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Returning 35 results for 'provide alien and his concerned'.
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Monsters
Fizban's Treasury of Dragons
A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.
6
An amethyst dragon wyrmling is actually
is set beneath a mountain ridge between two deep tarns, with streams flowing down toward the lowlands. The lair has the following features:
Entrances. Two cave entrances provide access to the lair
Monsters
Fizban's Treasury of Dragons
before swapping back.
5
A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.
6
An amethyst
flowing down toward the lowlands. The lair has the following features:
Entrances. Two cave entrances provide access to the lair, one in the rock face just above one tarn and one below the surface of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
wolves. For each such encounter, there is a 20 percent chance that this is Drufi’s search party (see “Hvalspyd”). The frost giants are concerned chiefly with locating the Ring of Winter, and they might
help characters who can provide useful information. They immediately attack characters who withhold information, or who threaten to reveal the giants’ presence to the Flaming Fist. The frost giants carry no treasure with them while they hunt.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
wolves. For each such encounter, there is a 20 percent chance that this is Drufi’s search party (see “Hvalspyd”). The frost giants are concerned chiefly with locating the Ring of Winter, and they might
help characters who can provide useful information. They immediately attack characters who withhold information, or who threaten to reveal the giants’ presence to the Flaming Fist. The frost giants carry no treasure with them while they hunt.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Treasure Mind flayers don’t hoard coins, gemstones, jewelry, and other sorts of treasure. However, a colony obsessed with the study of biology would consider a new, alien specimen a great prize
, especially a living creature. One concerned with improving its war machinery might seek out new gear, weapons, and armor it can use. A colony that collects gold coins or gemstones might do so not to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Faction Influence The side treks provide excellent opportunities to highlight each character’s allegiance to a major faction. Different factions are concerned about different situations. Side treks
that are especially suitable for each faction include the following: The Emerald Enclave is concerned about the Iceshield orc raids and stories of a despoiled Uthgardt barrow near Nettlebee Ranch. The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Treasure Mind flayers don’t hoard coins, gemstones, jewelry, and other sorts of treasure. However, a colony obsessed with the study of biology would consider a new, alien specimen a great prize
, especially a living creature. One concerned with improving its war machinery might seek out new gear, weapons, and armor it can use. A colony that collects gold coins or gemstones might do so not to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Faction Influence The side treks provide excellent opportunities to highlight each character’s allegiance to a major faction. Different factions are concerned about different situations. Side treks
that are especially suitable for each faction include the following: The Emerald Enclave is concerned about the Iceshield orc raids and stories of a despoiled Uthgardt barrow near Nettlebee Ranch. The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Fiery Fangs The fire cult is less concerned with maintaining appearances than the other elemental cults. When Vanifer or her lieutenants receive word that a band of adventurers is trying to ferret
hounds. Thorsk Thelorn in Red Larch can connect the symbol to a mysterious gathering of druids in the Sumber Hills he heard about from a passing merchant and provide directions to Scarlet Moon Hall.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Type A creature’s type speaks to its fundamental nature. The following types of monsters can be encountered in this adventure. Aberrations. Utterly alien beings that have no place in the natural
. For example, an orc has the humanoid (orc) type. These parenthetical tags provide an additional layer of categorization for certain monsters, but they have no bearing on how a monster is used in combat.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Fiery Fangs The fire cult is less concerned with maintaining appearances than the other elemental cults. When Vanifer or her lieutenants receive word that a band of adventurers is trying to ferret
hounds. Thorsk Thelorn in Red Larch can connect the symbol to a mysterious gathering of druids in the Sumber Hills he heard about from a passing merchant and provide directions to Scarlet Moon Hall.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Type A creature’s type speaks to its fundamental nature. The following types of monsters can be encountered in this adventure. Aberrations. Utterly alien beings that have no place in the natural
. For example, an orc has the humanoid (orc) type. These parenthetical tags provide an additional layer of categorization for certain monsters, but they have no bearing on how a monster is used in combat.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a particular type. The game includes the following creature types, which have no rules of their own: Aberrations are utterly alien beings, such as aboleths, beholders, flumphs, and mind flayers
, and zombies. Descriptive Tags A monster might have one or more tags in parentheses following its type. Such tags provide additional categorization and have no rules of their own, but certain game effects might refer to them.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
organizations of the lower towers) in the hands of the Sharn Watch. The Citadel is concerned with forces that threaten the entire city, or even the kingdom. Foreign spies, mad necromancers, and ancient fiends
treason. The Citadel isn’t required to provide compensation for the services it demands, but an adventurer who wins the respect of the Citadel can certainly benefit from the relationship. The Citadel is
Compendium
- Sources->Dungeons & Dragons->Monster Manual
a particular type. Lists of monsters organized by creature type appear in appendix B. The game includes the following creature types, which have no rules of their own: Aberrations are utterly alien
