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Returning 35 results for 'iron of the liches aura kingdom'.
Other Suggestions:
iron of the lives aura kingdom
iron of the lines aura kingdom
Monsters
Planescape: Adventures in the Multiverse
overexerts itself on the Concordant Opposition.
Rilmani are bipedal, with bodies of living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and
their extraordinary anatomies often act in defiance of natural forces.Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksAura of Blades. The aurumach manifests a spectral, golden aura
Monsters
Mordenkainen Presents: Monsters of the Multiverse
count 20, all gnoll;gnolls and hyena;hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.
Iron Spike
. Yeenoghu causes an iron spike—5 feet tall and 1 inch in diameter—to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges
classes
Xanathar's Guide to Everything
. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.
Some of these paladins go so far as
forever. A blade can end a life. Fear can end an empire.
Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it
classes
Xanathar's Guide to Everything
. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.
Some of these paladins go so far as
forever. A blade can end a life. Fear can end an empire.
Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it
Monsters
Mythic Odysseys of Theros
Aura of Silence. When a creature starts its turn within 30 feet of the ashen rider, the rider can force that creature to make a DC 18 Wisdom saving throw if the rider can see it. On a successful save
, the creature is immune to this aura for the next 24 hours. On a failed save, the creature can't speak and is deafened until the start of its next turn.
Innate Spellcasting. The ashen rider's
Monsters
Eberron: Rising from the Last War
other magical effects.
Whirlwind of Weapons. A magical aura of weapons surrounds Rak Tulkhesh in a 10 foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6
draconic creature twisted by demonic rage. Covered in iron spikes protruding from his bleeding flesh, this overlord looms fifteen feet high at the shoulders, and his wings span over forty feet. While
Monsters
Adventure Atlas: The Mortuary
Aura of Death. Creatures within 30 feet of Skall have disadvantage on death saving throws.
Cosmic Annihilation. A creature killed by Skall can be restored to life only by means of a true
, filling the target’s mind with visions of death and the plangent toll of an iron bell. The target must succeed on a DC 19 Wisdom saving throw or take 14 (4d6);{"diceNotation":"4d6", "rollType
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
wars at once: one against the Kingdom of Nyrond and the Prelacy of Almor, and the other against the Iron League (consisting of Idee, Irongate, the Lordship of the Isles, Onnwal, and Sunndi). To pay
overking; embroiled in war with the Iron League Almor, the Prelacy of Prelate Xanther Klimstyn (human) Theocracy ruled by a priest of Pelor who declared independence when the Great Kingdom descended into
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, Orcus transforms his followers into undead creatures such as ghouls and wights. Sometimes he needs his followers to retain their mortal forms, to more easily infiltrate a kingdom or city. He grants rank
-and-file cultists the Undying Soul trait, and his cult leaders gain the Aura of Death trait. Undying Soul (Recharges after a Short or Long Rest). If this creature is reduced to 0 hit points, it
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Dwarves “Gold is the gift of the mountains, but iron comes from blood and bone.”
—Mror Proverb
The origin of the dwarves is shrouded in mystery. Their legends say that they came to Khorvaire from
where the line lies between truth and story. The ancestors of the modern dwarves were exiles from this ancient kingdom, and the realm below was destroyed by the daelkyr. Bold adventurers can delve
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Antimagic Field Level 8 Abjuration (Cleric, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (iron filings)
Duration: Concentration, up to 1 hour
An aura of antimagic surrounds
you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can’t target or otherwise affect anything inside it. Magical
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Antimagic Field Level 8 Abjuration (Cleric, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (iron filings)
Duration: Concentration, up to 1 hour
An aura of antimagic surrounds
you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can’t target or otherwise affect anything inside it. Magical
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
touches it. The statue has no other properties. Trapped Chest The chest has an iron key in its lock, and turning the key unlocks it. A detect magic spell reveals an aura of transmutation magic
the eastern alcove. At the foot of the bed rests a large iron chest with a flat lid and clawed feet. An owlbear rug is splayed across the floor in front of the chest and the bed.
Alcove. A black
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
beings slew each other in their quest for power or in their hatred, he welcomed them into his shadowy kingdom of eternal gloom. As all things died, everything came to him eventually, and over time he
built a kingdom unchallenged by any other god. But he grew tired of his duties, for he knew them too well, and without challenge there is nothing — and in nothingness there is only gloom. In such a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of magic unknown in Khorvaire. The massive island of Aerenal is the ancient kingdom of the elves. Its jungles provide strange and valuable lumbers: soarwood used for the hulls of airships, tough
agents of the Undying Court embrace their mandate to seek out and destroy vampires, liches, and other such undead. Aereni civilization is over twenty thousand years old. Secure in their island
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
of arcane magic unknown on Khorvaire. The massive island of Aerenal is the ancient kingdom of the elves. Its jungles are a source of strange and valuable lumbers: the soarwood used for the hulls of
Undying Court are charged to seek out and destroy vampires, liches, and other such undead. Aereni civilization is over twenty thousand years old. They’ve watched nations of goblins and humans rise and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Metal Pools This cave has a 30-foot-high ceiling and contains two 10-foot-deep pools of shiny liquid metal drawn from the Elemental Plane of Earth. The western pool holds liquid iron, the eastern
pool liquid steel. Despite being liquefied, the metal is cool to the touch. A detect magic spell reveals a strong aura of transmutation magic emanating from each pool. No matter how much metal is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
near a cavernous hearth. A picture above the mantel has been slashed, its lower half hanging down below the frame like a torn piece of flesh. An iron door set in the south corner of the west wall
hangs open on one hinge. Strahd’s soldiers forced open the iron door that once sealed Argynvost’s vault (area Q41). They also took every book in this study but one. (Many of the books taken from here can
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
polished agate. In each corner stands a statue of black iron, easily nine feet tall. That to the northeast stands with a saw-toothed two-handed sword raised to strike; that to the northwest a huge
thin stream of smoke issues from a tiny vent in its brass stopper. On the southern wall stands a granite sarcophagus that appears to be damaged. Flanking the sarcophagus are two large iron chests
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. Some of these paladins go
blade can end a life. Fear can end an empire. Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-long, 20-foot-high curtain of black dragon scales hangs from an iron rod bolted to the west wall. (The scales have become brittle with age and are not valuable.)
