Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'construct realms give to her reaches'.
Other Suggestions:
construct realms give to her races
constructed realms gift to her reach
constructed realms given to her reach
constrict realm give to her reach
constructed realms gave to her reach
Monsters
Mordenkainen Presents: Monsters of the Multiverse
carries is invisible with it.Xarrorn are specialists who construct weapons using a mixture of alchemy and psionics.
Duergar
Duergar are dwarves of the deep reaches of the Underdark and other sunless
realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a
Nabassu
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
creature it has killed within the last hour, provided that creature is neither a construct nor an undead. The devouring requires the nabassu to be within 5 feet of the corpse for at least 10 minutes, after
the nabassu and isn’t a construct or an undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12);{"diceNotation":"2d12","rollType":"roll","rollAction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers
community-minded—in the Underdark, all must cooperate to survive.
Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy
Monsters
Mordenkainen Presents: Monsters of the Multiverse
dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they
community-minded—in the Underdark, all must cooperate to survive.
Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy
Monsters
Mordenkainen Presents: Monsters of the Multiverse
regulars or organized into elite strike forces for specific missions.
Duergar
Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have
Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they were infused with
the Underdark, all must cooperate to survive.
Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare
Seeming
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a
appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
A creature can use its action to inspect a target and make an
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
prowess, moving with a speed and grace others can only imagine. Their tall stature, large wings, elaborate horns, and massive weapons give them a truly intimidating silhouette.
The most trusted high
Lord is also known for following their own mysterious whims, journeying to the farthest reaches of Eldraine to satiate their curiosity.Bludgeoning, Piercing, and Slashing from Nonmagical
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and shrink down to miniature size to spy on their targets.
Duergar
Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been
of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive.
Among the duergar of the Forgotten Realms
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they were
-minded—in the Underdark, all must cooperate to survive.
Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand
Monsters
Mordenkainen Presents: Monsters of the Multiverse
successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to gain another level of exhaustion. Once the target reaches
sibriexes can graft on new body parts to give the demons greater strength, vision, or stamina. Sibriexes never give aid freely, though; they demand a service or a treasure in return for the flesh
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region’s culture or to the
naming traditions of their ancestors.
The material culture and physical characteristics of humans can change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture
Species
Spelljammer: Adventures in Space
contemplation or strike out to explore the reaches of the multiverse, astral elves tend to see things through the lens of time as having little or no meaning to them. Astral elves who don’t dwell on the
: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect
Monsters
Strixhaven: A Curriculum of Chaos
. While Murgaxor isn’t blinded, he can see any creature that isn’t an Undead or a Construct within 60 feet of himself, even through total cover, heavily obscured areas, invisibility, or any
the following to give them context about this evil spellcaster:
Murgaxor is a bullywug who attended Strixhaven 200 years ago. He was a member of Witherbloom College, though there are no records of
Goliath
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
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
the responsibility to earn a place in the tribe or die trying.
Driven Competitors
Every day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A
Species
Mordenkainen Presents: Monsters of the Multiverse
creates a mystical bond between the giver and the receiver of a gift.
On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms, vast
in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but
Spells
Xanathar's Guide to Everything
are gone is this spell dispelled.
Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every
required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded
Species
Mordenkainen Presents: Monsters of the Multiverse
Centaurs gallop throughout the multiverse and trace their origins to many different realms. The centaurs presented here hail from the Feywild and mystically resonate with the natural world. From the
.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
outside Akharin Sangar. If you wish to further detail this land, use the “Akharin Sangar Gazetteer” section at this adventure’s end as a departure point. Forgotten Realms. Akharin Sangar fits in well along
any edge of the Calim Desert in Calimshan. Greyhawk. The western edge of the Barrier Peaks and the Crystalmist Mountains hold many isolated, arid regions where Akharin Sangar might exist. Isolated reaches of the Bright Desert also make logical locations for the city-state.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
dinosaurs into the mix, given the proximity of Valenar and the Talenta Plains. Forgotten Realms. This adventure could easily be placed on the edge of Anauroch, potentially along either the Graycloak
Hills or Desertmouth Mountains. The lands east of Tethyr or the mountainous reaches of Chessenta might also accommodate this rugged region.
Artificer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Tasha’s Cauldron of Everything
destruction unleashed by certain artificers’ creations.
