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Returning 35 results for 'sites of rage degree version'.
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Monsters
Forgotten Realms: Adventures in Faerûn
attacks. He can replace one attack with a use of Spellcasting to cast Blight or Ray of Sickness (level 6 version).
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit
", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Blight, Detect Magic, Dispel Magic, Mage Hand, Prestidigitation, Ray of Sickness (level 6 version)
2/Day Each: Dimension Door
Monsters
Forgotten Realms: Adventures in Faerûn
use of (A) Time-Warping Breath or (B) Spellcasting to cast Thunderwave (level 2 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Rend"}, reach 15
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Thunderwave (level 2 version)
1/Day Each
Monsters
Forgotten Realms: Adventures in Faerûn
liches, creating an amalgamated form.
Zlan is the foremost mind among the liches and controls the body, The other liches rage and scheme about being subsidiary to someone they once considered both a
prove useful.
Zlan’s current plan is to heat Icewind Dale from below, warming the Underdark to melt its ice and release aberrant terrors from frozen stasis. This melting also exposes ancient sites containing power Zlan needs to enforce its wicked will on the region.Cold, PoisonLightning, Necrotic
Monsters
Forgotten Realms: Adventures in Faerûn
, Prestidigitation
2/Day Each: Speak with Dead, Wall of Force
1/Day Each: Create Undead (level 8 version), Disintegrate, Power Word KillProtective Magic. Sammaster casts Counterspell or Shield in
bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and megalomaniacal
monsters
are swirling maelstroms of restless spirits. They rise from sites of mass tragedies or pointless yet bloody battles. Gallows speakers rage endlessly with the weapons and death screams of the souls
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
’, is a soulless mockery of mortal life and its many facets.
Zuggtmoy’s cultists often follow her unwittingly. Most are fungi-infected to some degree, whether through inhaling her mind
.”
41–60
“I see an altered version of reality, with my mind convincing itself that things are true even in the face of overwhelming evidence to the contrary.”
61–80
Monsters
Planescape: Adventures in the Multiverse
their utmost to preserve these historical sites. A time dragon’s insatiable desire for knowledge means it’s likely to have more than one such lair.
The challenge rating of an ancient time
simultaneously in its space and the chosen space until initiative count 20 on the next round. Whenever it moves or takes an action, the dragon chooses which version is moving or acting. If an effect or
Monsters
Fizban's Treasury of Dragons
look to other maps in this chapter as inspiration for the scattered parts of a moonstone dragon’s lair. For example, a well maintained and above-water version of the black dragon lair’s
tower (map 5.2) makes a great Feywild audience chamber, while a vibrant, living version of the green dragon lair’s enormous tree (map 5.10) makes for a very comfortable bedchamber in a grove on
Monsters
Fizban's Treasury of Dragons
, a well maintained and above-water version of the black dragon lair’s tower (map 5.2) makes a great Feywild audience chamber, while a vibrant, living version of the green dragon lair’s
, and placid lakes are among their favorite sites. Their whimsical nature makes them more likely than other dragons to establish multiple lairs even at a young age. They link their scattered sites with
Monsters
Planescape: Adventures in the Multiverse
civilizations or temples to dead gods and do their utmost to preserve these historical sites. A time dragon’s insatiable desire for knowledge means it’s likely to have more than one such lair.
The
within its lair. The dragon exists simultaneously in its space and the chosen space until initiative count 20 on the next round. Whenever it moves or takes an action, the dragon chooses which version is
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Wisdom as the spellcasting ability (spell save DC 17):
At will: light, major image (6th-level version), thaumaturgy
3/day each: cure wounds, dispel magic, lesser restoration, sending
1/day each
coronation, everyone present understands that the creature is telling them the person so honored could become a great force for good. Ki-rins have also been known to appear at the sites of great battles
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
it. The Citadel is a place of beauty and wonder, with a vast array of vegetation and a multitude of sites and inhabitants. Map 1.1: radiant citadel View Player Version
Noteworthy Sites The Radiant Citadel is a testament to a lost age of extraordinary magic and mythical beasts. The city rises from a gargantuan fossil, and every road and building has been carved from
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
it. The Citadel is a place of beauty and wonder, with a vast array of vegetation and a multitude of sites and inhabitants. Map 1.1: radiant citadel View Player Version
Noteworthy Sites The Radiant Citadel is a testament to a lost age of extraordinary magic and mythical beasts. The city rises from a gargantuan fossil, and every road and building has been carved from
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
dwarven kingdom, frequent bands of brigands, and much more. Adventurers exploring the Sumber Hills and vicinity might visit many sites of interest as they trek across the valley. Map 2.2: The Dessarin ValleyView Player Version
Valley Sites The Dessarin Valley has been a well-used highway into the heart of the Sword Coast North for an age upon an age, and it has seen the ravages of many orc hordes, the rise and fall of a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Settlements and Sites The bulk of Lamordia’s population is divided between two smoke-belching communities, Ludendorf and Neufurchtenburg. Few dwell outside these settlements, since life is short in the frigid wilderness. Map 3.10: lamordia View Player Version
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Settlements and Sites Har’Akir sprawls across a desert bordered in the east by crumbling, canyon-etched mountains. Most locals live around four oases, located in the bed of an immense river that dried up long ago. Map 3.6: har akir View Player Version
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Settlements and Sites Kalakeri is dominated by tropical rain forests that surround hundreds of miles of inland waterways. Farming and fishing villages line these waterways and the coast. Map 3.8: kalakeri View Player Version
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Settlements and Sites Falkovnia’s settlements lie in ruin, its cities crumbling and unprotected, its villages abandoned and overgrown. Still, bastions of civilization hold out against the undead
