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Returning 35 results for 'some of realm dance vicious'.
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some of realm dance visions
some of realm dance various
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 Realm—only for something to reach
Monsters
Mordenkainen's Fiendish Folio Volume 1
"} piercing damage.Deep within the Ethereal Plane are the demiplanes, miniatures worlds built by powerful archmages and other mighty entities to serve as a private domain. Each demiplane is a designed realm
realities. Such is the realm that spawned the xill, horrific, insectoid creatures created long ago to serve an ancient, evil master.
Gruesome Collectors. Xills are horrid, four-armed creatures that seem
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 Realm—only for something to reach back. Steeped in strange energy, aberrant zealots
Monsters
Candlekeep Mysteries
no material components:
At will: dancing lights, minor illusion, vicious mockery
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are
magic, glyph of warding, slow
4th level (3 slots): blight, polymorph
5th level (2 slots): dominate person, seeming
6th level (1 slot): Otto's irresistible dance
For casting these spells, each hag
Monsters
Fizban's Treasury of Dragons
suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm
faraway places.
Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage
Monsters
Fizban's Treasury of Dragons
of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild.
Moonstone dragons are graceful and elegant creatures
;especially travelers from faraway places.
Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire
Monsters
Mythic Odysseys of Theros
remains. A new incarnation of the World Eater is a fearsome omen, as the monster only appears when the pillars of the world tremble and terrible things are afoot in the realm of the gods. Its rampages
territory to claim as their own. Often, they steal lairs from other monsters in prolonged, devastating battles.
Vicious Growth. Soon after a hydra claims a territory, it typically buries itself, entering a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
one Wave of Sorrow attack.
Dance, My Puppet! One creature charmed by Graz’zt that Graz’zt can see must use its reaction to move up to its speed as Graz’zt directs.The appearance of
:
Agitated Beasts. Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
Beguiling Realm. Within 6 miles of
Monsters
Eberron: Rising from the Last War
tipped with a vicious stinger. They are cruel and calculating, enjoying the power they wield over others as they concoct elaborate schemes to advance their own positions and discredit their rivals
competitors as they are on the furthering of il-Lashtavar's plans. When they aren't serving in the cities of their nightmare realm, they hunt the dreaming spirits of mortals.
Fearmongers. Their ability
Monsters
Quests from the Infinite Staircase
to the extradimensional realm that created him. From the steps of the staircase, Nafas hears the wishes of creatures across the multiverse but cannot act on them. Moved by their stories but barred by
melodious chimes dance in the shutterless windows of its vaulted halls. Held aloft by genie magic and the staircases that branch from it, the palace is a pit stop for planar travelers and a haven for
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Bard Spells Cantrips (0 Level)
Dancing Lights
Light
Mage Hand
Mending
Message
Minor Illusion
Prestidigitation
True Strike
Vicious Mockery
1st Level
Animal Friendship
Bane
Find the Path
Guards and Wards
Mass Suggestion
Otto’s Irresistible Dance
Programmed Illusion
True Seeing
7th Level
Etherealness
Forcecage
Mirage Arcane
Mordenkainen’s Sword
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Bard Spells Cantrips (0 Level) Blade Ward
Dancing Lights
Friends
Light
Mage Hand
Mending
Message
Minor Illusion
Prestidigitation
True Strike
Vicious Mockery
1st
6th Level Eyebite
Find the Path
Guards and Wards
Mass Suggestion
Otto’s Irresistible Dance
Programmed Illusion
True Seeing
7th Level Etherealness
Forcecage
Mirage
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
monastery, the dance begins, with the sound of drums, flutes, harps, and chants rising. Mystics, people from nearby villages, thri-kreen travelers, and even enthusiastic capybaras shuffle and gyrate
in time to the music. As they do, the hammock sags and an otherworldly glow emanates from within it.
At the height of the ritual, Melecio uses the hammock to open a portal to the Far Realm. When the
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
stories of Barovia’s people are full of hidden evils: accursed ruins, portentous ravens, secretive cults, treacherous witches, vicious werewolves, and worse. Isolation and Suspicion. Barovia is a realm of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
serve a greater force. Once Humanoids—such as humans, dwarves, and elves—the cultists embraced the power of the Far Realm and transformed into Humanoid mutates (see appendix A). They believe the
obelisk provides them a conduit to an entity from the Far Realm. A malevolent Aberration called an encephalon cluster (see appendix A) never leaves the obelisk’s side. The encephalon cluster occasionally
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Realm. She believes this can be done—though it hasn’t been tried before. The Hammock of Worlds is traditionally employed only at dusk during a ritual dance, one the Green Doctors are prepared to host this
the characters during this time. The Sugar Man is among the leaders who arrive to participate in the dance. He asks if the characters retrieved a white seed pod for him. If the characters did not, or
Compendium
- Sources->Dungeons & Dragons->Monster Manual
innumerable goblinoid legions. In ages long past, Maglubiyet witnessed the destructive propensity of goblinoids and relocated a population of them from the Feywild to his realm on the Outer Planes
. Since then, hordes of these more martial-minded goblins have flourished, with some finding their ways to Material Plane worlds. These vicious invaders seek to sow ruin in preparation for their god’s conquest. Bree-yark!
—Approximate translation from Goblin to Common: “Hey, rube!”
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and formerly trained as a pit fighter by the vicious Slave Lords. The Slave Lords are a much-feared cabal who direct raids on seaside communities, carrying off prisoners to a wretched life of servitude
. The tiger totem is an easy match for barbarians who hail from the realm of the Tiger Nomads. The elk totem is most common among the Rovers of the Barrens, preserving an ancient Flan tradition.
