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Returning 35 results for 'construct refuge grove to her reality'.
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Monsters
Monster Manual
, such as manipulating a tool or opening a door or container. 7: Sleep Ray. Wisdom Saving Throw: DC 16 (the target succeeds automatically if it is a Construct or an Undead). Failure: The target has the
Wisdom saving throw or gain no benefit from that rest.
Warping Terrain. Minor warps in reality occur near the lair; any creature (excluding the beholder) within 1 mile of the lair that makes a D20 Test
Monsters
The Book of Many Things
point maximum to 0.
Drink Breath. The breath drinker targets a creature that has the incapacitated condition or that the breath drinker is grappling and that isn’t a Construct or an Undead. The
multiverse from the Far Realm. They drift through reality like living voids, remaining unseen while searching for souls to consume. When they strike, breath drinkers consume a victim’s personality
classes
. This tradition believes that a spell’s formula holds more than the gathering and shaping magical energy, that the underlying properties of reality itself are illustrated through a spell. By unlocking the mechanisms that construct spells, these Wizards can slowly unlock the riddle of the universe.
classes
. This tradition believes that a spell’s formula holds more than the gathering and shaping magical energy, that the underlying properties of reality itself are illustrated through a spell. By unlocking the mechanisms that construct spells, these Wizards can slowly unlock the riddle of the universe.
Monsters
Mordenkainen's Fiendish Folio Volume 1
Entropic Aura. Each creature that is not a construct or undead that ends its turn within 15 feet of Ygorl takes 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Entropic Aura
Teleport action.
Call the Void (Costs 3 Actions). Each creature that is not a construct or undead within 30 feet of Ygorl must make a DC 22 Constitution saving throw against the lord of entropy’s
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
now control his mind. He tries to steer the party toward Neverlight Grove, citing it as a place of safety in which the adventurers can decide their next move. In reality, he unknowingly leads the
Going to Neverlight Grove Because so few Underdark travelers have ever stumbled upon Neverlight Grove, it rarely appears on any maps. Nearly all the routes leading to it are dangerous and difficult
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
now control his mind. He tries to steer the party toward Neverlight Grove, citing it as a place of safety in which the adventurers can decide their next move. In reality, he unknowingly leads the
Going to Neverlight Grove Because so few Underdark travelers have ever stumbled upon Neverlight Grove, it rarely appears on any maps. Nearly all the routes leading to it are dangerous and difficult
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
dragonnels. The grove ahead is in flames. From amid the smoke comes the sound of bestial screeching.
The scout Clystran has taken refuge in the grove and has set up a small camp where he waits for the
Assault on Hawker’s Grove Hawker’s Grove is depicted on map 7.1. As the characters near Hawker’s Grove, read the following text: Kalaman’s scouts weren’t the only ones to notice Clystran and his
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Feygrove The southeastern side of the hill once held flourishing gardens: an idyllic refuge in an otherwise martial environment. When the abbey was destroyed, three dryads settled in the abandoned
gardens. Their presence concentrated magical energy from the Feywild that transformed the gardens into a mystical faerie grove. But a generation ago, a coven of three green hags snuck into the grove
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
dragonnels. The grove ahead is in flames. From amid the smoke comes the sound of bestial screeching.
