Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 25 results for 'been been defending causes rites'.
Other Suggestions:
been been defending cause rules
been been defending castes rules
been been defeating cause rites
been been demanding cause rites
been been defending cause races
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction, if available, either to
exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the hand and lead it to the proper afterlife. Kelemvor’s priests teach that those who revere the gods according to the rites of their religion have done their proper service and will be offered the
rites for those who can’t afford the lavish ceremonies of their faith. The tenets of Kelemvor’s faithful compel them to forestall or prevent untimely deaths whenever possible. Different sects and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
) know the command words that compel the hulks into service. Unless ordered otherwise, the umber hulks stay in this area, defending themselves if necessary. If the characters are at the tomb site long
enough, they might witness the umber hulks carving out new areas of the dungeon in the blank part of the map. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the umber hulks
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
an eye patch. It clutches a whip in one bony hand.
Along the east wall are three rusty gates with mold-covered cells beyond them.
Cultists used to perform ghastly rites here. Human prisoners were
skeleton causes the traitor’s spirit to manifest as a Wraith and fight the characters. Skeletal Remains. The skeletal remains in the cells are clad in tattered rags and have no equipment or treasure. The
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
kingship over everything: Nyx, the mortal world, and the Underworld. He might begin, through his agents, by enacting laws that make participation in Heliod’s rites mandatory for the citizens of a polis
decides to end their conflict by banishing Mogis. To his surprise, both gods turn against him. The resulting conflict causes the sun to rain divine blood, producing bizarre effects.
3 Angry at the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
lest they be destroyed along with it. Lost Causes. Those who don’t accept the teachings of the Heralds of the Comet are doomed to destruction, and they deserve pity. Initiates are taught to warn
causes, too attached to the world as it is. All-Consuming Star. The comet that presages the end is called the All-Consuming Star. It is a manifestation of the Void that moves through the multiverse
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
phrase (“Elf magic!”) causes a pale light to fill the area between the four pillars, ending the following conditions on a creature in that area: blinded, deafened, petrified, poisoned, and stunned
anything that tries to damage or topple the caryatids. Walk in a counterclockwise circle around the caryatids when not defending itself or the pillars. The quadrone speaks and understands the Modron
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-sized chunks of copper ore (50 gp worth of copper per barrel), and the remaining six each have one ghoul crammed inside. Disturbing any of these barrels causes all six ghouls to burst forth and attack
skull is destroyed and later rejuvenates (see the flameskull’s Rejuvenation trait), it resumes electrifying the floor and defending the room, with or without the golem. Flesh Golem. The flesh golem has
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
guardians in Undermountain. Populating and defending the dungeon became an obsession. Over time, the mage’s preoccupation with Undermountain electrified his eccentricities and infused him with an air of
who dwell near it for too long. The knot permeates Undermountain, and the madness it causes typically manifests as an obsession with the dungeon itself. Those affected by the knot in the Weave
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
LJUNGGREN) Most of the bodies interred here have rotted away, only their wood-and-linen burial dressings holding their shapes. If the characters move through the water, their effort causes a few
lid caked in crumbling candle wax and rotted offerings. Whatever rites were performed here were overseen by a larger-than-life statue in the alcove to the south, a sculpture depicting the upper body of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
statue.” It stood at the foot of Mount Waterdeep near the head of Julthoon Street. Then, after its critical role in defending the city against an invasion of sahuagin in 1370 DR, Khelben Blackstaff
from Caravan Court to the Trollwall in the Southern Ward is haunted by the hooded ghost of the mage Ruid, whose touch causes deathly chills to those he meets on foggy nights. All attempts to banish or
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
movement to move from a pool onto the floor. Unless otherwise noted, transmutation magic in each pool keeps the water clean. The pools also exude enchantment magic. Living in the water causes hypnotic
black gate. Any offer of freedom, including the use of a glyph key, causes a break in hostilities while the creature listens. If it is freed, unless the characters know of the circle in area 82, the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
door to this empty room causes everyone in the nearest room marked G15 on the map to disappear. These creatures find themselves whisked away to a Reghed camp in the frozen tundra of Icewind Dale. When
cruelty, such as by refusing to kill the elders, defending them, or doing nothing whatsoever. The Test Ends. After 1 hour, everyone with a symbol of Auril hovering above their head is teleported back
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
ward, moving constantly to evade Sigil’s enforcers. Heralds of Dust. The Heralds of Dust are Sigil’s undertakers. They conduct funerary rites for creatures from all places, ensuring their souls pass to
often belch a small flame after taking a shot. Swamp Water. Bottled locally by a green hag with six teeth and an infectious laugh, this murky, sour gin causes the drinker to break out in a harmless rash
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
gardens for resources the merchant might exploit. But the naga in area G6 captured them and transformed them into their current forms through sinister rites and excruciating torture. The yuan-ti have no
any of the silver circlets causes the mold to discharge spores. A character who dons a circlet activates a phantasm—a training exercise for the githyanki exiles. The character observes a Mind Flayer and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
killed by the Emberhorns a couple months ago. As is their custom, the minotaurs roasted the body and hung the remains as a trophy. Reinforcements. Any loud noise in here causes the minotaurs in area F17
-inch wide channels.
