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Returning 35 results for 'non clothing realm pdf'.
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non clutching realm pdf
Monsters
Phandelver and Below: The Shattered Obelisk
Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6
):
At will: detect thoughts, minor illusion
1/day each: arcane gate, hunger of HadarAberrant zealots are cultists who have reached out to the powers of the Far Realmâonly for something to reach
Monsters
Phandelver and Below: The Shattered Obelisk
Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6
: arcane gate, hunger of HadarAberrant zealots are cultists who have reached out to the powers of the Far Realmâonly for something to reach back. Steeped in strange energy, aberrant zealots
Magic Items
Baldurâs Gate: Descent into Avernus
carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non
trapped within it, as does expending all of the coinâs charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it
Monsters
Candlekeep Mysteries
saving throw or be blinded until the end of her next turn.
Blasphemous Word (Costs 2 Actions). Valin utters a blasphemous word. Each non-undead creature within 10 feet of Valin that can hear the
as the immortal heir of Savrasâs realm. The Canopic Being came into her possession years ago, and an obsession with the dark rituals therein set the oracle on her present course.
Valin has
Monsters
Mordenkainen Presents: Monsters of the Multiverse
made of soft, plant-based materialâincluding manufactured objects like pillows, rope, blankets, and clothingâthat can collectively fill no more than a 20-foot cube. The objects materialize
change in weather to persist.
Pure Waters. Water flows pure within 3 miles of a ki-rinâs lair. Any purposeful corruption of the water lasts for no longer than 3 minutes.
Realm of Respite. Curses
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
, pillows, rope, blankets, and clothing â to fill a cube 20 feet on a side. The second version permanently creates enough objects made of wood, or similarly hard plant-based material, to fill a cube
concentrate for the change in weather to persist.
Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet
Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they
who fall short of their high expectationsâwhich is most non-elves. Still, they can find good in just about anyone.
Dwarves. âDwarves are dull, clumsy oafs. But what they lack in humor
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
rituals with the weakened elder brain. The three mind flayers eventually heard a strange psychic call from a Far Realm godlet called Ilvaash, the Dissonant Psyche. Singing a siren song made up of profane
brain. Ilvaash also promised the three mind flayers vast power, but only if they would carry Ilvaashâs worship into their world. The mind flayer fanatics agreed, embracing their new Far Realm godlet and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
walking speed is 30 feet. Changeling Instincts. Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation
duplicate the appearance of an individual youâve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment arenât changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rest of her family, but she can sense that her mind is slowly being eroded by contact with the Far Realm. Fearing that her descent into madness is inevitable, she lives in a state of self-imposed
the ensuing conflict and provides the following information to the characters in good faith: All members of the Shadowdusk family have, to some extent, been corrupted by the Far Realm. To the best of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
adventure. The earliest realm that does is the shield dwarf kingdom of Besilmer, which was founded nearly six thousand years ago in â4420 DR. Its existence is so far back in the mists of history that only a
handful of non-dwarf sages have even heard of it. Most people of the Dessarin Valley donât know Besilmer at all, but they are familiar with two of its works: the engineering marvel known as the Stone
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Mror Holds Capital: Krona Peak Hallmarks: Banking, dwarves, metalwork, mining (precious and non-precious metals) When humanity first came to Khorvaire, they found the dwarven clans of the Mror Holds
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
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Bonus +3
Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7
Aberrant Zealot Aberrant zealots are cultists who have reached out to the powers of the Far Realmâonly for something to reach back. Steeped in strange energy, aberrant zealots borrow their vicious
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
seems to be in a decaying, crumbling, or corroded state. Optional Rule: Abyssal Corruption A non-evil visitor that finishes a long rest in the Abyss must make a DC 10 Charisma saving throw. On a failure
resemble his dead realm of Thanatos, and all creatures would become undead under his control. Under its black sky, Thanatos is a land of bleak mountains, barren moors, ruined cities, and forests of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier
without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.
Soul Coin
Using a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Feeder Trenches Locations Grells throughout the Far Realm come to the Feeder Trenches for the strange and delicious (to them) fluid prepared by a grell named Feedkeeper Naruv. Naruvâs newest offering
, nonnutritive runoff from the troughs in the adjacent rooms. It smells terrible but isnât harmful to eat. It drains through tiny vents in the floor, dribbling into other parts of the Far Realm. F2: Common
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the creature shakes it off, as described in the infected elder brainâs stat block, or until the linked creature leaves Illithinoch (including by passing through the Far Realm rifts). Smooth Shapes
Realm now suffuse the stronghold, casting it in dim light. Qualith Rooms in Illithinoch the mind flayer fanatics claimed as their own (areas X3, area X7, area X8, and area X14) are inscribed with
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Cities without Sunlight The drow might have not chosen to live in the UnderÂdark, but just the same they consider it their home, not a prison. Just as the sea elves adapted to their aquatic realm
misinformation exists about driders among non-drow, but all dark elves know exactly what driders are: failures. They have either fared badly in Lolthâs test or displeased her in some other way.
