysterious mists and buried alive inside your favorite horror genres. This chapter explores how to create such domains, a
process that starts by defining a Darklord—the villain at the heart of each sinister realm. Descriptions of various genres of horror also provide details to guide and inspire your creations. The rivalry between Darklords Strahd von Zarovich and
Azalin Rex spills through endless ages and countless domains
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
spoke to the grim soul of the ship and hatched a plan to appease it. The spirit inhabiting the vessel hails from the lost city of Anauria, a realm swallowed up long ago by the spread of the Anauroch
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Carceri The grim inspiration for all other prisons in existence, Carceri is a plane of desolation and despair. Its six layers hold vast bogs, fetid jungles, windswept deserts, jagged mountains
frigid realm. Prison Plane Dawn Carlos Unknown horrors are entrapped in the ice of Carceri No one can leave Carceri easily. Magical efforts to leave the plane by any spell other than Wish simply fail
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Orcus The bloated Demon Prince of the Undead seeks to end all life in the cosmos, replacing the living with immortal, undead creatures that answer only to him. In this grim future, the many suns of
the Material Plane are extinguished, and all hope has faded away. All that remains is the eternally static realm of the living dead. Orcus is the universe’s staunchest advocate of stagnation. He sees
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
peoples and monsters that inhabit the worlds on the Material Plane originated. After the First World was shattered by a great cataclysm, the many worlds were formed like reflections or (in some cases
dream themselves into a new realm. The Great Journey Characters can undertake an epic voyage fraught with peril and obstacles to be overcome. One route leads through Wildspace and across the Astral
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
succeeds automatically. The character can use the feature granted in this way only once and must use it within 7 days. Reroll if you’ve already rolled this effect. Far Realm As souls travel away from
the Outer Planes to dwell in the Far Realm. There they transform over eons into abominations or elder evils, seething in a reality with its own laws. All who stay in the Far Realm are eventually twisted
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
eternal torment as victims of malign forces known as the Dark Powers. Ravenloft is a fundamentally magical realm, one that takes its name from its most infamous haunted location, the dreaded Castle
hidden within these supernatural mists, and of these secret realms, the most terrifying are those born of your nightmares and given grim life through your adventures. Although Ravenloft is a setting of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creatures, they traveled in Corellon’s shadow, sparkling like the reflections from a finely cut gem. When Corellon came to notice these glorious echoes, the god tarried with them in the place that became
the realm of Arvandor. While enjoying the company of these primal elves, Corellon came to appreciate their ideas, which were both novel and familiar, and singled out those of great repute for special
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
mortal realm. Selfishly, the medusas each kept secrets for themselves, using these as currency to bargain with mortals. Angered that her children would hoard any of her secrets, Pharika cursed them, so that they could never after behold their own reflections without risking death.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
had been Indreficus. To his surprise, Hazlik emerged in a grim netherworld of fog and hateful visions where Indreficus’s condemning voice hounded him mercilessly. Eventually, he escaped those nightmare
lands into a realm that knew nothing of magic. He had changed, becoming covered in golden tattoos evocative of symbols that meant “traitor” in his homeland. Undaunted, Hazlik claimed the title of zulkir and dubbed his new world Hazlan.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the gods that if they threatened the mortal realm with their disruptive quarrels, he would bind them to Nyx for as long as he saw fit. As of yet, no god has dared to test Kruphix’s threat, but there
consider the Silence a terrible mistake that led to the rise of the usurper god Xenagos, but followers of Kruphix know that it was a grim necessity to prevent far worse calamity.
Theophilian
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Undersigil Chaos thrives beneath the streets of Sigil. Also known as the Realm Below, the snaking labyrinth of ancient tunnels binds long-standing city structures to subterranean criminal crossroads
, flooded cisterns, and seemingly endless catacombs. Seasoned touts usually know of a few entrances to the Realm Below and can, for a fee, point eager explorers toward them, but few guides agree to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
to drive the action of a campaign: Evil Cult. Wicked cultists infiltrate a peaceful realm to free an ancient evil entity trapped in a dungeon. Releasing the entity would surely spell the realm’s doom
characters years ago resurfaces, giving the characters a chance to finally bring the villain to justice. Sword and Sorcery A sword-and-sorcery campaign features a grim world of evil spellcasters and
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
, eager to be free. The spirit knows only what it knew in life, as determined by the DM. Ghost Walk 13th-level Phantom feature You can phase partially into the realm of the dead, becoming like a ghost. As
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
through attrition and exhaustion. The realm that could still be called Ostoria survived only far in the north. A few outposts and fragment kingdoms, such as the fire giants’ Helligheim and the stone
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Elder Evil Blessings Through generations of study and grim practice, the disciples of certain Elder Evils have mastered the ability to bestow supernatural gifts on minions they select for the
of these, but in fact are beings set apart from what mortals consider reality. Some Elder Evils are alleged to be creatures of the Far Realm, while others are thought to be trapped in a particular
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Tyrant’s Spiral The realm of the beholder deity Gzemnid lies beneath the Outlands. Most entrances into these mysterious, gas-filled caverns are found near chaotically aligned gate-towns—like Bedlam
, Sylvania, or Xaos—but Gzemnid’s Realm is elusive, even by the mutable standards of the Outlands. The portion of the Great Modron March that R04M belonged to became lost in a magically shifting cave
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
decorated with grim paintings, but all furnishings have been removed except a ten-foot-square rug in the middle of the floor and a sword mounted on the middle of the north wall.