The scout Clystran has taken refuge in the grove and has set up a small camp where he waits for the
Assault on Hawker’s Grove Hawker’s Grove is depicted on map 7.1. As the characters near Hawker’s Grove, read the following text: Kalaman’s scouts weren’t the only ones to notice Clystran and his
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Feygrove The southeastern side of the hill once held flourishing gardens: an idyllic refuge in an otherwise martial environment. When the abbey was destroyed, three dryads settled in the abandoned
gardens. Their presence concentrated magical energy from the Feywild that transformed the gardens into a mystical faerie grove. But a generation ago, a coven of three green hags snuck into the grove
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
reality and avoiding doom at the hands, claws, fangs, tentacles, proboscises, ovipositors, and other appendages of the multiverse’s countless predatory and lethally grumpy inhabitants. Chris Seaman
Githzerai futurist Aberration 10 Darkweaver Aberration 10 Maelephant Fiend 10 Nonaton modron Construct 11 Farastu demodand Fiend 11 Octon modron Construct 11 Young time dragon Dragon 12 Cuprilach
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
reality and avoiding doom at the hands, claws, fangs, tentacles, proboscises, ovipositors, and other appendages of the multiverse’s countless predatory and lethally grumpy inhabitants. Chris Seaman
Githzerai futurist Aberration 10 Darkweaver Aberration 10 Maelephant Fiend 10 Nonaton modron Construct 11 Farastu demodand Fiend 11 Octon modron Construct 11 Young time dragon Dragon 12 Cuprilach
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
they are mounted.) 2 The path leads into a lonely grove that serves as the grave of a former dryad queen. If appropriate respects are paid, the characters have a 50 percent chance to receive a
who get in its way. 6–7 Some strange creature has wandered down from the Monastery of the Distressed Body. Such creatures might include an ancient security construct gone mad (use oaken bolter
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
they are mounted.) 2 The path leads into a lonely grove that serves as the grave of a former dryad queen. If appropriate respects are paid, the characters have a 50 percent chance to receive a
who get in its way. 6–7 Some strange creature has wandered down from the Monastery of the Distressed Body. Such creatures might include an ancient security construct gone mad (use oaken bolter
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
as far as the dryad’s grove (area H36) before taking refuge in this cave. The nothics use their Weird Insight to glean secrets from the characters. They are reluctant to provoke a well-armed group of
, harmed, or otherwise disturbed. H36. Frozen Grove If the characters make it this far and haven’t yet faced Tekeli-li, the gnoll vampire (see appendix C) confronts them here in its Large hyena form. A
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
as far as the dryad’s grove (area H36) before taking refuge in this cave. The nothics use their Weird Insight to glean secrets from the characters. They are reluctant to provoke a well-armed group of
, harmed, or otherwise disturbed. H36. Frozen Grove If the characters make it this far and haven’t yet faced Tekeli-li, the gnoll vampire (see appendix C) confronts them here in its Large hyena form. A
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Setessa never construct a building that isn’t absolutely necessary, and their homes and buildings are seamlessly integrated into the environment, with magic coaxing vegetation to weave together into
both Karametra and Nylea here. Summer Nexus. Located in an olive grove west of the city proper, the Summer Nexus is covered by a leafy green canopy. As a shelter from summer’s heat, the nexus is a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Setessa never construct a building that isn’t absolutely necessary, and their homes and buildings are seamlessly integrated into the environment, with magic coaxing vegetation to weave together into
both Karametra and Nylea here. Summer Nexus. Located in an olive grove west of the city proper, the Summer Nexus is covered by a leafy green canopy. As a shelter from summer’s heat, the nexus is a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, further isolating the region. Icewind Dale has thus been trapped in a different reality from the rest of the world, for though the sun never rises over the dale, it continues to rise everywhere else
chardalyn—a crystalline substance known to exist only in Icewind Dale. Once he gathers enough of it, Xardorok plans to construct a chardalyn dragon and unleash it upon Ten-Towns. Despite Auril’s
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, further isolating the region. Icewind Dale has thus been trapped in a different reality from the rest of the world, for though the sun never rises over the dale, it continues to rise everywhere else
chardalyn—a crystalline substance known to exist only in Icewind Dale. Once he gathers enough of it, Xardorok plans to construct a chardalyn dragon and unleash it upon Ten-Towns. Despite Auril’s
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
reality can be bent or rewritten. A mythal is a permanent field of overlapping magical wards and effects tied to a specific location. In its original usage, this term applied to the works of High Magic
twist and reknit themselves depending on the magic involved.
Dispel Magic. Dispel magic unwinds and prematurely ends magic, unraveling whatever construct of the Weave was put in place.
Antimagic
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
reality can be bent or rewritten. A mythal is a permanent field of overlapping magical wards and effects tied to a specific location. In its original usage, this term applied to the works of High Magic
twist and reknit themselves depending on the magic involved.
Dispel Magic. Dispel magic unwinds and prematurely ends magic, unraveling whatever construct of the Weave was put in place.
