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Returning 35 results for 'more some with only are flows for land'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
pledging service to the creature. They study under its tutelage in its lair and serve as its agents in the world. These followers might travel incognito across the land, seeking news of growing evil and
change in weather to persist.
Pure Waters. Water flows pure within 3 miles of a ki-rin’s lair. Any purposeful corruption of the water lasts for no longer than 3 minutes.
Realm of Respite. Curses
Monsters
Fizban's Treasury of Dragons
, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their awareness and subconsciously luring their favorite food—giant
through their lairs in multiple ways and set traps leading to yawning chasms or pools and flows of lava.
Emerald dragons take great pains to hide the chambers that house their hoards and collected lore
Monsters
Fizban's Treasury of Dragons
, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their
intruders. They dig additional tunnels that allow them to move through their lairs in multiple ways and set traps leading to yawning chasms or pools and flows of lava.
Emerald dragons take great pains
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Noteworthy Sites Hundreds of rivers flow through Shankhabhumi, creating natural paths to its three great cities. Map 9.2: shankhabhumiView Player Version Ashwadhatu The Mehul River flows from the
Nirjhar Highlands, through Ashwadhatu, and on to Dishahara Bay. The city of Shankhabhumi with the largest area of solid land, Ashwadhatu has long been the home of proud, traditionalist farmers, miners
compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
City Sections Conch is built around the river, which flows eastward from the Columns of the Sky mountains. It is surrounded by heavy fortifications and divided into three main sections. Brief
descriptions of Conch’s sections are presented below: High Netherese Enclave. A tiny spike of land at the western edge of town is home to the walled enclave where High Netherese mages dwell. Music and sounds
compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Eirdu, Embodiment of the Sun One of the most remarkable creatures in Lorwyn is Eirdu, a massive, pegasus-like being with six legs, a beaked head, and crimson fur that flows like flames from its mane
symbol embodying the essence of their land. Some worship Eirdu as a god, believing that showing reverence to the magnificent creature brings a rejuvenating, lingering sense of contentment. Eirdu’s
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
abominations. The greatest wounds affect the invisible flows of magic underpinning the land, turning it erratic and dangerous. Despite the domain’s magical dangers, the ambitions of the spellcasting elite
strange experiments prowl openly. He watches as ravenous worms from deep within the poisoned land crawl to the surface in search of food. And he watches every new magical innovation, eager to claim it and add the discovery to his list of glorious achievements.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
House Deneith House Deneith was born in Karrnath, and war flows in its veins. For centuries, the Blademarks Guild of House Deneith has governed the mercenary trade. While warriors with the Mark of
own land or hold noble titles. House Deneith has always abided by these edicts, maintaining neutrality and selling its services to all sides of a conflict. However, there’s a faction that feels that
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
45. Mictlan (Meek-TLAN, Land of the Dead) This room is decorated with a bizarre diorama depicting the land of the dead. Small, brightly painted clay statues have been placed about the room to
land of the dead.
In the western end of the room is a region of burning sands. There devils torture those who have been unfortunate enough to fall into their hands.
