Dreaming Dark Infiltrator
Dreaming Dark Infiltrators are spies sent to gather intelligence. They plant psychic seeds in their minds of their foes that enhance the infiltratorsโ combat prowess against those enemies.
Dreaming Dark Infiltrators are spies sent to gather intelligence. They plant psychic seeds in their minds of their foes that enhance the infiltratorsโ combat prowess against those enemies.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee.โฆ
General Feat (Prerequisite: Level 4+) When the hand of death reaches for your soul, you have found a way to reject its call. You gain the following benefits. Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20. Cling to Life. You add your Constitution modifier (minimum of 1) to Death Saving Throws. Enduring Vitality. If an effect would kill you outright withoutโฆ
Raiders use guerrilla tactics to ambush warehouses and beat down opponents. These skilled fistfighters work in tandem to claim goods and territory for Daask.
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You touch a melee weapon and place a magical effect into it, creating a visible rune etched into the weapon. No more than once per turn, a creature wielding the weapon can make an attack roll with the weapon with Advantage when it would not otherwise have Advantage. If the weapon leaves the creatureโs possession, the spell ends. Available For: Cleric (Legacy), Paladin (Legacy), Wizard (Legacy),โฆ
| d6 | Command Word |
|---|---|
| 1 | Hazard pay! |
| 2 | EvilBGone! โฆ |
Weapon (warhammer), varies (requires attunement) Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast itsโฆ
Weapon (club), varies (requires attunement) Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.โฆ
It was a thin, stoop-shouldered man not much under six feet tall... His age was perhaps thirty-five, but the odd, deep creases in the sides of his neck made him seem older when one did not study his dull, expressionless face. He had a narrow head, bulging, watery blue eyes that seemed never to wink, a flat nose, a receding forehead and chin, and singularly undeveloped ears. His long, thick lipโฆ
Armor (scale mail), varies (requires attunement) Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The level of the spell bound into the armorโฆ
Wondrous Item, uncommon (requires attunement by a Humanoid) A dire wolfโs tooth dangles from this simple cord necklace. You gain a +1 bonus to ability checks and saving throws while you wear this necklace. Curse. This necklace is cursed. Attuning to the necklace curses you; this curse canโt be removed until Harkon Lukas dies. As long as you remain cursed, you become a Werewolf serving Harkonโฆ
Make a Deal with the Lower Planes Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patronโs aims are evilโthe corruption or destruction of all things, ultimately including youโand your path is defined byโฆ
Mindkillers are the assassins of the Dreaming Dark, sent to terrify their foes before striking to kill. Mindkillers force foes to attack their own allies, causing physical and emotional devastation to grow the power of the Dreaming Dark.
Weapon (dagger), very rare (requires attunement) This wicked Dagger can absorb the shadows cast by your foes. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Small or larger enemy with a melee attack roll using this Dagger, you can choose to absorb that creatureโs shadow as part of the attack. When you do, the creature no longer casts a shadow, andโฆ
Weapon (any simple or martial), varies (requires attunement) Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge toโฆ
This monster is part of the Eberron: Forge of the Artificer. You can unlock it by purchasing the book in our marketplace.