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Returning 19 results for 'prompted arisen and his creatures'.
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races
Mordenkainen Presents: Monsters of the Multiverse
Sylvan, and encounters with human visitors prompted many of them to learn Common as well.
Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has
, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Transitive Planes The transitive planes serve as paths between planes: Astral Plane. This endless, silvery expanse links the Material Plane and the Outer Planes. Whole civilizations have arisen in
Ethereal Plane overlaps with other planes is called the Border Ethereal, a place where creatures can glimpse visions of planes beyond.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Transitive Planes The transitive planes serve as paths between planes: Astral Plane. This endless, silvery expanse links the Material Plane and the Outer Planes. Whole civilizations have arisen in
Ethereal Plane overlaps with other planes is called the Border Ethereal, a place where creatures can glimpse visions of planes beyond.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
widespread cultures, often treated as outsiders and struggling to find their place in the world—the dreamers, grudgels, laneshi, and ogresh. Then there are the eldritch heritages of the accursed, arisen
, dhampir, disembodied, downcast, wechselkind, and wulven—creatures whose creation or nature is touched by magic, living as true outsiders with no culture of their own. Humanoid Type If you select any of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
points, it attempts to pick the character up and fly back to its newly claimed lair in area 24. Rasp’s recent predations have prompted other creatures on the island to stay out of sight. The native fauna do not wander freely, nor do the remaining residents.
Look Out Above Chief among the creatures drawn to the scent of death on the island is a monstrous peryton (see appendix C) known as Rasp. This creature has long hunted across the region, searching
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
points, it attempts to pick the character up and fly back to its newly claimed lair in area 24. Rasp’s recent predations have prompted other creatures on the island to stay out of sight. The native fauna do not wander freely, nor do the remaining residents.
Look Out Above Chief among the creatures drawn to the scent of death on the island is a monstrous peryton (see appendix C) known as Rasp. This creature has long hunted across the region, searching
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
have become less and less active, and the supply of food has been all but cut off. To make things worse, rumors have arisen about serpent creatures being seen near the Cloakwood and the grippli
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
have become less and less active, and the supply of food has been all but cut off. To make things worse, rumors have arisen about serpent creatures being seen near the Cloakwood and the grippli
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
fight alongside them in this last battle. Most of the heroes’ allies are of limited use against the demon lords — creatures immune to many forms of attack, including nonmagical weapons. Rather than
never have to think about sacrificing their characters, but you should be prepared for the possibility of one or more of the heroes giving up their lives in order to defeat the evil that has arisen in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
fight alongside them in this last battle. Most of the heroes’ allies are of limited use against the demon lords — creatures immune to many forms of attack, including nonmagical weapons. Rather than
never have to think about sacrificing their characters, but you should be prepared for the possibility of one or more of the heroes giving up their lives in order to defeat the evil that has arisen in
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
people through their dreams, while others claim they have psychic agents hidden across Khorvaire. Beyond the enigmatic daelkyr and the Dreaming Dark, other threats have arisen in the past century
lycanthropes, clever doppelgangers, and cults devoted to the Dark Six. There are stories of a cabal of assassins with aberrant dragonmarks and elves twisted into creatures of nightmare. And that’s not to
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
people through their dreams, while others claim they have psychic agents hidden across Khorvaire. Beyond the enigmatic daelkyr and the Dreaming Dark, other threats have arisen in the past century
lycanthropes, clever doppelgangers, and cults devoted to the Dark Six. There are stories of a cabal of assassins with aberrant dragonmarks and elves twisted into creatures of nightmare. And that’s not to
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
to have surpassed any to have arisen since. For centuries, it lived only in the mythologies of elves and dwarves. In some stories, the downfall occurred when mortals try to challenge the gods. In
laneshi by surface dwellers. Appearing incredibly alien to other common folk, these pale humanoids with manes of kelp-like hair are creatures of the sea, able to converse with the flora and fauna of the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
superiors caused a glitch that prompted the confused quadrone to quit its job. Glitch has become a free-thinking being with no desire to reintegrate into the modron hierarchy. Eager to help the
likely being held in the Jail Car, which has a skylight. Patrols. Modrons patrol the exterior of the train. Teleportation Ward. Creatures can’t teleport into or out of the train.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
superiors caused a glitch that prompted the confused quadrone to quit its job. Glitch has become a free-thinking being with no desire to reintegrate into the modron hierarchy. Eager to help the
likely being held in the Jail Car, which has a skylight. Patrols. Modrons patrol the exterior of the train. Teleportation Ward. Creatures can’t teleport into or out of the train.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
) innovations. This proclivity has prompted them to surround Ivy Mansion with as many magical wards as the family can muster, in order to protect the populace from an errant explosion, terrifying
the latter creatures may be the descendants of one of the Harpells). The major ranching interests often hire adventurers not only to further their own aims or provide for defense, but to secretly
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
) innovations. This proclivity has prompted them to surround Ivy Mansion with as many magical wards as the family can muster, in order to protect the populace from an errant explosion, terrifying
the latter creatures may be the descendants of one of the Harpells). The major ranching interests often hire adventurers not only to further their own aims or provide for defense, but to secretly
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
is lawful good, meticulous, and incredibly prideful. He recently claimed Zikran’s old laboratory as his lair and is wary of other creatures that might try to take it from him. Ashgarlyth values
named Laffa, who sought the location of this laboratory. Fear of discovery prompted Zikran to pack up and leave in a hurry. (Gazre-Azam reveals that Laffa was an adventuring wizard. Laffa and his
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
is lawful good, meticulous, and incredibly prideful. He recently claimed Zikran’s old laboratory as his lair and is wary of other creatures that might try to take it from him. Ashgarlyth values
named Laffa, who sought the location of this laboratory. Fear of discovery prompted Zikran to pack up and leave in a hurry. (Gazre-Azam reveals that Laffa was an adventuring wizard. Laffa and his