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Returning 33 results for 'continuing rushing genies to have realm'.
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containing ruling genies to have realm
continuing ruling genies to have reach
Species
Van Richten’s Guide to Ravenloft
sensations or visions of the past to come rushing back.
Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark
of Dread (detailed in chapter 3):
Har’Akir. You died and endured the burial rites of this desert realm, yet somehow a soul—yours or another’s—has taken refuge in your
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
to live their lives at a slower pace than smaller folk. They often speak slowly and avoid rushing into decisions. Adding potential confusion to their interactions with smaller races, giants are often
800 years Ancient Behaviors d8 Behavior 1 The giant addresses Humanoids as citizens of a fallen realm (equivalent to calling people in the real world “Babylonians”). 2 The giant burdens
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
to live their lives at a slower pace than smaller folk. They often speak slowly and avoid rushing into decisions. Adding potential confusion to their interactions with smaller races, giants are often
800 years Ancient Behaviors d8 Behavior 1 The giant addresses Humanoids as citizens of a fallen realm (equivalent to calling people in the real world “Babylonians”). 2 The giant burdens
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
inhabitants of this inner ring include aarakocra, azers, dragon turtles, gargoyles, genies, mephits, salamanders, and xorn. Some originated on the Material Plane, and all can travel to the Material Plane (if
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
inhabitants of this inner ring include aarakocra, azers, dragon turtles, gargoyles, genies, mephits, salamanders, and xorn. Some originated on the Material Plane, and all can travel to the Material Plane (if
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Levistus Though ice might hold my body in place, it has done nothing to contain my ambition.
— Levistus
Even by the otherworldly standards of the Nine Hells, the realm of Stygia and its lord
imprisoned means that Levistus can focus his full attention on such matters, which allows him to excel at what he does. A Contested Realm Levistus was not always the lord of Stygia. The archdevil Geryon
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Levistus Though ice might hold my body in place, it has done nothing to contain my ambition.
— Levistus
Even by the otherworldly standards of the Nine Hells, the realm of Stygia and its lord
imprisoned means that Levistus can focus his full attention on such matters, which allows him to excel at what he does. A Contested Realm Levistus was not always the lord of Stygia. The archdevil Geryon
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
scents; the moonlight painted the flowers in iridescent blue, silver, and violet; and the rushing of the river became a complex symphony.
— James Wyatt, Oath of Vigilance
The Feywild, also called
the Plane of Faerie, is a land of soft lights and wonder, a place of music and death. It is a realm of everlasting twilight, with glittering faerie lights bobbing in the gentle breeze and fat
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
scents; the moonlight painted the flowers in iridescent blue, silver, and violet; and the rushing of the river became a complex symphony.
— James Wyatt, Oath of Vigilance
The Feywild, also called
the Plane of Faerie, is a land of soft lights and wonder, a place of music and death. It is a realm of everlasting twilight, with glittering faerie lights bobbing in the gentle breeze and fat
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
wand. Your wizard’s spellbook might be a relic from an ancient realm of giants, perhaps a large and heavy tome mostly written in the Giant language. Or you might wield a weapon that a giant intended
or your class or provided you with your starting equipment. If you have a continuing obligation to this giant, see “Giant Patrons” in chapter 3 for additional inspiration. Primeval Animals You could
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
wand. Your wizard’s spellbook might be a relic from an ancient realm of giants, perhaps a large and heavy tome mostly written in the Giant language. Or you might wield a weapon that a giant intended
or your class or provided you with your starting equipment. If you have a continuing obligation to this giant, see “Giant Patrons” in chapter 3 for additional inspiration. Primeval Animals You could
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a
called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a
called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from
, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
trust a hag. Hags are curious about other creatures of power. They enjoy receiving news and gossip about other hags and influential creatures such as dragons, demons, genies, and certain mortals
creatures of the Feywild, rather than mortals, she approaches the situation with a more respectful attitude. She realizes that the creatures of her native realm are more powerful than common humanoids
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
like a wave rushing up onto the shore, but only great anger or desperation would drive Olhydra to move more than a few hundred feet from her native element. Olhydra surges forth tirelessly and
venture into her realm, and lays waste to villages or towns established within her reach. Olhydra erodes that which she can’t batter and drown; she is patient, retreating in the face of adversity only to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
like a wave rushing up onto the shore, but only great anger or desperation would drive Olhydra to move more than a few hundred feet from her native element. Olhydra surges forth tirelessly and
venture into her realm, and lays waste to villages or towns established within her reach. Olhydra erodes that which she can’t batter and drown; she is patient, retreating in the face of adversity only to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from
, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
trust a hag. Hags are curious about other creatures of power. They enjoy receiving news and gossip about other hags and influential creatures such as dragons, demons, genies, and certain mortals
