Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bards being devourer conduct raise'.
Other Suggestions:
bards being devourer contact rage
bards being devourer connect rage
bards being devourer contact raised
bards being devourer consult rage
bards being devourer contact rages
Monsters
Curse of Strahd
spells, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead
Magic Resistance. The Abbot has advantage on saving throws against spells and other magical
languish in the abbey's madhouse, the Abbot is giving his creation lessons in etiquette and ladylike conduct so that “she” can be formally presented to Strahd and win his love.
Strahd has no interest
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
engage in wild revels. Cults of the Devourer gather around enormous bonfires. Cults of the Mockery conduct ritual combats or gather to torture captured enemies.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
engage in wild revels. Cults of the Devourer gather around enormous bonfires. Cults of the Mockery conduct ritual combats or gather to torture captured enemies.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
engage in wild revels. Cults of the Devourer gather around enormous bonfires. Cults of the Mockery conduct ritual combats or gather to torture captured enemies.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Harpers Any smart, non-evil character can join the Harpers of Waterdeep. Bards and wizards are especially welcome. Harpers are altruists who work behind the scenes to keep power out of the hands of
advisor to Open Lord Laeral Silverhand. See appendix B for more information on these NPCs. Harpers prefer to conduct their business in bustling inns and taverns such as the Yawning Portal, or in quiet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Harpers Any smart, non-evil character can join the Harpers of Waterdeep. Bards and wizards are especially welcome. Harpers are altruists who work behind the scenes to keep power out of the hands of
advisor to Open Lord Laeral Silverhand. See appendix B for more information on these NPCs. Harpers prefer to conduct their business in bustling inns and taverns such as the Yawning Portal, or in quiet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Harpers Any smart, non-evil character can join the Harpers of Waterdeep. Bards and wizards are especially welcome. Harpers are altruists who work behind the scenes to keep power out of the hands of
advisor to Open Lord Laeral Silverhand. See appendix B for more information on these NPCs. Harpers prefer to conduct their business in bustling inns and taverns such as the Yawning Portal, or in quiet
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Bard: College of Spirits Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions—and bring their subjects to life. Using occult trappings, these bards
next turn.
Spirit Session 6th-level College of Spirits feature Spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Bard: College of Spirits Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions—and bring their subjects to life. Using occult trappings, these bards
next turn.
Spirit Session 6th-level College of Spirits feature Spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Bard: College of Spirits Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions—and bring their subjects to life. Using occult trappings, these bards
next turn.
Spirit Session 6th-level College of Spirits feature Spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. There’s no rhyme or reason to what the Gray Merchants seek, and the merchants themselves never speak. They conduct business through gestures, making their unusual trades and plodding off into the shadows
, pseudammas turn tragedy into horror by snatching mortal children and attempting to raise them. However, the Returned have forgotten the needs of the living and they have no concept of how to care for a child.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
mysterious sponsor. If villagers conduct this reconnaissance, they report back by midmorning with dire information, having learned everything the characters would in the following expedition. If the
with them discovers their true nature. If attacked, one draconian attempts to flee to camp and raise an alarm. Use more draconians to prevent the characters from drawing close to the camp. Even if the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. There’s no rhyme or reason to what the Gray Merchants seek, and the merchants themselves never speak. They conduct business through gestures, making their unusual trades and plodding off into the shadows
, pseudammas turn tragedy into horror by snatching mortal children and attempting to raise them. However, the Returned have forgotten the needs of the living and they have no concept of how to care for a child.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
mysterious sponsor. If villagers conduct this reconnaissance, they report back by midmorning with dire information, having learned everything the characters would in the following expedition. If the
with them discovers their true nature. If attacked, one draconian attempts to flee to camp and raise an alarm. Use more draconians to prevent the characters from drawing close to the camp. Even if the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. There’s no rhyme or reason to what the Gray Merchants seek, and the merchants themselves never speak. They conduct business through gestures, making their unusual trades and plodding off into the shadows
, pseudammas turn tragedy into horror by snatching mortal children and attempting to raise them. However, the Returned have forgotten the needs of the living and they have no concept of how to care for a child.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
mysterious sponsor. If villagers conduct this reconnaissance, they report back by midmorning with dire information, having learned everything the characters would in the following expedition. If the
with them discovers their true nature. If attacked, one draconian attempts to flee to camp and raise an alarm. Use more draconians to prevent the characters from drawing close to the camp. Even if the
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
trots up to the characters and drops a bony hand at their feet. The dog wants to play fetch. 5 Ten melancholy Dusters (commoners) conduct an open-casket funeral for a cheery skeleton named Merle, who
to expel a dybbuk† from a corpse. The exorcist asks the characters to help in dispatch the Fiend. 9 Two bards† in the Heralds of Dust approach the characters and sing a ballad honoring the dead. If the
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