Antimagic
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Glade is a galleon made from the base of a massive, buoyant tree. A grove of smaller trees grows from its deck, their boughs catching the winds to propel the ship. From a distance, the two treants who
serve as the ship’s main artillery are visible moving on deck. The Salted Glade is captained by Mithina Greyheart (NE half-elf female druid), whose grove was destroyed by a massive tidal wave nearly
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Glade is a galleon made from the base of a massive, buoyant tree. A grove of smaller trees grows from its deck, their boughs catching the winds to propel the ship. From a distance, the two treants who
serve as the ship’s main artillery are visible moving on deck. The Salted Glade is captained by Mithina Greyheart (NE half-elf female druid), whose grove was destroyed by a massive tidal wave nearly
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Provinces Charneault is comprised of seven provinces, each with its own expressions of elven and northern culture. Gran Croix is the realm of the Grove Maze. The western provinces of Beaumont, De la
been transformed into a refuge for many Charnelaise seeking shelter against the horror outside. The once-vibrant city is rife with nervous fear. In a time when he is most needed to bring hope, the noble
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Locations on the Grove Level Map 1.2: Grove Level View Player Version The grove level and the fortress level connect through the shaft that leads from area 41 to 42. The following locations are
druidic theories on the cycle of life and death (worth 150 gp). Cubbyholes in the desk hold 365 gp and four agate gems (20 gp each). 54. Grove Gate Twigs and roots are piled on the floor of this
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
foliage Ancient grove on the plane of Arborea 10–12 Freshly painted barn door Bucolic homestead on the plane of Arcadia 13–15 Tent flap made of animal hides Upset stomach of an herbivorous behemoth in the
Radiant Citadel, a refuge on the Ethereal Plane 59–63 Silvery threshold etched with stars Eye socket of a dead god drifting through the Astral Plane 64–68 Ornate, upright coffin that expels a hostile
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Locations on the Grove Level Map 1.2: Grove Level View Player Version The grove level and the fortress level connect through the shaft that leads from area 41 to 42. The following locations are
druidic theories on the cycle of life and death (worth 150 gp). Cubbyholes in the desk hold 365 gp and four agate gems (20 gp each). 54. Grove Gate Twigs and roots are piled on the floor of this
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
foliage Ancient grove on the plane of Arborea 10–12 Freshly painted barn door Bucolic homestead on the plane of Arcadia 13–15 Tent flap made of animal hides Upset stomach of an herbivorous behemoth in the
Radiant Citadel, a refuge on the Ethereal Plane 59–63 Silvery threshold etched with stars Eye socket of a dead god drifting through the Astral Plane 64–68 Ornate, upright coffin that expels a hostile
Compendium
- Sources->Dungeons & Dragons->Monster Manual
finishes a Short Rest while within 1 mile of the lair must succeed on a DC 13 Wisdom saving throw or gain no benefit from that rest. Warping Terrain. Minor warps in reality occur near the lair; any
fine control on objects with this ray, such as manipulating a tool or opening a door or container. Sleep Ray. Wisdom Saving Throw: DC 16 (the target succeeds automatically if it is a Construct or an
Compendium
- Sources->Dungeons & Dragons->Monster Manual
finishes a Short Rest while within 1 mile of the lair must succeed on a DC 13 Wisdom saving throw or gain no benefit from that rest. Warping Terrain. Minor warps in reality occur near the lair; any
fine control on objects with this ray, such as manipulating a tool or opening a door or container. Sleep Ray. Wisdom Saving Throw: DC 16 (the target succeeds automatically if it is a Construct or an
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
—broken and consumed by the march of eternity. It has no sense of empathy or compassion, driven only to unmake so that the resulting base elements of reality can fuel the multiverse’s endless cycles of
, frightened, poisoned
Senses truesight 120 ft., passive Perception 13
Languages all, telepathy 120 ft.
Challenge 23 (50,000 XP)
Entropic Aura. Each creature that is not a construct or undead that ends
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
—broken and consumed by the march of eternity. It has no sense of empathy or compassion, driven only to unmake so that the resulting base elements of reality can fuel the multiverse’s endless cycles of
, frightened, poisoned
Senses truesight 120 ft., passive Perception 13
Languages all, telepathy 120 ft.
Challenge 23 (50,000 XP)
Entropic Aura. Each creature that is not a construct or undead that ends
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
look at a diagram in a book. No mortal can verify whether Mount Celestia is sandwiched between Bytopia and Arcadia, but it’s a convenient theoretical construct based on the philosophical shading among
eternal city, or by four cities that each represent a different aspect of reality. The Celtic cosmology has an otherworld, called Tír na nÓg, and the cosmologies of some religions inspired by Asian