infesting the land, while dangers more terrifying than zombies lurk in hidden places. Map 3.5: falkovnia View Player Version
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Settlements and Sites Darkon is a land of dark wonders and apathy. The ruins of forgotten magical empires and impossible architecture litter the land, but the jaded people ignore these marvels to focus on daily concerns. Map 3.3: darkon View Player Version
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Settlements and Sites Hazlan’s few remaining communities are populated by hunters, miners, and artisans. They struggle to learn a glimmer of magic to earn a measure of respect from the domain’s
spellcasters. Mages live wherever they please, in traveling caravan palaces, floating towers, or more fanciful dwellings. Most gather close to Hazlik’s palace, Veneficus. Map 3.7: hazlan View Player Version
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Settlements and Sites Kartakass is a gentle land of rolling hills, light forests, and clear lakes. The domain welcomes strangers. Small bands of merchants roam along the Lost Chord road or visit the
quay at Point Hallucination in hopes of welcoming visitors and directing them to the domain’s festively decorated communities. Map 3.9: kartakass View Player Version
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Features of Hither The portion of Prismeer known as Hither is an enormous swamp containing huge tangles of mangrove roots, expanses of thick marsh, and mysterious sites half-sunk in the muck. Weird
and haunting creatures call Hither home, and the land is dotted with old wells that belch out and slurp up the sludgy water that saturates the land. At its heart, the hag Bavlorna Blightstraw makes her lair in Downfall. HitherView Player Version
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
about the region and the challenges the characters face as they traverse it. Map 5.1 depicts this region, sites that might be discovered by explorers, and various named environmental features. A version of this map appropriate to share with players appears in appendix E.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Settlements and Sites Barovia’s people are slow to trust strangers, but they eagerly share tales of the past tragedies and grim rumors that haunt every corner of their land. Ancient mysteries pervade
the domain, and those who leave the relative safety of Barovia’s settlements enter perilous lands where mortals aren’t welcome. Map 3.1: barovia View Player Version
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Exploring Yeonido The characters can explore Yeonido and visit the locations Ahn-Jun directed them to in any order. Use the “Yeonido Gazetteer” section to detail locations beyond the investigation sites. The city as a whole is depicted on map 6.1. Map 6.1: YeonidoView Player Version
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Settlements and Sites Most of Borca’s people live in small agricultural communities under the rule of noble landlords, or in poverty in the larger settlements of Lechberg, Levkarest, or Sturben
. Nobles keep country homes among the nation’s forests or rolling hills, well apart from the common rabble. Mobility between country and town is a luxury of the wealthy, making horses and coaches symbols of prestige.Map 3.2: borca View Player Version
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Settlements and Sites The lands of Mordent are carved into estates passed down through hereditary lines, accompanied by minor titles of nobility. These estates—including Gryphon Hill, Heather House
middle class populates the handful of towns and villages scattered across the domain, most notably the town of Mordentshire. Map 3.11: mordent View Player Version
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Settlements and Sites The forested valley of Tepest stretches between ranges of rugged mountains etched with dramatic cliffs and mysterious vales. Rocky soil and unpredictable weather make much of
people in the domain live here, though scattered homesteaders and hermits take their chances in the wilds.Map 3.13: tepest View Player Version
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
surrounding area, where all of the following sites and features are located. Map 1.2: Saltmarsh and Environs View Player Version
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. Mummies pursue those who offend them, typically mortals who desecrate their resting places, steal their burial treasures, or defile sites tied to their faith. With undying rage, these ancient corpses go
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Settlements and Sites Valachan is beautiful, lush, and wild. Every kind of colorful creature and vibrant bloom flourishes here, and from its deep gulches to its heady mountain ridges, the domain
generations of inhabitants. These paths are easily spotted by those who know how to look for them. Every living thing in Valachan generates wily camouflage, venom, spines, tricks, or traps. Nothing here is safe, defenseless, or as it seems.Map 3.14: valachan View Player Version
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Noteworthy Sites Volcanic eruptions and earthquakes constantly change the landscape of Tletepec, moving landmarks and destroying roads. Yet, several noteworthy sites have endured for generations
. Map 8.2: tletepecView Player Version Xoxotla Tletepec’s capital city, Xoxotla, is a refuge for those forced to evacuate settlements elsewhere in the region. Its founder, Meztli, sought a safe place for
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
many planar portals, the Path of Graves connects
the Mortuary to places of death across the multiverse The Path of Graves is a hub of portals to and from morbid sites across the planes. Characters
who arrive at the Mortuary via a planar portal might be transported here. Map 1.5 depicts the Path of Graves. The Heralds of Dust leverage the Path of Graves’ portals to reach distant sites relevant
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Noteworthy Sites The city-state of Yeonido is nestled among fertile hills and deep forests. Though many dangerous beasts dwell in those lands, farming villages surround the walled city of Yeonido
. Although the site is rumored to be filled with treasures, only the most reckless thieves consider breaking in, for countless gwishin rage there each night, their screams echoing for miles.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Ashen Grotto Features Dyson Logos Map 4.2: Ashen Grotto View Player Version The walls of this seaside cave of white limestone are reinforced with masonry and inscribed with verses extolling the
ordning and reverence for one’s ancestors. Most of the cave is above the sea’s reach. Map 4.2 depicts the Ashen Grotto’s chambers and burial sites, including the following features: Caskets. Stone and