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                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    ' magic pursued them, cursing them with an endless will to create, but no one to create for and none who would ever appreciate or use the art and architecture they created.
A spectrum of giants claims
                                                
                                            
                                                
                                                     beards, frozen skin, hair crackling with lightning, or other primal incarnations.
Beyond these primal giants, though, other giants fill the tales of Theros.
 
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Psychic Mirror. If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk’s thoughts and
                                                
                                            
                                                
                                                    -known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     or Kezef—usually a warlock or other spellcaster—contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the
                                                
                                            
                                                
                                                     planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                    Appendix: Class Options in Other Worlds The class options in this book are designed for the Forgotten Realms, but they can be easily transported to other official D&D worlds or to a world of your own
                                                
                                            
                                                
                                                     creation. This appendix offers suggestions for modifying names and other elements of the character options in chapter 4. None of the statements here should be treated as canonical for the D&D
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Mephits Malicious Elemental Hooligans Habitat: Planar (Elemental Planes); Treasure: None Andrew Mar  Mephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent
                                                
                                            
                                                
                                                     the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     danger and hardship, the North is portrayed as a vast, cold, and lawless domain that defies all attempts to civilize it. Grim dwarfholds, clans of fierce nomads, and half-legendary elf realms might
                                                
                                            
                                                
                                                     stand for a short time, but none are destined to last. An orc horde or a flight of dragons could sweep them all away tomorrow, leaving nothing but mile upon unmapped mile of wilderness. The Savage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     from Eberron has ever explored the moons. None can say whether they are lifeless rocks or thriving worlds in their own right. Some sages believe that the moons are actually connected to the planes, or
                                                
                                            
                                                
                                                     Mordenkainen’s Tome of Foes to Eberron. There may be realms of demons and devils deep within Khyber, long held at bay by the influence of Siberys and the Silver Flame.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Giant Axe Beak Giant axe beaks typically dwell in secluded, primeval realms, such as isolated islands or underground wildernesses. They often compete with dinosaurs and other giant beasts for
                                                
                                            
                                                
                                                     
      Ability Score Mod Save 
    Int  3  −4  −4 
  Wis  12  +1  +1 
  Cha  5  −3  −3 
   
 Skills Perception +4
 Senses Passive Perception 14
 Languages None
 CR 5 (XP 1,800; PB +3
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Hell Hound Unrelenting Warden of the Lower Planes Habitat: Mountain, Planar (Lower Planes), Underdark; Treasure: None Kev Walker  Spawned from the pits of Acheron, Gehenna, and the Nine Hells, hell
                                                
                                            
                                                
                                                     hounds enforce the merciless order of those realms and the whims of tyrannical masters. On their home planes of existence, these grim canines ensure that souls don’t escape their bleak afterlives. On
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     origin for an area of effect (described below). Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a
                                                
                                            
                                                
                                                     kind of interface between the will of a spellcaster and the stuff of raw magic. The spellcasters of the Forgotten Realms call it the Weave and recognize its essence as the goddess Mystra, but casters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Fire Elemental Primal Spirit of Heat and Flame Habitat: Desert, Planar (Elemental Plane of Fire); Treasure: None Fire elementals arise when spirits of the Elemental Plane of Fire inhabit flames
                                                
                                            
                                                
                                                      Crackling shapes that look like animals, fiends, skeletons, sprites, or other beings. 
   4  Flames that are predominantly white, blue, or a more unusual color. 
   5  The form of a calm or tormented
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     bones.” Most locals have no idea of how right they are. While some truly ancient ruins in this area go back to the days of the first great elf kingdoms, none of these figure into the story of this
                                                
                                            
                                                
                                                     carved out of a wild and untamed land. People resettling the Dessarin Valley found the remains of “kingdoms of old” scattered here and there throughout the area. TIME IN THE REALMS
 The people of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     NPC companions have destinations of their own in mind, and are the ones best able to navigate the subterranean realms. As such, the adventurers will be dependent on their guidance. The NPCs can offer
                                                
                                            
                                                