In the Forgotten Realms, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often
result of the wondrous ingenuity of artificers.
Creating an Artificer
To create an artificer, consult the following subsections, which give you hit points, proficiencies, and starting equipment. Then
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
with a shaft of dim sunlight.
Lair Actions
As they are presented in the Monster Manual, dragon turtles don’t have access to lair actions while in their lairs. At your discretion, you can give
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, with the Material realms at the center. The Inner Planes form a wheel around the Material Plane, enveloped in the Ethereal Plane. Then the Outer Planes form another wheel around and behind (or above
between Bytopia and Arcadia; rather, this theoretical positioning is based on the philosophical shading among the three planes and the relative importance they give to law and good. Other
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
positions with each passing day. About once every thousand years, the demons close in on the lower reaches of the Styx and portals leading deeper into the Hells. Invariably, the legions of the Nine Hells
the Nine Hells. Whether by cosmic chance or the design of some unknown power, the dark waters of the Styx provide passage between the two planes, but pathways to other realms are at best fleeting and
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
for details.) Whether one takes this myth literally or figuratively, one cannot deny that untold alien worlds exist within the subterranean reaches that bear the imprisoned dragon’s name—not just the
fiendish overlords, daelkyr, and other powerful evils. These coils also harbor sealed portals connecting to these creatures’ native realms. Expeditions into the depths of Khyber often incorporate elements of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
information about their origins, their dispositions and behaviors, and their lairs — above and beyond what is written in the Monster Manual. To give every monster such grand treatment would require
spark your imagination! The lore in this chapter represents the perspective of Volo and is mostly limited to the Forgotten Realms. In the Realms and elsewhere in the D&D multiverse, reality is more
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
a problem for Candlekeep. Any pair of skitterwidgets—including any left undestroyed in area U6, which survive even if the Barn Door launches into space—can mate and give birth to kiddywidgets. Those
tiny constructs soon grow to be as big as their parents, and they can make kiddywidgets of their own in turn. If the construct population isn’t culled, Candlekeep might one day be overrun by the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Star Forge Adventures Here are sample adventure hooks to bring characters to the Star Forge or to give them missions to pursue there. A Star Is Reborn Thieves damaged the Giant runes stabilizing the
golem fueled by radiant energy and other creatures from the Giant Construct Encounters table in chapter 3. Guiding Whispers A voice whispers into a character’s dreams, leading the character toward the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
impartial and balanced canvas of the Outlands: a broad region whose boundless terrain blends to match the extreme forces that shape it. Arid, flame-scarred plains give way to heroic mountain ranges
the extraplanar realms of the Outlands, their inhabitants, and life at the center of the Great Wheel. One Pixel Brush An impossibly tall pillar of rock, the Spire, towers over
the vast and varied environments of the Outlands
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
practices known as the Blackmist Way and Blackthrone Arts. Unfortunately, Djaynai’s friendly neighboring realms are more often threatened. For instance, inscrutable lizardfolk in the wetlands
the land above. To keep such lore safe, ancestral Janyans built structures in hidden reaches, like the Trench of Love Lost, to archive sacred wisdom before it was lost. Eventually, though, such archives faded from memory. Profound Djaynaian secrets remain hidden in the deep, awaiting rekindling.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
—form a ring around the Material Plane. The border regions between these planes are sometimes described as distinct planes in their own right: the Para-elemental Planes. These realms exemplify the
: great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. Any foreign substance is extremely rare; little air can be found in the outer reaches of the Plane of Earth, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
to light a candle, torch, or campfire. Using the device requires your action. Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
to light a candle, torch, or campfire. Using the device requires your action. Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
The Forgotten Realms Just like a fantasy novel or movie, an adventure is set in a larger world. In fact, the world can be anything that the DM and players can imagine. It could be a swords-and
Forgotten Realms is one such setting, and that’s where the story in this adventure takes place. In the Realms, knights dare the crypts of the fallen dwarf kings of Delzoun, seeking glory and treasure
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
explore in the next campaign.) You don’t have to take a campaign all the way to level 20 for it to be satisfying; wrap up the campaign whenever the story reaches its natural conclusion. Allow time near
’ individual goals will be fulfilled by the final adventure. Give characters with unfinished goals a chance to finish them before the very end. Once your campaign has ended, a new one can begin. If you intend to