Along the southern side is a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D1. Channel The characters will likely arrive by skiff, rowboat, or raft, by way of this channel. This waterway flows into Murky Lake (area D7). Thick fog hangs heavy in the air, obscuring the area
swamp gas. A flap at the bottom of the balloon lets the gas in, and the balloon takes 10 minutes to fill when empty. Once filled, the balloon rises into the air. One can force the balloon to land by
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
psychic presence seeps into the land surrounding their lairs, expanding their awareness and subconsciously luring their favorite food—giant lizards—to settle and thrive in the region. Emerald dragons
pools and flows of lava. Emerald dragons take great pains to hide the chambers that house their hoards and collected lore, often using illusion magic and subtle construction around the natural features
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. In this case, the once-active volcano has now lapsed into dormancy. Its lava flows have cooled into a blackened, alien landscape. Ash coats the slopes of the caldera, picked up by the weird swirling
obscuring the land in gloomy shadows. Gloomy Portals. Some caves, caverns, pits, and other places of deep gloom within 1 mile of the dragon’s lair form portals to the Shadowfell, allowing creatures from that plane to dwell nearby.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
unknown distance beyond that is the edge of the world, where the sea flows off the disk of the world and into the starry void. The known world of Theros consists of a long stretch of coastline forming
the eastern edge of the vast Siren Sea. Eastward from the sea, the land rises up to two ridges of mountains. The lofty peaks of the second ridge form a barrier that few mortals have passed, so only
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Feywild The Feywild, also called the Plane of Faerie, is a land of soft lights and wonder, a place of music and magic. The plane responds to unfettered emotion: flowers turn and tremble in the
distance in the Feywild are mutable, as is the plane’s geography. Roads are uncommon, and the ones that exist change as frequently as the land around themselves. Feywild natives are accustomed to the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
feet flows like water in a river.
4 04 A veiled figure observes the character from a distance, then vanishes.
5 05 Silent mourners carry a body past.
6 06 Echoes produce words
seem to alter course to lead to a specific destination.
3 09 Birds fly in parallel rows, like a marching army.
4 10 Eddies in a stream subside, and the water flows in a straight line
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the land, travel to places spoken of in myth, and discover truths beyond imagining. Denying ignorance, you pursue wondrous sights and endlessly unearth new facts. Undiscovered creatures, the covetous
. Such documents grant you special status, such as access to forbidden regions or neutral standing in embattled areas. Such identification isn’t always a boon, though. In a land frequently plundered by
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the area of effect; at that point, the water flows downhill (and possibly recedes back to its origin). Light structures collapse and wash away. Any Large or smaller creature caught in the flood’s path
. A suit of wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
followers of a ki-rin might travel incognito across the land, seeking news of growing evil and working behind the scenes, or might be champions of their master’s cause, out to defeat villainy wherever it
celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity: Water flows pure within 3 miles of a ki-rin’s lair. Any
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the area by water are pulled south and over the falls unless they take countermeasures. The waterway to the north flows westward down the passageway, unaffected by the current. P3. Nets The waterway
was defeated in the Temple of the Crushing Wave, the aboleth guards the water portal in area P20. Otherwise, it is here. The slimy water that fills this cave flows through a hole in the east wall
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
incognito across the land, seeking news of growing evil and working behind the scenes, or they might be champions of their master’s cause, out to defeat villainy wherever it is found. When viewed from the
. Pure Waters. Water flows pure within 3 miles of a ki-rin’s lair. Any purposeful corruption of the water lasts for no longer than 3 minutes. Realm of Respite. Curses, diseases, and poisons on creatures
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
edge of the Trade Way, northeast of Boareskyr Bridge and southeast of the High Moor. The Winding Water flows through these lands, and its other main geographical features are the Serpent Hills, the
, treacherous ravines, featuring stretches of rough, ridged land surrounding tall mesas. Only scrub can manage to grow here, tenaciously clinging to the dry clay. Beneath this perilous territory — filled with
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
subclass of your choice. The Circle of the Land subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your
again until you finish a Long Rest. Level 7: Elemental Fury The might of the elements flows through you. You gain one of the following options of your choice. Potent Spellcasting. Add your Wisdom
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the sky. It can be seen clearly at night from as far away as Boareskyr Bridge and Berdusk, looking like an unmoving star low on the horizon. It might be fairly said that every land touched by its