. Undead are spirits and the reanimated dead, such as ghosts, vampires, and zombies. Descriptive Tags A monster might have one or more tags in parentheses following its type. Such tags provide additional
Compendium
- Sources->Dungeons & Dragons->Monster Manual
a particular type. Lists of monsters organized by creature type appear in appendix B. The game includes the following creature types, which have no rules of their own: Aberrations are utterly alien
. Undead are spirits and the reanimated dead, such as ghosts, vampires, and zombies. Descriptive Tags A monster might have one or more tags in parentheses following its type. Such tags provide additional
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a particular type. The game includes the following creature types, which have no rules of their own: Aberrations are utterly alien beings, such as aboleths, beholders, flumphs, and mind flayers
, and zombies. Descriptive Tags A monster might have one or more tags in parentheses following its type. Such tags provide additional categorization and have no rules of their own, but certain game effects might refer to them.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
organizations of the lower towers) in the hands of the Sharn Watch. The Citadel is concerned with forces that threaten the entire city, or even the kingdom. Foreign spies, mad necromancers, and ancient fiends
treason. The Citadel isn’t required to provide compensation for the services it demands, but an adventurer who wins the respect of the Citadel can certainly benefit from the relationship. The Citadel is
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
after the table to determine related details and story hooks. Island Theme d6 Theme 1 Alien 2 Cursed 3 Hostile 4 Sanctum 5 Welcoming 6 Wild Alien Alien islands are inhabited by isolated creatures
of the island might speak, read, and write a language all their own. Alien Island Leader d4 Leader 1 Aboleth 2 Beholder 3 Death slaad 4 Kraken Alien Island Inhabitants d6 Inhabitants 1 1d6
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
after the table to determine related details and story hooks. Island Theme d6 Theme 1 Alien 2 Cursed 3 Hostile 4 Sanctum 5 Welcoming 6 Wild Alien Alien islands are inhabited by isolated creatures
of the island might speak, read, and write a language all their own. Alien Island Leader d4 Leader 1 Aboleth 2 Beholder 3 Death slaad 4 Kraken Alien Island Inhabitants d6 Inhabitants 1 1d6
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of illumination: bright light, dim light, and darkness. Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of
dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
: bright light, dim light, and darkness. Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a
the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray. Truesight A
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
: bright light, dim light, and darkness. Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a
the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray. Truesight A
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Cleric: Death Domain The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas
5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Cleric: Death Domain The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas
5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of illumination: bright light, dim light, and darkness. Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of
dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
conversations at once. Hunger of the Mind. Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from
fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer. QUALITH
On the rare occasion that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
types, which have no rules of their own. Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world
to its type, in parentheses. For example, an orc has the humanoid (orc) type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
conversations at once. Hunger of the Mind. Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from
fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer. QUALITH
On the rare occasion that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
types, which have no rules of their own. Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world
to its type, in parentheses. For example, an orc has the humanoid (orc) type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
like a cocoon. The throne’s base is shaped from a dark, alien metal. Dozens of thick copper wires connect it to plates of a similar metal bolted to the floor.
Crystal Screen. When the characters
seen through the eyes of its proprietor, Durnan.
Extractor Staff. A thin crystal stand near the throne holds a black metal staff shaped like a warped, alien spinal column. This is Extremiton’s
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
and alien whispers, Ilvaash invited the three mind flayers to join the godlet’s psyche—much like mind flayers normally join a hive mind—and leave behind any reliance on Illithinoch’s diseased elder
in turn adopting new personalities that set them apart from their ilk. The fanatics’ plan hinges on the transformation ritual, as it promises to provide the beginnings of a new mind flayer empire on
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Example Observatory Map 13.1 shows an example of a midsize observatory. This observatory is staffed by 2d4 scholars who study the stars and provide visitors with information and counsel. Use the mage
maps of Wildspace systems. Unusual items of celestial import, such as fallen meteorites and flora collected from alien worlds, are also kept here for study. Planetarium Suzanne Helmigh Telescopic
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
have eerie, green-glowing sap. Use these elements sparingly; landscapes that are too alien can break your players’ sense of immersion in the world. A single fantastic element within an otherwise
be a signal that the adventurers are drawing close to the site of evil power that is their destination or can provide clues to the nature of the threats to be found there. Specific wilderness
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
have eerie, green-glowing sap. Use these elements sparingly; landscapes that are too alien can break your players’ sense of immersion in the world. A single fantastic element within an otherwise
be a signal that the adventurers are drawing close to the site of evil power that is their destination or can provide clues to the nature of the threats to be found there. Specific wilderness