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Returning 35 results for 'constructed ranging given to her realms'.
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construct ranging given to her realms
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construct raging giving to her realms
Monsters
Planescape: Adventures in the Multiverse
electricity from each of its ten eyes, synchronizing them to deadly effect.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy
modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Monsters
Planescape: Adventures in the Multiverse
identified by their seven flexible limbs.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands
, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Lightning, Psychic
Monsters
Planescape: Adventures in the Multiverse
have wormlike bodies studded with nine mechanical arms.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron
leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Monsters
Planescape: Adventures in the Multiverse
themselves, spinning them in a bludgeoning whirlwind.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully
leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Psychic
Monsters
Icewind Dale: Rime of the Frostmaiden
stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them.
A golem can't think or act for itself. Though it understands its commands perfectly, it has no
grasp of language beyond that understanding, and can't be reasoned with or tricked with words.
Constructed Nature. A golem doesn't require air, food, drink, or sleep.Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Monsters
Mordenkainen Presents: Monsters of the Multiverse
mouth full of sharp teeth.
Among the drow noble houses of Menzoberranzan in the Forgotten Realms, a high priestess’s successful creation of a draegloth is seen as a sign of Lolth’s favor
. Before a draegloth is given any duties, it receives instruction in accepting the role set for it and not challenging authority. Most draegloths fiercely resent being given orders, but thanks to their
Monsters
Spelljammer: Adventures in Space
individuals, aside from the ability that a given creature has to control others, and they don’t comprehend the emotional aspects of existence that humans and similar beings experience. To a
and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulk;umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse.
Monsters
Curse of Strahd
to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons.
Constructed Nature. An animated object doesn't require air, food
furnishings have been bolted to the floor, since the hut lurches from side to side when it walks.
Heart of the Hut. The gemstone that has given life to Baba Lysaga's hut was previously buried in the
Monsters
Planescape: Adventures in the Multiverse
which end in powerful pincers.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the
, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Lightning, Psychic
Backgrounds
Acquisitions Incorporated
and realms of magic and mystery just a dungeon away, you left your old life behind. Now a world of adventure is yours. Just initial here and sign here and here. Absolve Acq Inc of all former claims, and
of your choice
Equipment: One set of artisan’s tools, fine clothes, 20 gp
Feature: Legalese
Your experience with your local legal system has given you a firm knowledge of the ins and outs
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, aside from the ability that a given creature has to control others, and they don’t comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as
ago to conquer and devour creatures in other realms. During this era, they dominated umber hulk;umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse.Enslave
Genasi
Legacy
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Species
Elemental Evil Player's Companion
Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth
, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small
Aarakocra
Legacy
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Species
Elemental Evil Player's Companion
miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.
A typical colony consists of one large, open-roofed nest made of woven vines
. The eldest acts as leader with the support of a shaman.
AARAKOCRA IN THE FORGOTTEN REALMS
Never well established in Faerûn, aarakocra have only four major colonies: in the Star Mounts
Monsters
Van Richten’s Guide to Ravenloft
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
Dread are far from safe—or empty.
Mist horrors are bodiless spirits of dread, entities given form by the fears of those they encounter. Mist horrors use the unspeakable horror stat block with the
Monsters
Van Richten’s Guide to Ravenloft
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 can roll on
fog, finding it preferable to horrors elsewhere. But the Mists drifting between the Domains of Dread are far from safe—or empty.
Mist horrors are bodiless spirits of dread, entities given form by
Monsters
Van Richten’s Guide to Ravenloft
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 can roll on the Limbs
, finding it preferable to horrors elsewhere. But the Mists drifting between the Domains of Dread are far from safe—or empty.
Mist horrors are bodiless spirits of dread, entities given form by the
Monsters
Van Richten’s Guide to Ravenloft
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
.
Mist horrors are bodiless spirits of dread, entities given form by the fears of those they encounter. Mist horrors use the unspeakable horror stat block with the Malleable Mass body option, which makes
Monsters
Van Richten’s Guide to Ravenloft
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
given form by the fears of those they encounter. Mist horrors use the unspeakable horror stat block with the Malleable Mass body option, which makes them appear to be composed of living mist. Further
Cadaver Collector
Legacy
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Monsters
Mordenkainen’s Tome of Foes
creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time.
Constructed Nature. A cadaver collector
Storm of Vengeance
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
damage.
Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A
, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
races
arisen is constructed and given the gift of life, usually by a creator. Arisen are people, to be sure. They have unique personalities, intellects, and experiences, as all humanoids. But do they possess
supply grafted into their back, while another appears entirely mundane save for some scars and the arcane gems held within their eye sockets.
Some arisen are entirely constructed, built according to some
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty
monsters
the stars, driven by some unknowable urge to leave the terrestrial realms behind.
Abandoned Domains. The flying polyps once gathered in great cities. They constructed vaults deep within the earth
Elf
Legacy
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Species
Basic Rules (2014)
of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds
skill with sword, bow, and strategy.
Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and
Dragonborn
Legacy
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Species
Basic Rules (2014)
colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust
to another dragonborn clan before seeking aid from other races—or even from the gods.
Dragonborn Names
Dragonborn have personal names given at birth, but they put their clan names first as a
Half-Elf
Legacy
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Species
Basic Rules (2014)
friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as
naming conventions. As if to emphasize that they don’t really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
D&D Pantheons Each world in the D&D multiverse has its own pantheons of deities, ranging in size from the teeming pantheons of the Forgotten Realms and Greyhawk to the more focused religions of
Eberron and Dragonlance. Many of the nonhuman races worship the same gods on different worlds—Moradin, for example, is revered by dwarves of the Forgotten Realms, Greyhawk, and many other worlds.
Bard
Legacy
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Classes
Basic Rules (2014)
—knowledge of the people who constructed the monument and the mythic saga it depicts. A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant
necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
D&D Pantheons Each world in the D&D multiverse has its own pantheons of deities, ranging in size from the teeming pantheons of the Forgotten Realms and Greyhawk to the more focused religions of
Eberron and Dragonlance. Many of the nonhuman races worship the same gods on different worlds—Moradin, for example, is revered by dwarves of the Forgotten Realms, Greyhawk, and many other worlds.
Druid
Legacy
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Classes
Basic Rules (2014)
of Greyhawk and the Forgotten Realms, druidic circles are not usually connected to the faith of a single nature deity. Any given circle in the Forgotten Realms, for example, might include druids who
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Modrons Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the rank directly above it and in
, tridrones, quadrones, and pentadrones—the upper-tier hierarch modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Gate-Towns A ring of sixteen evenly spaced towns, equidistant to the Spire, lies at the edge of the Outlands. Each is constructed around a portal to one of the Outer Planes, and these gate-towns are
dramatically influenced by the realms they border. The towns and their inhabitants vary wildly from each other, mirroring many of the extreme characteristics of their respective planes of influence
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Modrons Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the rank directly above it and in
, tridrones, quadrones, and pentadrones—the upper-tier hierarch modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Gate-Towns A ring of sixteen evenly spaced towns, equidistant to the Spire, lies at the edge of the Outlands. Each is constructed around a portal to one of the Outer Planes, and these gate-towns are
dramatically influenced by the realms they border. The towns and their inhabitants vary wildly from each other, mirroring many of the extreme characteristics of their respective planes of influence
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Introduction: Beginning of the End Ranging from the planar metropolis of Sigil to the fringes of the Outlands, this Dungeons & Dragons adventure takes characters on a tour of remarkable realms, where