                                                     their former home. Once they feel safer, they’re likely to strike out on their own, just as they were before the drow captured them. ON THEIR OWN
 In the event that none of the prisoners who manage to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     sentinel shield once carried by a frost giant could be perpetually cold to the touch.
 None of these cosmetic effects alter a magic item's capabilities. They merely provide a narrative link to giants' realms that characters might explore.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     such treasures, dao might reveal underground mysteries, such as paths through the Underdark, buried ruins, or whole subterranean realms. Many dao call the Elemental Plane of Earth home. There, they
                                                
                                            
                                                
                                                     create cities that glitter with treasure. Among these realms is the labyrinthine expanse called the Great Dismal Delve or the Sevenfold Mazework, which protects the City of Jewels, the Iron Crucible
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Magmin Reckless Elemental Arsonist Habitat: Planar (Elemental Plane of Fire); Treasure: None Hinchel Or  Magmins divide all things into two categories: things that are on fire and things that should
                                                
                                            
                                                
                                                     other realms. They’re attracted to places of intense heat, such as volcanoes and rivers of magma. If they can’t find such favored conditions, magmins eagerly burn structures or start wildfires to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Nightmare Dread Steed of the Lower Planes Habitat: Planar (Lower Planes); Treasure: None Alejandro Pacheco  Nightmares resemble horses with flaming manes, burning hooves, and smoldering eyes. They
                                                
                                            
                                                
                                                     many know the locations of portals to the Lower Planes, the Shadowfell, and other sinister realms. Nightmares’ speed, resilience, and ability to gallop between planes of existence make them steeds
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    . The follower of a god serves as an agent of that god in the world. The agent seeks to further the ideals of that god and defeat its rivals. While some folk might refuse to honor the gods, none can
                                                
                                            
                                                
                                                     heals wounds to something much more rare and impressive, such as a levitating tower or a stone golem guarding the gates of a city. Beyond the realms of civilization are caches of magic items guarded
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Nonhuman Deities Certain gods closely associated with nonhuman races are revered on many different worlds, though not always in the same way. The nonhuman races of the Forgotten Realms and Greyhawk
                                                
                                            
                                                
                                                    . Individual clans and kingdoms of dwarves might revere some, all, or none of these deities, and some have other gods unknown (or known by other names) to outsiders. THE LIFE AND DEATH DOMAINS
 Many
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    . Individual clans and kingdoms of dwarves might revere some, all, or none of these deities, and some have other gods unknown (or known by other names) to outsiders. Deities of the Forgotten Realms  Deity
                                                
                                            
                                                
                                                    Nonhuman Deities Certain gods closely associated with nonhuman races are revered on many different worlds, though not always in the same way. The nonhuman races of the Forgotten Realms and Greyhawk
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     the gith discovered a weakness, none can say. What is known is that after centuries of domination, the mind flayer empire collapsed in less than a year. The gith rose up, slaughtered their masters, and
                                                
                                            
                                                
                                                     realms yet adrift in the Astral Plane. Though no one has discovered such a place, it is beyond dispute that an empire as vast as the illithids’ built great cities and other edifices. Most sages, however
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Grell Bizarre Hunter That Travels between Worlds Habitat: Underdark; Treasure: None Domenico Cava  With barbed tentacles sprouting from their brain-shaped bodies, grells hunt the lightless depths
                                                
                                            
                                                
                                                     Explorations table to inspire why grells seek passage between realms.  Grell Explorations   1d6 Grells Travel Because They Are...   1 Advanced viruses, each the clone of all other grell. They exist
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     the fabric of Nyx, opening the boundary between the realms of gods and mortals. As a result, the hydra Polukranos fell to the mortal world, but Heliod and Nylea joined forces to bind the hydra in the
                                                
                                            
                                                
                                                     sellers. Livestock that are “as Heliod intended” or “praiseless beasts” might be considered second to none.
 Road to the Sun. After a life in Heliod’s service, the aged oracle Solsemon departed on a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     seas to those who defend the marids’ watery realms or who offer them pleasing gifts. Marids appreciate rare aquatic treasures, such as colorful pearls, shell instruments, or delicacies from distant seas
                                                
