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Returning 35 results for 'consuming renewal guardian to have realm'.
Monsters
Mythic Odysseys of Theros
twist into eternally ravenous monstrosities, which rampage through the realm of the dead, consuming souls by the thousands. The Underworld remains their prison, though, and most would relish nothing more than to escape and slaughter the living once more.Acid, Necrotic
Monsters
The Book of Many Things
causing the creatures to devour themselves.
Cunning stalkers, breath drinkers are usually solitary. Occasionally they serve powerful Far Realm entities or Elder Evils, consuming life and souls for their
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
Monsters
Spelljammer: Adventures in Space
extracting and consuming its brain.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Mind Blast"}. The neh-thalggu magically emits psychic energy at one Humanoid it can
collectors, neh-thalggu consume the brains of Humanoids and use them as receptacles to enhance their magical abilities.
Neh-thalggu are born in the nightmarish Far Realm, but they spread across the
Monsters
Acquisitions Incorporated
blade (with the latter option more prevalent by far). But when tragedy struck the enclave, Walnut's clan was destroyed to the last — leaving her with nothing but the all-consuming desire to seek out
and destroy those responsible.
As a guardian of the wild, Walnut has long held an antipathy toward civilization and anything urban. However, understanding that civilization was the source of the evil
Monsters
Fizban's Treasury of Dragons
accept it.
Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them
fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumph;flumphs. These Aberrations, which oppose the depredations of mind
Monsters
Fizban's Treasury of Dragons
realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild.
Moonstone dragons are graceful and elegant creatures with opalescent
from faraway places.
Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets
Monsters
Fizban's Treasury of Dragons
populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm suffused the eggs, which hatched into the first moonstone
into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage great thinkers, and spur adventurers to heroic deeds
Monsters
Fizban's Treasury of Dragons
suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm
faraway places.
Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage
Monsters
Fizban's Treasury of Dragons
of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild.
Moonstone dragons are graceful and elegant creatures
;especially travelers from faraway places.
Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire
Light Domain
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Player’s Handbook (2014)
Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and beauty
burning hands, faerie fire
3rd
flaming sphere, scorching ray
5th
daylight, fireball
7th
guardian of faith, wall of fire
9th
flame strike, scrying
monsters
hours, the behemoth has Disadvantage on D20 Tests, its Speed is halved, it has Vulnerability to Radiant damage, and it loses its Legendary Resistance trait.
Consuming Flame. When the behemoth deals
makes one Claw attack. On a hit, if the target is a creature, it has the Prone condition.The emergence of the Brimstone Behemoth means armageddon for whatever realm it erupts into. A Fiend as old as time
monsters
the start of its next turn.
Strike. The worm makes one Bite attack. It can’t take this action again until the start of its next turn.Born of a forgotten realm beyond the stars, the White Worm is
an eldritch horror resembling a humungous, pallid grub that ravenously hungers for memory. Greedily consuming the memories of any beings capable of remembering, its mere existence sends out shockwaves
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
The Sinister Truth The Sawplee goblins indirectly served three mind flayers that draw power from a malevolent Far Realm godlet named Ilvaash. Using their godlet as a warped sort of elder brain, these
Zorzula’s Rest, mind flayers swept through the Underdark beneath and around Phandalin, consuming or destroying all in their path. That illithid empire eventually fell, but the mind flayer threat never entirely subsided. Now, mind flayers pose more of a threat to Phandalin than ever before.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
The Sinister Truth The Sawplee goblins indirectly served three mind flayers that draw power from a malevolent Far Realm godlet named Ilvaash. Using their godlet as a warped sort of elder brain, these
Zorzula’s Rest, mind flayers swept through the Underdark beneath and around Phandalin, consuming or destroying all in their path. That illithid empire eventually fell, but the mind flayer threat never entirely subsided. Now, mind flayers pose more of a threat to Phandalin than ever before.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Gate of Illumination The Gate of Illumination is a centuries-old shrine consecrated to the gods of nature, fire, and renewal. It’s cut into the slope of the Jademount volcano and tunnels to the lake
flowers, fruits, and crafts are brought here and to similar shrines to thank the gods for their bounty, as the volcanic pools are viewed as passages to the gods’ realm. As the characters near the Gate
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Gate of Illumination The Gate of Illumination is a centuries-old shrine consecrated to the gods of nature, fire, and renewal. It’s cut into the slope of the Jademount volcano and tunnels to the lake
flowers, fruits, and crafts are brought here and to similar shrines to thank the gods for their bounty, as the volcanic pools are viewed as passages to the gods’ realm. As the characters near the Gate
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Far Realm Explorers This adventure includes a few access points that allow the characters to investigate more of the bizarre Far Realm. The wonders and terrors of the Far Realm are, for the most part
, inimical to mortal life and sanity. If the characters decide to explore the Far Realm further, they would be well advised to seek out one of the Far Realm’s few safe harbors. Examples of these
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Far Realm Explorers This adventure includes a few access points that allow the characters to investigate more of the bizarre Far Realm. The wonders and terrors of the Far Realm are, for the most part
, inimical to mortal life and sanity. If the characters decide to explore the Far Realm further, they would be well advised to seek out one of the Far Realm’s few safe harbors. Examples of these
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
