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Returning 35 results for 'bards before diffusing cult ram'.
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Monsters
Candlekeep Mysteries
Dark Devotion. Ram Sugar has advantage on saving throws against being charmed or frightened.
Spellcasting. Ram Sugar is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11
, +3;{"diceNotation":"1d20+3","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). Ram Sugar has the following cleric spells prepared:
Cantrips (at will): light, sacred flame
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Bard In Ravnica, bards are commonly found among the Azorius Senate, the Cult of Rakdos, and the Selesnya Conclave, serving in a variety of capacities as lore keepers and entertainers. Bard Subclass
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Bard In Ravnica, bards are commonly found among the Azorius Senate, the Cult of Rakdos, and the Selesnya Conclave, serving in a variety of capacities as lore keepers and entertainers. Bard Subclass
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Bard In Ravnica, bards are commonly found among the Azorius Senate, the Cult of Rakdos, and the Selesnya Conclave, serving in a variety of capacities as lore keepers and entertainers. Bard Subclass
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
cultist with darkvision 60 ft.; speaks Common and Elvish Pig Wheat Neff Cunningfoot Lightfoot halfling cult fanatic; speaks Common and Halfling Ram Sugar Norty Brass dragonborn cult fanatic; speaks Common and Draconic Sheep Sweet Corn Yohn Blofrond Human cult fanatic; speaks Common
Cult The Livestock is the name of Stonky’s secret cult of custodial engineers, chosen as a play on the Barn Door tower’s name. All the cult’s members came to Candlekeep hoping to be accepted as
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
teleportation Wondrous item Yes Horn of blasting Wondrous item No Horn of Valhalla (silver or brass) Wondrous item No Instrument of the bards (Canaith mandolin) Wondrous item Yes (bard) Instrument of
the bards (Cli lyre) Wondrous item Yes (bard) Ioun stone (awareness) Wondrous item Yes Ioun stone (protection) Wondrous item Yes Ioun stone (reserve) Wondrous item Yes Ioun stone (sustenance) Wondrous
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
cultist with darkvision 60 ft.; speaks Common and Elvish Pig Wheat Neff Cunningfoot Lightfoot halfling cult fanatic; speaks Common and Halfling Ram Sugar Norty Brass dragonborn cult fanatic; speaks Common and Draconic Sheep Sweet Corn Yohn Blofrond Human cult fanatic; speaks Common
Cult The Livestock is the name of Stonky’s secret cult of custodial engineers, chosen as a play on the Barn Door tower’s name. All the cult’s members came to Candlekeep hoping to be accepted as
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
cultist with darkvision 60 ft.; speaks Common and Elvish Pig Wheat Neff Cunningfoot Lightfoot halfling cult fanatic; speaks Common and Halfling Ram Sugar Norty Brass dragonborn cult fanatic; speaks Common and Draconic Sheep Sweet Corn Yohn Blofrond Human cult fanatic; speaks Common
Cult The Livestock is the name of Stonky’s secret cult of custodial engineers, chosen as a play on the Barn Door tower’s name. All the cult’s members came to Candlekeep hoping to be accepted as
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
teleportation Wondrous item Yes Horn of blasting Wondrous item No Horn of Valhalla (silver or brass) Wondrous item No Instrument of the bards (Canaith mandolin) Wondrous item Yes (bard) Instrument of
the bards (Cli lyre) Wondrous item Yes (bard) Ioun stone (awareness) Wondrous item Yes Ioun stone (protection) Wondrous item Yes Ioun stone (reserve) Wondrous item Yes Ioun stone (sustenance) Wondrous
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
teleportation Wondrous item Yes Horn of blasting Wondrous item No Horn of Valhalla (silver or brass) Wondrous item No Instrument of the bards (Canaith mandolin) Wondrous item Yes (bard) Instrument of
the bards (Cli lyre) Wondrous item Yes (bard) Ioun stone (awareness) Wondrous item Yes Ioun stone (protection) Wondrous item Yes Ioun stone (reserve) Wondrous item Yes Ioun stone (sustenance) Wondrous
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, mages, and rogues
using knowledge to win the day over brute force. However, as the Cult of the Dragon grows more brazen and destructive, the Harpers are forced to act more openly in their opposition. If the characters
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, mages, and rogues