The rug is a rug of
mage who has been transformed into a nothic. Zala helped Markos contact Krokulmar and blames this Far Realm entity for her transformation. Now she anxiously turns to the stars, hoping to find a way to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
creatures of the Feywild, rather than mortals, she approaches the situation with a more respectful attitude. She realizes that the creatures of her native realm are more powerful than common humanoids
depletes the community of good-hearted folk as they succumb to her evil and selfish plans. The mood of the town becomes unwelcoming, grim, moody, or outright hostile toward newcomers and travelers. Even
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
walls divide these catacombs, many lined with grave niches holding roughly humanoid shapes wrapped in tattered linen. More than one of these grim parcels floats freely in the stagnant water.
These
a grim, masked man. The statue reaches out, as if to accept what it has been offered.
To the east, a portion of the tomb’s wall has collapsed, exposing a deep crevasse in the rock.
This chamber
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Tainted by foul Far Realm energies, the coiled, 40-foot-long anaconda is unconscious. A character who has a passive Wisdom (Perception) score of 14 or higher sees that Chimagua is incorporeal, fading in and
. Regardless of the saving throw result, the creature also receives the following grim vision: Within an expanse of broken worlds drifts a gargantuan alien form—one that is far from a centipede yet
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and forms a canopy that hides the ruined realm even from above. The area covered by the mist is a shadowy, muffled region devoid of life, sunlight, and sound. The wall of mist ranges in thickness from
sits in the middle of a ruined and abandoned village. Anyone who looks into the water sees brief reflections of the long-dead villagers going about their lives in harmony and joy. 2 In the middle of the
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
: This underground facility reeks of rotting flesh. Grim-faced workers shuffle between a series of chutes set into south wall, prodding supine bodies with rusty implements. Periodically, corpses tumble out
Level Calder Moore A swirling pool of unruly apparitions stirs beneath the Spirit Sump Unlike cities on the worlds of the Material Plane, Sigil doesn’t border the Ethereal Plane, a hazy realm roamed
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
objects and can’t be broken. Reflections. Reflections in this room take on a life of their own, taunting the creatures who cast them. A creature that converses with its own reflection must succeed on a
DC 12 Wisdom saving throw or take 5 (2d4) psychic damage. A demiplane can be a wonderful place to escape the tumult of the multiverse—provided it isn’t haunted by a hungry Far Realm aberration, of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to be in reality. A world of all-encompassing stone is a realm of permanence and solidity, one where a lifetime of laborious carving can last through countless eons. The surface world, with its
forced out from underground risks becoming lost in the realm of dreams, living ever after as a twisted version of its former self that the giants call a dreamwalker (see chapter 3 for more information on
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
cambion and demigod who rules much of the distant north. Iuz’s realm does not produce enough food to feed all its citizens, so it relies on imports for the rest, and Saltmarsh is one of its major
emissaries from Iuz pay on time and they buy shiploads of fish at once, so no one inquires too closely into the captain’s sepulchral voice or her penchant for wearing gold jewelry etched with grim
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
for a living, and their work is dangerous and bloody. Both men are grim and have haunted looks in their eyes. These two are dour fellows, but they seldom pass up an opportunity to earn coin. If the
realm” at night and won’t do so unless their payment is exorbitant (100 gp or more). On rare occasions when he has something to say, Szoldar speaks brusquely, while Yevgeni usually parrots his friend
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
room, notices that one of the mirrors near the corner of the room has a shimmer in its reflections. A creature that touches that mirror takes no damage and causes the mirror to turn sideways, revealing
campaign toward. VALIN SARNASTER
Valin Sarnaster has been thoroughly corrupted by visions of a future in which she sees herself as the immortal heir of Savras’s realm. The Canopic Being came into her