always reliably connect to the Ghost Orchid Tepui. With the tepui’s magic and guardian restored, the nightmares and Far Realm incursions plaguing Atagua cease. If the characters return to Atagua
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
always reliably connect to the Ghost Orchid Tepui. With the tepui’s magic and guardian restored, the nightmares and Far Realm incursions plaguing Atagua cease. If the characters return to Atagua
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
island shifted to the mortal realm. Skathos The island of Skathos was once a sacred meeting place for a secret cult of Pharika whose rites revolved around consuming a magical flower native to the island. The island is now home to the medusa queen, Hythonia (described in chapter 6). (CHRIS RAHN)
clutches, wriggling out of reach with a mind of its own. Ketaphos Famed for its role in The Callapheia, the island of Ketaphos supposedly exists in Nyx during the night and in the mortal realm during
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
island shifted to the mortal realm. Skathos The island of Skathos was once a sacred meeting place for a secret cult of Pharika whose rites revolved around consuming a magical flower native to the island. The island is now home to the medusa queen, Hythonia (described in chapter 6). (CHRIS RAHN)
clutches, wriggling out of reach with a mind of its own. Ketaphos Famed for its role in The Callapheia, the island of Ketaphos supposedly exists in Nyx during the night and in the mortal realm during
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
being over ages of festering bitterness and rage. Over time, these souls twist into eternally ravenous monstrosities, which rampage through the realm of the dead, consuming souls by the thousands. The
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
being over ages of festering bitterness and rage. Over time, these souls twist into eternally ravenous monstrosities, which rampage through the realm of the dead, consuming souls by the thousands. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Couatl Guardian Manifestation of the Divine Habitat: Desert, Forest, Grassland, Urban; Treasure: Relics Viktor Titov Embodiments of prophecy and protectors of divine secrets, couatls ensure fate
existences are fundamentally tied to their divine directives, but they harm other creatures only when absolutely necessary to achieve divine goals. Each couatl goes through a period of renewal at the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Couatl Guardian Manifestation of the Divine Habitat: Desert, Forest, Grassland, Urban; Treasure: Relics Viktor Titov Embodiments of prophecy and protectors of divine secrets, couatls ensure fate
existences are fundamentally tied to their divine directives, but they harm other creatures only when absolutely necessary to achieve divine goals. Each couatl goes through a period of renewal at the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Light Domain Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and
flaming sphere, scorching ray 5th daylight, fireball 7th guardian of faith, wall of fire 9th flame strike, scrying Bonus Cantrip When you choose this domain at 1st level, you gain the light cantrip if
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Light Domain Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and
flaming sphere, scorching ray 5th daylight, fireball 7th guardian of faith, wall of fire 9th flame strike, scrying Bonus Cantrip When you choose this domain at 1st level, you gain the light cantrip if
Compendium
- Sources->Dungeons & Dragons->Rrakkma
only visible way out is back through the portal. Lighting This area is well lit. The charging Gith Capacitor creates A LOT of light. Creatures/NPCs A star spawn seer and its guardian star spawn hulk are
shunting the rrakkma involuntarily back through the gate to Pandemonium. Playing the Pillars COMBAT
Due to the disorienting nature of the Far Realm, the adventurers make any initiative checks with
Compendium
- Sources->Dungeons & Dragons->Rrakkma
only visible way out is back through the portal. Lighting This area is well lit. The charging Gith Capacitor creates A LOT of light. Creatures/NPCs A star spawn seer and its guardian star spawn hulk are
shunting the rrakkma involuntarily back through the gate to Pandemonium. Playing the Pillars COMBAT
Due to the disorienting nature of the Far Realm, the adventurers make any initiative checks with
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
over their lack of vision, or by a consuming need to trigger unrestrained creative impulses that have far-reaching effects, by anger at a real or perceived slight. His will might be expressed through
unnerves) those who live in the areas through which Keranos’s champion travels.
4 Keranos creates a realm of his own design amid the Dakra Isles, a place where the land and its creatures obey
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
readings. At the rite’s conclusion, the initiates receive a vision of the All-Consuming Star. As part of this initiation, new members of the Heralds of the Comet shed their old identities and take on new
Heralds of the Comet are called hierophants—literally “revealers of the sacred”—because of their role in revealing the All-Consuming Star to initiates. The archierophant of the Heralds of the Comet is
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
readings. At the rite’s conclusion, the initiates receive a vision of the All-Consuming Star. As part of this initiation, new members of the Heralds of the Comet shed their old identities and take on new
Heralds of the Comet are called hierophants—literally “revealers of the sacred”—because of their role in revealing the All-Consuming Star to initiates. The archierophant of the Heralds of the Comet is
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
over their lack of vision, or by a consuming need to trigger unrestrained creative impulses that have far-reaching effects, by anger at a real or perceived slight. His will might be expressed through
unnerves) those who live in the areas through which Keranos’s champion travels.
4 Keranos creates a realm of his own design amid the Dakra Isles, a place where the land and its creatures obey
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
the nightmarish Far Realm, but they spread across the Astral Plane and find their way onto the various worlds of the Material Plane, where brains are much more abundant. A neh-thalggu has a bulbous body
collected brain is stored inside one of several pockets in the neh-thalggu’s head. Once it has collected twelve brains in this fashion, it is overcome by an urge to return to the Far Realm and begins