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
seasons as vicious adversaries and passionate lovers. They drove one another to feats of magical brilliance both revolutionary and unspeakable. This culminated when Hazlik discovered that Indreficus
Dread known as the Nightmare Lands, where Indreficus’s shrieking and condemnation hounded him. After months of torment, Hazlik escaped into the Mists and eventually emerged into a realm that knew nothing
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
they impact Djaynai. Travelers occasionally come to Djaynai to learn the Lightsea Lancers’ ways, as their heroics, dance-like martial arts, and knowledge of transmutation magic are renowned throughout
Djaynai and beyond. Beneath the Nightsea, the realm of Janya has its own tales. Many tell of how early Janyans were focused not only on rebuilding their lives but on preserving what they treasured from
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
even simply the place where spirits of good creatures go when they die. It is the plane of goodness, a spiritual realm where evil can’t flourish. It is as much a state of being and of mind as it is a
plane’s entire substance is suffused with the fundamental nature of fire: energy, passion, transformation, and destruction. Even objects of solid brass or basalt seem to dance with flame, in a visible and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Aarakocra Aarakocra range the Howling Gyre, an endless storm of mighty winds and lashing rains that surrounds the tranquil realm of Aaqa in the Elemental Plane of Air. Making aerial patrols, these
ELEMENTALS
Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance
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 −4420 DR. Its existence is so far back in the mists of history that only a
Bridge (described later in this chapter) and the crumbling ruins known as the Halls of the Hunting Axe. The realm of Besilmer was something rare: a dwarven kingdom built on the surface, with its
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
The Wilds Past the courts, across the stream, into the woods—there lie the wilds, the most magical, strange, and dangerous lands in all Eldraine. In contrast to the order and structure of the realm
invasion, the fauns have taken charge of the Tanglespan, a great chasm between the realm and the wilds. They map out the crisscrossing pathways spanning the chasm, fight off the trolls who lurk beneath the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Aberrant Zealot Aberrant zealots are cultists who have reached out to the powers of the Far Realm—only for something to reach back. Steeped in strange energy, aberrant zealots borrow their vicious
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
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
of Valachan grow murderous and howl for von Kharkov’s return. So Chakuna continues a cycle of bloodshed, embracing the violence of her peoples’ onetime oppressor to ensure her bitter domination of her vicious realm.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
prosperity is built on an unstable foundation. The Last War may be over, but the war against the daelkyr has barely begun. The clan lords hold their reclaimed halls in the Realm Below, but no one knows the
darkness. Long ago, the dwarves engaged in vicious feuds that kept them from uniting as a nation. This new divide could reignite those rivalries, leading to a civil war on the surface even as evil gains strength in the depths.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
many seasons as vicious adversaries and passionate lovers. They drove one another to feats of magical brilliance both revolutionary and unspeakable. For a time, the two ambitious wizards knew a
lands into a realm that knew nothing of magic. He had changed, becoming covered in golden tattoos evocative of symbols that meant “traitor” in his homeland. Undaunted, Hazlik claimed the title of zulkir and dubbed his new world Hazlan.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Adventures in Mordent Mordent is the realm of the classic ghost story. In tone and trappings, the domain resembles the countrysides of Gothic literature: lands dotted with haunted manor houses
ancestors, who suffered under the same curse.
8 Someone has rebuilt the infamous Apparatus and is using it to transpose vicious souls into the bodies of mild-mannered citizens of Mordentshire.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
inspirations. When players create characters from Har’Akir, consider asking them the following questions.
How do you survive in the desert realm? Are you a laborer in the fields or camps surrounding
prefer to sing, dance, or play an instrument? What animal, hero, god, or past pharaoh is evoked in your favorite song? How do others feel about your performances?
How do the gods feature in your life
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
Xill Deep within the Ethereal Plane are the demiplanes, miniature worlds built by powerful archmages and other mighty entities to serve as a private domain. Each demiplane is a designed realm, built
. Such is the realm that spawned the xill, horrific, insectoid creatures created long ago to serve an ancient, evil master. Gruesome Collectors. Xills are horrid, four-armed creatures that seem to be
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Noteworthy Features Those familiar with Barovia know the following facts: Barovia is a gloomy realm of valleys isolated by wolf-prowled forests and treacherous mountains. Dense clouds cast the land
, vicious werewolves, and worse. BAROVIAN CHARACTERS
A diverse populace dwells in Barovia, their ancestors drawn from lands long ago conquered by Count von Zarovich. The people favor dressing in muted
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Evocation — Thunderclap Evocation — True Strike Divination — Vicious Mockery Enchantment — Level 1 Bard Spells Spell School Special Animal Friendship Enchantment — Bane Enchantment C Charm
Necromancy C Find the Path Divination C, M Guards and Wards Abjuration M Heroes’ Feast Conjuration M Mass Suggestion Enchantment — Otto’s Irresistible Dance Enchantment C Programmed Illusion Illusion
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Evocation — Thunderclap Evocation — True Strike Divination — Vicious Mockery Enchantment — Level 1 Bard Spells Spell School Special Animal Friendship Enchantment — Bane Enchantment C Charm
Necromancy C Find the Path Divination C, M Guards and Wards Abjuration M Heroes’ Feast Conjuration M Mass Suggestion Enchantment — Otto’s Irresistible Dance Enchantment C Programmed Illusion Illusion
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Boon D12 4 21 4 3 3 3 3 2 1 1 1 20 +6 Words of Creation D12 4 22 4 3 3 3 3 2 2 1 1 Level 1: Bardic Inspiration You can supernaturally inspire others through words, music, or dance. This inspiration is
spell list later in the class’s description. Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended. Whenever you gain a Bard level