                                            
                                                
                                                     who communicates a wish in a way the marid can understand. If the marid casts the spell for the creature, the marid suffers none of the spell’s stress. Once the marid has cast it three times, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     embody, which might manifest as flaming beards, frozen skin, hair crackling with lightning, or other primal incarnations. Beyond these primal giants, though, other giants fill the tales of Theros. (KEV
                                                
                                            
                                                
                                                     will to create, but no one to create for and none who would ever appreciate or use the art and architecture they created. Hundred-Handed One
 Huge giant, lawful neutral
 Armor Class 15 (natural
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up
                                                
                                            
                                                
                                                     force beyond personification, but also encompasses the worship of Beory, the Oerth Mother, as well as devotees of Obad-Hai, Ehlonna, and Ulaa.
 In the worlds of Greyhawk and the Forgotten Realms
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    Mysterious Visitors The details of this adventure hook assume that your D&D campaign is based in or near Daggerford, a town on the Sword Coast in the Forgotten Realms, but you can change the location
                                                
                                            
                                                
                                                     see a dozen men and women gathered around a crackling bonfire. The folk are in good spirits. A few of them sing and dance around the fire while others find happiness in their flasks and wineskins. Three
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     journey otherwise works the same as described in the rest of the “Travel” section.
  Downloadable PDF Weather During each stage of the characters’ journey, you can determine what the weather is like by
                                                
                                            
                                                
                                                     memorable.  Weather   1d20 Temperature   1–14 Normal for the season 15–17 1d4 × 10 degrees Fahrenheit colder 18–20 1d4 × 10 degrees Fahrenheit hotter   1d20 Wind Precipitation   1–12 None None 13–17 Light
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     wanderlust that made him leave, but none will bother (or dare) to ask him. In any case, when Gandalug died, Bruenor did his duty and resumed the throne. Before Bruenor died, he was instrumental in
                                                
                                            
                                                
                                                     much more a mine than it is a city. Like most dwarven realms, it lost significant numbers to the orcs, and saw its population further depleted by Bruenor’s quest for Gauntlgrym and the resulting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     warlord travels to other realms and eventually deduces where Vecna plans to enact the multiverse-unraveling ritual. This sets into motion the betrayal that takes place in chapter 9. Evidence of Deception
                                                
                                            
                                                
                                                     desk to reinforce his fake identity. However, a character who searches Mordenkainen’s quarters and succeeds on a DC 30 Intelligence (Investigation) check notices that none of the famed spells
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     low. The blob poses the greatest threat when disasters or nihilistic magic-users summon it to inhabited realms. Once unleashed, the blob of annihilation rolls across the land in vast, cosmic gyres
                                                
                                            
                                                
                                                    , Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious
 Senses Blindsight 120 ft.; Passive Perception 13
 Languages None
 CR 23 (XP 50,000; PB +7
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    A Long History (in Brief) “There shall come a time when our city and its deepwater bay shall grow in fame and fortune across many realms and many worlds. Folk shall know of Waterdeep, our City of
                                                
                                            
                                                
                                                     them to the castle, flames roared and crackled in the empty warlord’s throne at Ahghairon’s bidding, so that none could sit there. Then, when the gathered host of worthies met in the audience chamber
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                    Presto  Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill
                                                
                                            
                                                
                                                     (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     became the anvil against which they were smashed. The great drawbridge allowed none to pass except welcomed guests, and such guests were few indeed. Standing unconquered, it was the bastion of dwarven
                                                
                                            
                                                
                                                     the history of Delzoun, from its founding millennia ago to the dispersal of its cities and the settlement of the successor realms of dwarves in the North. It is performed only in Dwarvish, and no
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     were no front lines or safe havens, only endless ambushes, sieges, and atrocities committed against giants and dragons alike. Eventually, none were left alive on either side who had seen the war’s
                                                
                                            
                                                
                                                     WORLDS
 The tale of Ostoria is drawn from the Forgotten Realms. Think of it as a good example of how giants developed on many worlds, as it captures their rise and fall from prominence in a manner that
                                                
                                            
                                        