trots up to the characters and drops a bony hand at their feet. The dog wants to play fetch. 5 Ten melancholy Dusters (commoners) conduct an open-casket funeral for a cheery skeleton named Merle, who
to expel a dybbuk† from a corpse. The exorcist asks the characters to help in dispatch the Fiend. 9 Two bards† in the Heralds of Dust approach the characters and sing a ballad honoring the dead. If the
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
trots up to the characters and drops a bony hand at their feet. The dog wants to play fetch. 5 Ten melancholy Dusters (commoners) conduct an open-casket funeral for a cheery skeleton named Merle, who
to expel a dybbuk† from a corpse. The exorcist asks the characters to help in dispatch the Fiend. 9 Two bards† in the Heralds of Dust approach the characters and sing a ballad honoring the dead. If the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. If the characters rid Meloon of the intellect devourer in his skull, Vajra gives the party a wand of secrets. 5th “Xanathar is using intellect devourers to take control of Waterdavians in key
: Each Gray Hand character gains 2 renown. Every character who participated in the raid receives a potion of resistance. In addition, Vajra covers the cost of any raise dead spells needed to bring back dead characters.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. If the characters rid Meloon of the intellect devourer in his skull, Vajra gives the party a wand of secrets. 5th “Xanathar is using intellect devourers to take control of Waterdavians in key
: Each Gray Hand character gains 2 renown. Every character who participated in the raid receives a potion of resistance. In addition, Vajra covers the cost of any raise dead spells needed to bring back dead characters.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. If the characters rid Meloon of the intellect devourer in his skull, Vajra gives the party a wand of secrets. 5th “Xanathar is using intellect devourers to take control of Waterdavians in key
: Each Gray Hand character gains 2 renown. Every character who participated in the raid receives a potion of resistance. In addition, Vajra covers the cost of any raise dead spells needed to bring back dead characters.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother. Hags sometimes raise the daughters they spawn, creating covens. A hag might
other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag’s territory, bring gifts when entering another hag’s dwelling, and break no oaths
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother. Hags sometimes raise the daughters they spawn, creating covens. A hag might
other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag’s territory, bring gifts when entering another hag’s dwelling, and break no oaths
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother. Hags sometimes raise the daughters they spawn, creating covens. A hag might
other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag’s territory, bring gifts when entering another hag’s dwelling, and break no oaths
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
table to determine what sahuagin forces linger there. The sahuagin throughout the fortress fight to the death, though the last surviving sahuagin of every group will attempt to escape to raise the
appendix C Timing The party doesn’t have forever to conduct their assault. Saltmarsh and its allies only give the characters a brief period to weaken the sahuagin forces. While you should encourage the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
plagues all elvenkind.”
— Nelar Autumnwell,
elf cleric of Corellon Larethian
A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside
the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
plagues all elvenkind.”
— Nelar Autumnwell,
elf cleric of Corellon Larethian
A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside
the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
table to determine what sahuagin forces linger there. The sahuagin throughout the fortress fight to the death, though the last surviving sahuagin of every group will attempt to escape to raise the
appendix C Timing The party doesn’t have forever to conduct their assault. Saltmarsh and its allies only give the characters a brief period to weaken the sahuagin forces. While you should encourage the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
plagues all elvenkind.”
— Nelar Autumnwell,
elf cleric of Corellon Larethian
A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside
the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
table to determine what sahuagin forces linger there. The sahuagin throughout the fortress fight to the death, though the last surviving sahuagin of every group will attempt to escape to raise the
appendix C Timing The party doesn’t have forever to conduct their assault. Saltmarsh and its allies only give the characters a brief period to weaken the sahuagin forces. While you should encourage the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
parents rightfully think of their children as the greatest legacy they can leave the clan, and they raise them with the same care and attention to detail that they give to the items they create. A
friendships with people from every spot on the spectrum of roles within the clan. More important, a young noble’s conduct while pursuing a variety of tasks gives the elder nobles a chance to assess the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
to conduct business in Pylas Talaear.
Shae Mordai This ancient citadel houses the Undying Court, the deathless ancestors who shape the destiny of Aerenal. It is built atop a rift to the Plane of
Tairnadal, the warrior elves who seized control of Valenar. Although much of their population now resides in Valenar, many Tairnadal noncombatants—children, artisans, and the druids who raise their
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
to conduct business in Pylas Talaear.
Shae Mordai This ancient citadel houses the Undying Court, the deathless ancestors who shape the destiny of Aerenal. It is built atop a rift to the Plane of
Tairnadal, the warrior elves who seized control of Valenar. Although much of their population now resides in Valenar, many Tairnadal noncombatants—children, artisans, and the druids who raise their
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
to conduct business in Pylas Talaear.
Shae Mordai This ancient citadel houses the Undying Court, the deathless ancestors who shape the destiny of Aerenal. It is built atop a rift to the Plane of
Tairnadal, the warrior elves who seized control of Valenar. Although much of their population now resides in Valenar, many Tairnadal noncombatants—children, artisans, and the druids who raise their