using knowledge to win the day over brute force. However, as the Cult of the Dragon grows more brazen and destructive, the Harpers are forced to act more openly in their opposition. If the characters
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, mages, and rogues
using knowledge to win the day over brute force. However, as the Cult of the Dragon grows more brazen and destructive, the Harpers are forced to act more openly in their opposition. If the characters
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, rogues, and wizards
using knowledge to win the day over brute force. However, as the Cult of the Dragon grows more brazen and destructive, the Harpers are forced to act more openly in their opposition. If the characters
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, rogues, and wizards
using knowledge to win the day over brute force. However, as the Cult of the Dragon grows more brazen and destructive, the Harpers are forced to act more openly in their opposition. If the characters
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, mages, and rogues
using knowledge to win the day over brute force. However, as the Cult of the Dragon grows more brazen and destructive, the Harpers are forced to act more openly in their opposition. If the characters
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, rogues, and wizards
using knowledge to win the day over brute force. However, as the Cult of the Dragon grows more brazen and destructive, the Harpers are forced to act more openly in their opposition. If the characters
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, mages, and rogues
using knowledge to win the day over brute force. However, as the Cult of the Dragon grows more brazen and destructive, the Harpers are forced to act more openly in their opposition. If the characters
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, mages, and rogues
using knowledge to win the day over brute force. However, as the Cult of the Dragon grows more brazen and destructive, the Harpers are forced to act more openly in their opposition. If the characters
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
battering ram, then chopping the fallen in twain. Apart from ambushing creatures that wander into its labyrinth, a minotaur cares little for strategy or tactics. Minotaurs seldom organize, they don’t
for humanoid sacrifice — sometimes an inductee that tried to escape the cult after learning its secrets. These labyrinths become blood-soaked halls of slaughter, echoing to the cultists’ savagery
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
battering ram, then chopping the fallen in twain. Apart from ambushing creatures that wander into its labyrinth, a minotaur cares little for strategy or tactics. Minotaurs seldom organize, they don’t
for humanoid sacrifice — sometimes an inductee that tried to escape the cult after learning its secrets. These labyrinths become blood-soaked halls of slaughter, echoing to the cultists’ savagery
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
battering ram, then chopping the fallen in twain. Apart from ambushing creatures that wander into its labyrinth, a minotaur cares little for strategy or tactics. Minotaurs seldom organize, they don’t
for humanoid sacrifice — sometimes an inductee that tried to escape the cult after learning its secrets. These labyrinths become blood-soaked halls of slaughter, echoing to the cultists’ savagery
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, in area S11. The Eagle. The eagle is a battering ram. If released using a lever near the doors to area S4, the ram attacks an area that starts at the doors to area S4, extending 30 feet along a 5
with the ram, pushed out of the hall onto the drawbridge, and knocked prone. The eagle resets when it swings back, locking back into place and resetting its activation lever. S3. Weapons Locker The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, in area S11. The Eagle. The eagle is a battering ram. If released using a lever near the doors to area S4, the ram attacks an area that starts at the doors to area S4, extending 30 feet along a 5
with the ram, pushed out of the hall onto the drawbridge, and knocked prone. The eagle resets when it swings back, locking back into place and resetting its activation lever. S3. Weapons Locker The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, in area S11. The Eagle. The eagle is a battering ram. If released using a lever near the doors to area S4, the ram attacks an area that starts at the doors to area S4, extending 30 feet along a 5
