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Returning 35 results for 'constructed realms grows to her recovery'.
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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
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
Baphomet
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Monsters
Out of the Abyss
maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace itself is a towering structure whose interior is as labyrinthine as the plane on which it resides
more of the following effects:
Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes.
Beasts within 1 mile of the lair
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, the Lyktion is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace is a towering structure whose interior is as labyrinthine as the plane
.
Hedge Mazes. Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes.
Panicked Beasts. Beasts within 1 mile of the lair become
monsters
’s turns, it gains one recovery point but otherwise cannot use actions or legendary actions other than Relentless Horror. When it gains its fourth recovery point, its maximum hit points return to
normal if they have been reduced and it regains all lost hit points. It reforms its physical body in a space of its choice within 10 miles of its location. It then loses all recovery points.
If Shub
monsters
would be killed outright, it instead transforms into a swirling body of water. At the start of each of Dagon’s turns, it gains one recovery point but otherwise cannot use actions or legendary
actions other than Relentless Horror. When it gains its fourth recovery point, its maximum hit points return to normal if they have been reduced and it regains all lost hit points. It reforms its physical
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
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->The Book of Many Things
collection in the chaos. To complicate matters, rifflers (see chapter 21) have learned of the heist and are trying to beat the characters to the score. Extraplanar Eviction. The marids who constructed
characters to track down her guest’s identity while she monitors the guest’s recovery. Tie the identity of this guest—and the inevitable complications that arise—to the direction you want to take the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Realms of Gods and Mortals What is the farthest explored point on the known world?” Elspeth asked.
“In the east, beyond the leonin lands, there’s another forest,” Daxos told her. “Larger even than
the Nessian Forest. No one knows how far it goes.”
“What’s to the west beyond the sea?” Elspeth asked.
“The world ends at the waterfall where Kruphix’s Tree grows,” he explained. “The sea falls
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
collection in the chaos. To complicate matters, rifflers (see chapter 21) have learned of the heist and are trying to beat the characters to the score. Extraplanar Eviction. The marids who constructed
characters to track down her guest’s identity while she monitors the guest’s recovery. Tie the identity of this guest—and the inevitable complications that arise—to the direction you want to take the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Realms of Gods and Mortals What is the farthest explored point on the known world?” Elspeth asked.
“In the east, beyond the leonin lands, there’s another forest,” Daxos told her. “Larger even than
the Nessian Forest. No one knows how far it goes.”
“What’s to the west beyond the sea?” Elspeth asked.
“The world ends at the waterfall where Kruphix’s Tree grows,” he explained. “The sea falls
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. The basic services provided by Jorasco involve use of the Medicine skill and herbal remedies. The next tier of treatment is lesser restoration, offering immediate recovery from disease for those
with the power to raise the dead. But no one uses this power lightly. Regardless of the method used, it’s hard to pull someone back from Dolurrh, and it grows more difficult with each day that passes
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. The basic services provided by Jorasco involve use of the Medicine skill and herbal remedies. The next tier of treatment is lesser restoration, offering immediate recovery from disease for those
with the power to raise the dead. But no one uses this power lightly. Regardless of the method used, it’s hard to pull someone back from Dolurrh, and it grows more difficult with each day that passes
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, faced down mechanical beholders, and robbed a bank operated by devils. The team has also rubbed shoulders with some of the most notorious figures in the Forgotten Realms, including bumping into Drizzt
clone to a devil. It seemed prudent at the time. However, nothing in Acquisitions Incorporated’s storied history encapsulates the company’s efficacy better than the recovery of Omin’s sister, Auspicia
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, faced down mechanical beholders, and robbed a bank operated by devils. The team has also rubbed shoulders with some of the most notorious figures in the Forgotten Realms, including bumping into Drizzt
clone to a devil. It seemed prudent at the time. However, nothing in Acquisitions Incorporated’s storied history encapsulates the company’s efficacy better than the recovery of Omin’s sister, Auspicia
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Approaching the Cove Matt Stikker
The journey from Respite to Cobblehook Cove is uneventful but grows challenging as the characters approach their destination, as the area is warped by the
magic of the black dragon’s lair. In addition to the odorous fog and fouled water described in the Monster Manual, the surrounding flora grows thick and twisted, and the dirt trail becomes muddy and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Approaching the Cove Matt Stikker
The journey from Respite to Cobblehook Cove is uneventful but grows challenging as the characters approach their destination, as the area is warped by the
magic of the black dragon’s lair. In addition to the odorous fog and fouled water described in the Monster Manual, the surrounding flora grows thick and twisted, and the dirt trail becomes muddy and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
adventures happen. Even if you’re using an established world such as the Forgotten Realms, your campaign takes place in a sort of mirror universe of the official setting where Forgotten Realms novels
— makes the players feel as though their characters are part of a living world that changes and grows along with them. Part 1 of these rules is all about inventing your world. Chapter 1 asks what type of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
adventures happen. Even if you’re using an established world such as the Forgotten Realms, your campaign takes place in a sort of mirror universe of the official setting where Forgotten Realms novels
— makes the players feel as though their characters are part of a living world that changes and grows along with them. Part 1 of these rules is all about inventing your world. Chapter 1 asks what type of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace is a towering structure whose interior is as labyrinthine as the plane on which it
within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes. Beasts within 1 mile of the lair become frightened and disoriented, as though
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace is a towering structure whose interior is as labyrinthine as the plane on which it
within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes. Beasts within 1 mile of the lair become frightened and disoriented, as though
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. All three factions in Saltmarsh would seek to end such an incursion before it grows into a serious threat. Against the Giants As the characters gain renown, King Kimbertos Skotti hears of their
prowess and recruits them to lead an expedition to defeat giants that are despoiling realms in the western mountains. If the characters succeed, they become trusted allies of the crown. The Tomb of Horrors
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. All three factions in Saltmarsh would seek to end such an incursion before it grows into a serious threat. Against the Giants As the characters gain renown, King Kimbertos Skotti hears of their
prowess and recruits them to lead an expedition to defeat giants that are despoiling realms in the western mountains. If the characters succeed, they become trusted allies of the crown. The Tomb of Horrors
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace itself is a towering structure whose interior is as labyrinthine as the plane on
: Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes. Beasts within 1 mile of the lair become frightened and disoriented, as
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace itself is a towering structure whose interior is as labyrinthine as the plane on
: Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes. Beasts within 1 mile of the lair become frightened and disoriented, as
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
threatening. Dendar The Night Serpent came into being before recorded history, spawned from the feverish dreams of the first intelligent creatures. She subsists and grows stronger by feeding on the fears that
Merrshaulk’s devout turned to the worship of the Sibilant Death, believing him to be an avatar of their deity. They granted him enough power to mount a brief recovery, but those actions were too little and too
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
threatening. Dendar The Night Serpent came into being before recorded history, spawned from the feverish dreams of the first intelligent creatures. She subsists and grows stronger by feeding on the fears that
Merrshaulk’s devout turned to the worship of the Sibilant Death, believing him to be an avatar of their deity. They granted him enough power to mount a brief recovery, but those actions were too little and too
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Any hook horrors there attack only if the intruders slay or drive off the gorgons. White Gate. A white gate is situated in the opening in the rock wall that leads to the Forest of Recovery. Forest of
Recovery Powerful conjuration magic suffuses the trees in this zone. When an intruder ends its turn in an area of trees, the creature must make a DC 15 Wisdom saving throw. On a failed save, any damage