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Returning 20 results for 'dominated immense are bad'.
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dominate intense are bad
Monsters
Spelljammer: Adventures in Space
their immense power. These entities—known by such names as Acamar, Caiphon, Gibbeth, and Hadar—resemble stars and embody the essence of evil.
Neogi
A neogi looks like an outsize spider
Material Plane, as well as on the Astral Plane 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
Backgrounds
Baldur’s Gate: Descent into Avernus
the port, and even the Outer City’s rhythms are dominated by the ebb and flow of river trade. Because sailors are as fundamental and ubiquitous to Baldur’s Gate as the cobbles on its streets
. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a port town.
Variant Feature: Bad Reputation
If your character has a sailor
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
orcs can be dominated by evil creatures of immense power, and they accept this subservient role either because they are forced to or because it offers them a measure of security while they engage in
who serve Yurtrus and Shargaas. Some are sent forth into the cities dominated by humans, on dark missions. Beware them.
— Elminster
Search, Destroy, Repeat
When a tribe is on the move, orc
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Fiends The mightiest of the fiends born from Khyber are creatures of immense power known as the overlords. Dozens of overlords were imprisoned by the Silver Flame at the dawn of time; two of them
— although one can be quite difficult to find. Rakshasas As the primary agents of the fiendish overlords, rakshasas once dominated Khorvaire and Sarlona. When the overlords were defeated in the first
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
undercity, beneath the layers of civilization that had built up over millennia, Mazirek found a hidden network of vaults called Umerilek, an enormous structure that would have dominated a city block
called the Erstwhile (equivalent to the wight in the Monster Manual). In their time, the Erstwhile were aristocratic elves of immense wealth and opulence. They still wear their stately attire, despite its
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
both below and above. They held sway over the oceans from undersea fortresses and lorded over the land from castles in the sky. Cloud giants built immense floating cities and served the storm giants
through brute force. Beginning of the End All told, the empire of Ostoria dominated the world for four millennia before its decline began in a genocidal struggle against the dragons that came to be
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, since no one in Mirabar wishes to see the surface city wiped out. It would simply be bad for business. Mirabar spares no expense in defending its wealth, and hires as many mages and adventurers as
guides and “the people who know the right people” in human-dominated cities everywhere along the Sword Coast and in much of the Heartlands. Most adult Mierren have dealings with a variety of human
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
anything in particular to the characters but feel like a bad omen. Lost and Found Prior to the vision, the characters were traveling to Vogler and had stopped to camp or rest near a forested path. After
undergrowth. Its roof is pierced by the trunk of an immense tree, but its walls are mostly intact. A large, empty doorframe leads inside.
Characters who don’t approach the ruin feel supernaturally
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
a tribe’s murderous efficiency. For a promise of sufficient food and loot, a troll might accompany a tribe temporarily. A group of orcs can be dominated by evil creatures of immense power, and they
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in a city or town dominated by another race. Everything Has a Story As do many other races, halflings enjoy accumulating personal possessions. But unlike with most other races, a halfling’s idea of
. Halfling settlements survive wars because halflings are so irritating. Why conquer something you want nothing to do with?
Bad Apples Although most halflings are energetic and jovial, as with any
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Temple Layers of silt cover the stone floor of the main section of the temple. Tangled mounds of collapsed scaffolding lie toward the east end of this area. The west side is dominated by a circular
this chamber and stir up an immense cloud of silt for camouflage. Area L2 is heavily obscured for the next 5 minutes. Failure is not an option for agents of the Endless Nadir, and the aboleths fight to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
great bird. It repeats periodically, always far off in the distance.
Set into a large cleft in the canyon wall is an enormous nest of sticks, bones, paper, and other debris. An immense black form
Intelligence (Investigation) or Wisdom (Perception) check to quickly assess Raah’s reading material determines that the ancient deep crow is highlighting everything, no matter how good or bad the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
navigation weren’t bad enough, explorers must bring their own provisions into the Mournland, unless they want to risk the danger of ingesting tainted food and water. Terrain Features The Day of
Mournland, but the worst effects of the mist are confined to the border region. Glowing Chasm. The northern part of the Mournland is dominated by a great crack in the ground that emits a cold purple light
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. However, in a city dominated by ideological factions, trade guilds hold little sway, and most factions—except for the Free League and Society of Sensation—discourage members from joining guilds, believing
out that my avocados went bad. What a mess.”
–Digny Vots, Market Ward shopper
Market Ward Encounters d8 Encounter 1 A Transcendent Order instinct (see Morte’s Planar Parade) asks to spar with
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
animosity. They have bad blood with the Harmonium, who view the Fated as wrongheaded and dangerous, and Factol Darkwood and Factol Montgomery of the Society of Sensation are bitter rivals. Fraternity of
come Laws, such as the laws of nature or the edicts of gods. Ultimate authority descends from Axioms, overarching laws that govern existence and give gods their immense power. Guvners theorize about
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
mention that his cantankerous father, Davian Martikov, owns the local winery and vineyard, the Wizard of Wines (chapter 12). There’s bad blood between Urwin and his father (whom Urwin and Danika refer
canopy. Across from the bed hangs a tapestry depicting a beautiful mountain valley. The other walls are dominated by a fireplace and a wardrobe. Urwin and Danika retire to this room every night before
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
leads up to area F2 in the Fane of the Eye. The rough walls can be climbed safely. N2. Deadly Pool The temperature plunges in this cave, which is dominated by a frozen pool. Ice crystals glitter on the
the wind’s effects. N19. Air Portal Characters hear thunder and see flashes of light as they approach this area. In the middle of this cavern, spikes of stone jut upward like three immense claws
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
inspires misfortune rather than avoiding it. For fear of catching the bad luck of cynics, citizens do their best to avoid talking to anyone known to not have played along, or dealing with them in any way
prayers in thanks for the lives they have under their gods. The Griffon Cavalry sets up an immense bonfire at the peak of Mount Waterdeep, honoring the fallen and the risen gods Myrkul, Cyric, Kelemvor
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters must enter all four pools, whether the outcome is good or bad. When a character is submerged in the last pool, a silver key studded with polished red garnets appears in midair in the center of
this mess — and a magical mystery that kicks off the rest of the adventure. When the characters enter this area, read: This crumbling chamber is dominated by an altar against the far wall, above
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the majority of the city’s surface dwellers. Another city lies just below the surface, and that place is dominated by dwarves. Underground, Mirabar is a city of lit residential caverns, superheated
about the dark halls of the keep like a bad smell. The keep had a small garrison once, but only Amrath remains. The keep is nestled among old pine trees on a hilltop overlooking the sleepy village. The