with the ram, pushed out of the hall onto the drawbridge, and knocked prone. The eagle resets when it swings back, locking back into place and resetting its activation lever. S3. Weapons Locker The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
occupied by the ship’s officers. These cabins (not depicted on the map) were emptied of their belongings long ago. Naval Ram. The ship’s iron naval ram is shaped like an enormous cudgel, the chosen weapon
that end in area M3. Cudgel Ram. A detect magic spell or similar effect reveals an aura of evocation magic around the 1,000-pound naval ram. A ship with the naval ram attached has advantage on all
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
occupied by the ship’s officers. These cabins (not depicted on the map) were emptied of their belongings long ago. Naval Ram. The ship’s iron naval ram is shaped like an enormous cudgel, the chosen weapon
that end in area M3. Cudgel Ram. A detect magic spell or similar effect reveals an aura of evocation magic around the 1,000-pound naval ram. A ship with the naval ram attached has advantage on all
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
occupied by the ship’s officers. These cabins (not depicted on the map) were emptied of their belongings long ago. Naval Ram. The ship’s iron naval ram is shaped like an enormous cudgel, the chosen weapon
that end in area M3. Cudgel Ram. A detect magic spell or similar effect reveals an aura of evocation magic around the 1,000-pound naval ram. A ship with the naval ram attached has advantage on all
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Stonky Noptopper (a rock gnome master sage; see "Sages and Master Sages" for his stat block) and three cult fanatics (Pig Wheat, Ram Sugar, and Sheep Sweet Corn). Eager to get to their assigned spots in
cult fanatics, Pig Wheat, Ram Sugar, and Sheep Sweet Corn. If anyone other than Stonky tampers with the telescope or the steering wheel, three lightning golems are conjured to appear next to the dais
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Stonky Noptopper (a rock gnome master sage; see "Sages and Master Sages" for his stat block) and three cult fanatics (Pig Wheat, Ram Sugar, and Sheep Sweet Corn). Eager to get to their assigned spots in
cult fanatics, Pig Wheat, Ram Sugar, and Sheep Sweet Corn. If anyone other than Stonky tampers with the telescope or the steering wheel, three lightning golems are conjured to appear next to the dais
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Stonky Noptopper (a rock gnome master sage; see "Sages and Master Sages" for his stat block) and three cult fanatics (Pig Wheat, Ram Sugar, and Sheep Sweet Corn). Eager to get to their assigned spots in
cult fanatics, Pig Wheat, Ram Sugar, and Sheep Sweet Corn. If anyone other than Stonky tampers with the telescope or the steering wheel, three lightning golems are conjured to appear next to the dais
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
night, but were little more than a desperate mob whose tainted dreams brought them together. With the arrival of the aboleth Sgothgah in the Styes, the cult now has renewed vigor, and its members
in the middle of a dark ceremony to raise the risk and the stakes. None of the cult members are dangerous to a party of the characters’ level (see area T5 for statistics). But the presence of a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
night, but were little more than a desperate mob whose tainted dreams brought them together. With the arrival of the aboleth Sgothgah in the Styes, the cult now has renewed vigor, and its members
in the middle of a dark ceremony to raise the risk and the stakes. None of the cult members are dangerous to a party of the characters’ level (see area T5 for statistics). But the presence of a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
night, but were little more than a desperate mob whose tainted dreams brought them together. With the arrival of the aboleth Sgothgah in the Styes, the cult now has renewed vigor, and its members
in the middle of a dark ceremony to raise the risk and the stakes. None of the cult members are dangerous to a party of the characters’ level (see area T5 for statistics). But the presence of a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
skitterwidgets, which follow those commands to the best of their ability. The figures crawling on the floor are three Livestock cult fanatics who go by the names Pig Wheat (the halfling), Ram Sugar (the dragonborn
, dog-headed cockroaches made of articulated metal.
If Stonky’s three cult fanatics have not yet been encountered (see area B1), add the following to this area’s description: In addition to the metal