creatures of the Feywild, rather than mortals, she approaches the situation with a more respectful attitude. She realizes that the creatures of her native realm are more powerful than common humanoids
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
battleground for warring genies. After years of struggling beneath their genasi masters, human slaves arose to follow a Chosen of Ilmater, at first using nonviolent resistance, and then erupting in full
rebellion following his disappearance. They overthrew the genie lords of Calimport and Memnon, casting the remaining genies out of the cities and back to their elemental homes or into the depths of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
battleground for warring genies. After years of struggling beneath their genasi masters, human slaves arose to follow a Chosen of Ilmater, at first using nonviolent resistance, and then erupting in full
rebellion following his disappearance. They overthrew the genie lords of Calimport and Memnon, casting the remaining genies out of the cities and back to their elemental homes or into the depths of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
exception of the Far Realm horror, the specific locations of portal encounters are not detailed here. If the characters ask about where they are in any given encounter, or if they’re inclined to venture
outside the encounter area, the choice of location is up to you. Portals d6 or d8 Portal
1 Far Realm horror
2 Guarded warehouse
3 Raging storm
4 Amid the rigging
5
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
exception of the Far Realm horror, the specific locations of portal encounters are not detailed here. If the characters ask about where they are in any given encounter, or if they’re inclined to venture
outside the encounter area, the choice of location is up to you. Portals d6 or d8 Portal
1 Far Realm horror
2 Guarded warehouse
3 Raging storm
4 Amid the rigging
5
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and forms a canopy that hides the ruined realm even from above. The area covered by the mist is a shadowy, muffled region devoid of life, sunlight, and sound. The wall of mist ranges in thickness from
part of Cyre fed the Rushing River as it traced a short but fertile path south to Kraken Bay. The bed of the Rushing River is now as dry and barren as the rest of the Mournland, and the location of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and forms a canopy that hides the ruined realm even from above. The area covered by the mist is a shadowy, muffled region devoid of life, sunlight, and sound. The wall of mist ranges in thickness from
part of Cyre fed the Rushing River as it traced a short but fertile path south to Kraken Bay. The bed of the Rushing River is now as dry and barren as the rest of the Mournland, and the location of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
success, the character discerns that the runes are connected to a ritual that could open a rift to the Far Realm. The dead humanoids were likely victims sacrificed to power the ritual. Something went
. Far Realm Rift When the characters enter this area, read: A five-foot-diameter circle of dark energy crackles in the northwest corner of this room. The walls are etched with complex runes, as well
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
success, the character discerns that the runes are connected to a ritual that could open a rift to the Far Realm. The dead humanoids were likely victims sacrificed to power the ritual. Something went
. Far Realm Rift When the characters enter this area, read: A five-foot-diameter circle of dark energy crackles in the northwest corner of this room. The walls are etched with complex runes, as well
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
). Long ago, duergar miners captured and brought several otyughs from the Underdark to serve as a convenient way to dispose of the outpost’s waste. The otyughs survived the mind flayers’ attack, continuing
they are unable to elaborate further. (Unbeknownst to them, this compulsion to destroy the shrine stems from Ruxithid’s connection to Ilvaash, a Far Realm godlet who despises Ilsensine.) Evil Energy
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
). Long ago, duergar miners captured and brought several otyughs from the Underdark to serve as a convenient way to dispose of the outpost’s waste. The otyughs survived the mind flayers’ attack, continuing
they are unable to elaborate further. (Unbeknownst to them, this compulsion to destroy the shrine stems from Ruxithid’s connection to Ilvaash, a Far Realm godlet who despises Ilsensine.) Evil Energy
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
bejeweled necklaces are conjured above it and immediately attack any creatures in the room. On their first turn in combat, the genies target intruders with their phantasmal killer spells, maintaining
campaign toward. VALIN SARNASTER
Valin Sarnaster has been thoroughly corrupted by visions of a future in which she sees herself as the immortal heir of Savras’s realm. The Canopic Being came into her
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
over a waterfall into a dark abyss. The sound of rushing water echoes like thunder within this vault, the ceiling of which glitters with mineral deposits like a perpetual starry night.
A skyweaver
chamber containing a map of an ancient dwarven realm meticulously etched into the flagstone floor. At the far end of the chamber, a high throne atop a marble dais overlooks all. Peaked arcades hung
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
over a waterfall into a dark abyss. The sound of rushing water echoes like thunder within this vault, the ceiling of which glitters with mineral deposits like a perpetual starry night.
A skyweaver
chamber containing a map of an ancient dwarven realm meticulously etched into the flagstone floor. At the far end of the chamber, a high throne atop a marble dais overlooks all. Peaked arcades hung
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
bejeweled necklaces are conjured above it and immediately attack any creatures in the room. On their first turn in combat, the genies target intruders with their phantasmal killer spells, maintaining
campaign toward. VALIN SARNASTER
Valin Sarnaster has been thoroughly corrupted by visions of a future in which she sees herself as the immortal heir of Savras’s realm. The Canopic Being came into her