Once its
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
of the realm. Much was required to break the North out of the great siege the Many-Arrows orcs held it under. There are also whispers that King Harnoth led his Knights of the Mithral Shield out into
, but given the extent of the losses against the orcs, it would be little surprise if their newer recruits were more smiths than warriors, serving their realm out of a sense of duty rather than a desire
Compendium
- Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
Upper City, where the Watchâs nightly ritual of expelling all non-residents reinforces their air of luxurious exclusivity. Those without either Watch-issued tokens or a patriarsâ vouchsafe must leave
enforced entry toll for non-residents and those without Watch tokens or escorts effectively bars the poor from setting foot within this district. A patriar caught outside the Upper City after dark
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Upper City, where the Watchâs nightly ritual of expelling all non-residents reinforces their air of luxurious exclusivity. Those without either Watch-issued tokens or a patriarsâ vouchsafe must leave
enforced entry toll for non-residents and those without Watch tokens or escorts effectively bars the poor from setting foot within this district. A patriar caught outside the Upper City after dark
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
near a permanent portal to another plane absorb the essence radiating from the realm beyond. Those influenced by the same plane share similarities in behavior and even physical appearance. Suggested
, while always hot, doesnât burn skin, fur, scales, or clothing 5 A feather that sheds dim light in a 5-foot radius 6 A ring made from a chain link that, once donned, wonât come off without pulling painfully hard
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Ghost of Amun Sa Eventually, the characters come across the ghost of Amun Sa. Read or paraphrase the following text: A solitary man dressed in tattered clothing appears over the crest of a nearby
in search of mighty heroes, to plead for their aid.
âIn my time, I was pharaoh of this realm. It was green and beautiful, blessed by the gods with magical waters that gave life to our land and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gashes in her robe. Floating nearby are two grells.
A little over a year ago, Berlain and her brother Korva briefly entered the Far Realm, whereupon they became fused into a single physical form
language. The grells try to grapple and subdue intruders on sight. Treasure. The chest of drawers contains torn-up scraps of clothing. In the bottom drawer is an unlocked coffer containing 300 gp, a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
large realm of their own since the kingdom of Eaerlann was destroyed millennia ago. Instead they maintain a number of smaller settlements, the better to keep those communities hidden or protected. Wood
hunters. Despite seeing themselves as part of the world, wood elves donât commonly emerge from their homes to encounter non-elves. Likewise, in the deep woods and forests of the world, most wood
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
(see Morteâs Planar Parade) of a plane that doesnât exist: a Fiend-overrun version of the Outlands (use the planar incarnateâs Fiend form). The planar incarnate is hostile toward non-modrons. The
, which are summarized in the following sections. Hinchel Or The distorted beliefs of the hexton modron X01 and its wayward
followers manifest as a godlike incarnation of a nonexistent realm
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Constitution modifier. A non-evil creature carrying a number of Soul Coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws. Using a Soul
the realm of the god it served or the Outer Plane most closely tied to its alignment (DMâs choice). A soul can also be freed by destroying the coin that contains it. A Soul Coin has AC 19, 1 hit
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
the animals that occupy his domain. Gloaming Court The Queen of Air and Darkness rules the Gloaming Court, a realm of twilight, fireflies, cobwebs, and autumn leaves accompanied by the music of hooting
in the Palace of Heartâs Desire, situated where the three portions of her realm meet. As its name suggests, the palace is fabled as a destination for anyone seeking their heartâs desire. On some
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
your side, you can use complex terms like ex injuria jus non oritur and cogitationis poenam nemo patitur to frighten people into thinking you know what youâre talking about. With common folks who donât
pursue their dreams. (Chaotic)
3 Greed. Everyone I see is getting theirs, so Iâm surely going to get mine. (Evil)
4 Chaos. Youâre out of order! And youâre out of order! This whole realm is out
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Undersigil Chaos thrives beneath the streets of Sigil. Also known as the Realm Below, the snaking labyrinth of ancient tunnels binds long-standing city structures to subterranean criminal crossroads
, flooded cisterns, and seemingly endless catacombs. Seasoned touts usually know of a few entrances to the Realm Below and can, for a fee, point eager explorers toward them, but few guides agree to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Far Realm Cysts The influence of the Far Realm has warped a portion of the Doomvault, where several star-shaped chambers have been turned into a weird mix of worked stone and glistening walls. Unless
otherwise noted, these caverns are dark. Locations in the Far Realm Cysts are identified on map 5.6. Map 5.6: Far Realm Cysts Lake of Madness An aboleth dwells in a watery crevasse, seething at its
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
in their subterranean realm, where they feel secure and in control.
Underdark Cities. The drow build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt
plagues all elvenkind.â
â Nelar Autumnwell,
elf cleric of Corellon Larethian
A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
even to leave the circle, if they wish, but the circle acts as one for the good of all. Druid circles often include non-druid allies, such as rangers, wood elves, and the fey creatures of the land
clothing as a symbol of their membership, often bearing the emblem of a stagâs head. In the Druid Circle class feature in the Playerâs Handbook, Emerald Enclave druids belong to the Circle of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
Stoneshaft clan, and because tunnels from their home connect to the castle, they refer to the place as Stoneshaft Hold; they use âThornholdâ only when a non-dwarf in a conversation is confused and an
and are interested in the full variety of clothing and fashions, music, jokes and current news and rumors, and household goods and tools that Waterdeep offers. They tend to favor maces and morningstars
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
of its gaping mouth will be sucked in and instantly teleported, to be âspat outâ nude at area 6, while all non-living matter in the characterâs possession goes to area 33. Northeast Devil Face. The
this devil face is teleported to area 27A. Charred Remains. Strewn near the southeast corner is a heap of charred bones and skulls, plus the crisped and blackened remains of clothing and gear, arms