Hanging Horn. Suspended from the
ceiling by iron chains is a 20-foot-long iron horn with etched Dwarvish runes coiling around it.
The giant horn weighs 2 tons. It dangles 20 feet above the floor on three thick, 5-foot-long iron chains
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Riedra proper, travelers must obtain a transit visa from the Iron Gate, the office of foreign relations. The office grants few such visas; visitors must make a compelling case for entry or find a secret
way to evade the watchful eyes of the Iron Gate. Kasshta Keep All but one of the monasteries of Adar lie concealed behind a blend of psychic and arcane techniques. Kasshta Keep refuses to hide from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.)
Iron Cage. A 10-foot-square, 15-foot-tall iron cage stands empty, its large door hanging open. (The cage door has no lock built into it, since the wizards use arcane lock spells to hold it shut
removing it from the circle causes the true polymorph effect to end, whereupon it reverts to a wyvern and attacks. Thaumaturgic Circle A detect magic spell reveals an aura of transmutation magic
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
tall green flame as bright as torchlight. Portcullises Iron portcullises secure certain areas of the temple. The bars of a portcullis are 1 inch thick and spaced 4 inches apart. A portcullis can be
raised or lowered using an iron lever nearby. If the lever can’t be reached, the portcullis can be forced up or down by characters with a combined Strength of 30 or more, but doing so breaks the mechanisms
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
and private chamber. The characters’ arrival at Lottie’s Palace coincides with a liches’ retreat, wherein Lottie gathers with some of her lich friends to do lich stuff. The characters need to poke
leading to a kitchen. A sign to your right indicates the “Powder Room,” while another to your left indicates “Tokens.” To the far left is a fortified iron door sealed with a large lock. The center of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
powerful artifacts. The Mror restored these ancient fortresses and worked to reclaim the secrets of their ancestors. Seeing the untapped potential of the Realm Below and the broken Kingdom of Galifar
, the clan lords joined together to form the Iron Council and to declare the independence and sovereignty of the Mror Holds. One question remained: What had become of the ancient dwarves? The answer
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
illuminates clouds of volcanic ash and steam from the River Styx. Chamada Constant lava flows and eruptions make overland travel difficult. Iron zeppelins piloted by yugoloths drift through the constant
gray ashfall. Mungoth Acidic ash mingles with falling snow on this freezing layer. Krangath The Dead Furnace is a great mountain suspended in silence and darkness, home to a coterie of liches. Gehenna
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
16. Locked Oaken Door The thick wooden door ahead of you is heavily bound with iron bands, and there are several locks keeping it shut.
Aura. The door is found to radiate an aura of abjuration
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. The Metal Mage This 20-foot-high room contains an iron golem that has a head shaped like a metal skull. It stands between three iron-plated stone pillars that hum with magical power. With the aid
spirit is bound within the golem, Trobriand has a challenge rating of 22 (41,000 XP) and the statistics of an iron golem, with these changes: Trobriand has an Intelligence of 20. He has the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
railings or battlements. Giants once stood atop these ledges, ready to hurl rocks at interlopers that passed below. Five niches are carved into the back wall of each ledge. Each one holds an iron sconce
that radiates a faint aura of conjuration magic under the scrutiny of a detect magic spell. Touching a sconce with an open flame causes a spectral fire to materialize above the sconce. This flame sheds
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, floors, and ceilings throughout are made of seamless alabaster. Doors are made of iron and have AC 19, 27 hit points, and immunity to poison and psychic damage. A locked door can be picked by someone
, one needs a teleporter ring: a brass signet ring bearing a stylized M, and which emanates an aura of conjuration magic when targeted by a detect magic spell or similar magic. Manshoon gives these
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
into area 69. This yawning archway has a keystone adorned with an iron bull’s skull, which bites down on an ivory ring.
A detect magic spell or similar effect reveals an aura of necromancy magic
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Pit Fiend “Your war-torn kingdom is rife with corruption, its people dying from starvation and strife. They cry out for new leadership — someone with the charisma and the courage to put an end to the
, telepathy 120 ft.
Challenge 20 (25,000 XP)
Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
10. Cultist Pens The insane derro cultists have been buying cave bears from Underdark hunters and smuggling them through Gracklstugh. For what purpose is anyone’s guess. A large gate made of iron
assembled from scrap iron on both sides of the chamber. A spiral path circles into the center of the room, marked off by small stone pylons.
Two derro stand by a large cauldron in front of a tent near
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Adbar and Felbarr were fortresses of Delzoun, and Mirabar, Mithral Hall, and Sundabar all owe their existence to that ancient kingdom or its descendants. Fabled Gauntlgrym, said to be touched by the
, every fine blade or crushing warhammer forged, every kingdom and battle — won or lost — in defense of their people and the folk around them. The name is as much a battle cry and a badge of honor as