flows north across the tor’s top and then down one of its cliffs in a series of waterfalls called the Maidens’ Leap. By canal it forms a moat for the eastern Dock District, before it joins the Chionthar
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
subclass of your choice. The Circle of the Land, Circle of the Moon, Circle of the Sea, and Circle of the Stars subclasses are detailed after this class’s description. A subclass is a specialization
required) to give yourself a level 1 spell slot, but you can’t do so again until you finish a Long Rest. Level 7: Elemental Fury The might of the elements flows through you. You gain one of the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
leprechauns’ collected gold. If the gold is stolen, the leprechauns stop at nothing to retrieve it. G4: Endless River This babbling river flows through the garden, sometimes defying logic. Here and there
depth and 10 to 50 feet in width. Its flow is unpredictable, reversing at various points along its ovular length. Roll a die for any 100-foot stretch of river. On an even number, it flows clockwise
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
) takes notice of their heroism. He tells them afterward that he has received reports of giants of various kinds attacking settlements throughout the Dessarin Valley. Anauroch This once-verdant land
is now a desert. Northernmost Anauroch is a cold land of frost-rimed rock and the black glacier known as the High Ice. Farther south lies the waterless Plain of Standing Stones, where winds scour
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
), which are taken to a huge chest on the far side of the room. Any nonliving matter placed into the chest is teleported to secret vaults located in a distant land. 3. Club Lounge This club lounge is
. When the door is opened, read the following: The walls of this room are covered in conduits and glowing panels, many of which leak green fluid that flows toward a grated drain on the floor. In the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
marble staircase that started on the first floor continues its upward spiral to area D11. A cold draft flows down the steps. D7a–D7b: Servants’ Room and Closet An undecorated bedroom contains a pair of
comments or information. As the characters leave the area, the cultists chant, “He is the Ancient. He is the Land.” The cult leaders aren’t bluffing. As soon as the characters take the fourth rod piece, Strahd enters Death House and makes his presence known. See the “Strahd’s Presence” section below.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the brewery is a natural spring that bubbles up to form a small lake. A river flows gently eastward, then northward, then eastward again, passing under two arching, moss-covered stone bridges before
Goldenfields. On warm days, workers in sandals wade through standing water and muck, tending the rice crop. G12. Vegetable Gardens Dirt paths crisscross large tracts of land where carrots, onions
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
small forest or stand of trees. A singular mountain called Kelvin’s Cairn rises from the heart of Icewind Dale. During the summer, snow from Kelvin’s Cairn flows into three mineral-rich lakes: Maer
catch sight of her in the sky overhead. Rarely does she condescend to meddle in the affairs of land dwellers; however, if one or more characters neglect to take cover, she swoops down for a closer look
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
land around Mirabar is littered with mine heads, open quarries, and heaps of slag and rubble. The mines of Mirabar yield up vast quantities of most known metals and gemstones. Working mines of any
quality about it, or at least an air of mystical secrecy. Neverwinter Wood holds countless ruins and more than a few crumbling castles. The always-warm Neverwinter River, which flows out of the wood, has
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the river’s tributaries floods right up to the garden gate (area 1), making the site easy to reach by boat. Traveling to Nangalore by foot is a nightmare, since the land within 1 mile is nothing but
before ending at a carving of a tyrannosaurus face. Water pours from the tyrannosaurus’s jaws and flows the length of the concourse to drain down the steps in front of you. Five-foot-high terraces
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
founded, Red Larch is situated on a fertile patch of land on the western outskirts of the Sumber Hills, at a place where the Kheldell Path and the Cairn Road meet the Long Road. Despite its small size
to a halt at a spectacularly beautiful waterfall where the river flows through a mountain pass. The ancient elf kingdom of Eaerlann once had an outpost at the Shining Falls, but no trace of it remains
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
center of the lab, an elaborate system of glass piping and alchemical equipment flows and bubbles. Banks of instrument panels are set against the walls, including a framed glass device resembling a
allows any character to mentally adjust the roc’s course and observe the terrain below, but the great bird does not land or cease flying. 5 The head of a mace held by a gladiator in an arena A fog
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
information on this location. Fallen Lands Countless ruins dot this rugged, barren land, where ancient cities once stood and great battles once raged. Strange witchlights float around the ruins at night
southern part of the Graypeak Mountains, a beautiful and fertile valley stands between the settlements of Loudwater and Llorkh. The Grayflow River flows through the middle of Grayvale, which is dotted with