Two minotaurs of the Emberhorn tribe stand guard in this chamber, defending the fire cult’s foothold in the fane. They have the Burning Breath special action (see area F14
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
died defending it have either been buried by the second wave of templars (now at Camp Vengeance) or dragged away by jungle scavengers. When characters arrive, the camp is being watched by a party of
) has gotten itself trapped inside the enclosure. If characters leave it alone or set it loose, it causes no problems. If they attack or harass the bird, its squawks attract five adult axe beaks, which
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families
60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction, if available, either to make one weapon attack against another creature the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
morning rites, as well as all-day observances every Godsday. Sarana, the temple’s Archpriest (Neutral Good), is a middle-aged, human woman wearing a sun-shaped headdress and yellow-and-gold robes. She is
adventurers who risk their lives for good causes. He occasionally loans magic items free of charge to valorous heroes who can’t afford them, on the condition that the items be returned to him as soon as
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
not moving; doing so locks both doors and causes the pegasi to revert to inanimate glass statues. Development. Characters can use the carriage to travel beyond Prismeer to other locations in the
marble surface find the following inscription engraved on it in the Elvish script: “I rule by the verdict of my heart and the slam of my fist.” Striking the table with a clenched fist causes it to emit a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
† (attitude: 1d6 + 2) lumbering through the area, heedless of damage it causes
†Monsters marked with a dagger (†) appear in Monsters of the Multiverse. Roll a d10 if you don’t have that book. *See
, desperately hoping someone will end its existence
8 1 flesh colossus* (attitude: 1d6) marked with the Giant rune of death, defending the crumbled ruins of the place it was created to protect
9 1
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
coming within 3 feet of them, causes dozens of them to break open. Three sahuagin hatchling swarms (see appendix C) form and rush to attack warm-blooded characters. The sound of their offspring being
headbands and silver bracelets are performing a ritual over the eggs.
Two sahuagin priestesses are conducting rites to Sekolah over the unhatched eggs. If the priestesses notice the party, they
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, defending themselves if necessary. In conversation, the pechs warn the characters about the clay golem in the slate chamber (area L3). Characters can improve the pechs’ attitude toward them by offering
dao is scattered over the lake, the cage instantly rusts away. A successful Dispel Magic (DC 18) spell cast on the cage causes it to crumble. Kasdu’ul has had many years to contemplate the cage’s
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
characters comply, the pechs become curious and willing to chat. Otherwise, they resume their work, defending themselves if necessary. In conversation, the pechs warn the characters about the clay golem in
successful Dispel Magic (DC 18) spell cast on the cage causes it to crumble. Kasdu’ul has had many years to contemplate the cage’s magical construction. She might propose one of these methods to the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
to get along. The pixies attempt to flee if attacked, defending themselves as necessary. They blow raspberries at the characters as they fly away. Fireworks. Each sawdust-packed crate contains ten
. A creature that opens the chest without using the proper key or disabling the trap causes a poison needle to spring from the lock. The creature that triggered the poison needle takes 1 piercing






