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Returning 35 results for 'been being deities cold relatively'.
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been being deities core relatively
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, greenish creature strongly resembling a troll. Vaprak is given to fits of mindless destruction and uncontrollably fears the plots and ambitions of other deities.
Vaprak’s troll worshipers believe
this god devours the souls of those who have been cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body.Acid, Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Backgrounds
Planescape: Adventures in the Multiverse
. Deities are frauds and merely channel the might of a true, higher power.
Bleak Cabal. There is no greater truth to the multiverse. Each being must discover their own meaning.
Doomguard. Nothing lasts
stage of existence.
Mercykillers. Cold, relentless justice is absolute, and no one is above it.
Mind’s Eye. The multiverse exists to be explored. It shapes us, and we shape it in turn.
Society of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Claw"} to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8);{"diceNotation":"2d8+8","rollType":"damage","rollAction":"Claw","rollDamageType":"cold
"} cold damage.
Mace. Melee Weapon Attack: +15;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Mace"} to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8);{"diceNotation":"2d6+8","rollType
Backgrounds
Sword Coast Adventurer's Guide
few organizations operating in the North are described below. The Chill. The cold and mysterious Lurkwood serves as the home of numerous groups of goblinoids that have banded together into one tribe
called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and maintains relatively good relations so that they can hire themselves out as warriors. Few city
Hobgoblin
Legacy
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races
Volo's Guide to Monsters
two and the more frequently honored. He is seen as a stoic, cold-blooded, and tyrannical leader, and hobgoblins believe he expects the same behavior from them. Bargrivyek is a god of duty, unity, and
would prefer the position were filled by someone more like himself, but Bargrivyek was all he was left with after Maglubiyet’s conquest. Although both deities are ultimately beholden to
Monsters
Van Richten’s Guide to Ravenloft
warrior devoted to a pantheon of elven deities called the Seldarine. In this role, she defended the Feywild against dragons, demons, and other threats. In time, her heroics caught the eye of an
than blood. Choose well who you share the road with, lest you carry them forever.”
Flaw. “For my victories and scars, I deserve more than a nursemaid’s duty.”Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
bandits. Others have given up relatively quickly, when the dangers become apparent. The current owner of the Wayside Inn is Martisha Vinetalker, a striking half-elf whose pleasing features contrast with
her tough demeanor. She is cold, calculating, charismatic, and knows how to run a business with ruthless efficiency and an eye for profit. The bartender is Backes Dunfield, a human with a scarred face
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
bandits. Others have given up relatively quickly, when the dangers become apparent. The current owner of the Wayside Inn is Martisha Vinetalker, a striking half-elf whose pleasing features contrast with
her tough demeanor. She is cold, calculating, charismatic, and knows how to run a business with ruthless efficiency and an eye for profit. The bartender is Backes Dunfield, a human with a scarred face
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
bandits. Others have given up relatively quickly, when the dangers become apparent. The current owner of the Wayside Inn is Martisha Vinetalker, a striking half-elf whose pleasing features contrast with
her tough demeanor. She is cold, calculating, charismatic, and knows how to run a business with ruthless efficiency and an eye for profit. The bartender is Backes Dunfield, a human with a scarred face
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Environment Kobolds are cold-blooded and thus prefer temperate and tropical climates. Kobold tribes in colder regions tend to be smaller in population and more aggressive in their hunting, since food
is relatively scarce in such areas. Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be found in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Environment Kobolds are cold-blooded and thus prefer temperate and tropical climates. Kobold tribes in colder regions tend to be smaller in population and more aggressive in their hunting, since food
is relatively scarce in such areas. Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be found in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Environment Kobolds are cold-blooded and thus prefer temperate and tropical climates. Kobold tribes in colder regions tend to be smaller in population and more aggressive in their hunting, since food
is relatively scarce in such areas. Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be found in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
missing enough stones that they appear pockmarked. The sky is corpse gray, and the breeze blows cold and humid, bringing a chill to the skin.
The city’s living residents include necromancers, corrupt
purveyors of human flesh, worshipers of evil deities, and others who are able to make themselves useful and foolhardy enough to want to live here. But the living are a minority in Evernight, for the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
unwelcome path, but not as unwelcome as the cold, howling wind that buffets you.
If Cryovain is alive, the young white dragon is sleeping on the rooftop of the main fortress (area H20), where it can
enjoy the cold mountain air while surveying its domain from over the battlements. It sleeps in a 10-foot-square area in the middle of the roof, away from obstacles, and awakes if one of the following
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Nature Domain Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities
associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
missing enough stones that they appear pockmarked. The sky is corpse gray, and the breeze blows cold and humid, bringing a chill to the skin.
The city’s living residents include necromancers, corrupt
purveyors of human flesh, worshipers of evil deities, and others who are able to make themselves useful and foolhardy enough to want to live here. But the living are a minority in Evernight, for the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
unwelcome path, but not as unwelcome as the cold, howling wind that buffets you.
If Cryovain is alive, the young white dragon is sleeping on the rooftop of the main fortress (area H20), where it can
enjoy the cold mountain air while surveying its domain from over the battlements. It sleeps in a 10-foot-square area in the middle of the roof, away from obstacles, and awakes if one of the following
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
missing enough stones that they appear pockmarked. The sky is corpse gray, and the breeze blows cold and humid, bringing a chill to the skin.
The city’s living residents include necromancers, corrupt
purveyors of human flesh, worshipers of evil deities, and others who are able to make themselves useful and foolhardy enough to want to live here. But the living are a minority in Evernight, for the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
came to the First World,
seeking a home for their legions of followers.
Mighty in magic and numbers,
conquering deities seized their victory.
Fallen was noble Bahamut,
Sardior hid in the
heart of creation.
Breathe, dragons; sing now of Tiamat,
raging in battle with no hope of victory.
She would not flee or surrender,
fighting as death reached its cold claws toward her.
War
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
unwelcome path, but not as unwelcome as the cold, howling wind that buffets you.
If Cryovain is alive, the young white dragon is sleeping on the rooftop of the main fortress (area H20), where it can
enjoy the cold mountain air while surveying its domain from over the battlements. It sleeps in a 10-foot-square area in the middle of the roof, away from obstacles, and awakes if one of the following
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
came to the First World,
seeking a home for their legions of followers.
Mighty in magic and numbers,
conquering deities seized their victory.
Fallen was noble Bahamut,
Sardior hid in the
heart of creation.
Breathe, dragons; sing now of Tiamat,
raging in battle with no hope of victory.
She would not flee or surrender,
fighting as death reached its cold claws toward her.
War
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
came to the First World,
seeking a home for their legions of followers.
Mighty in magic and numbers,
conquering deities seized their victory.
Fallen was noble Bahamut,
Sardior hid in the
heart of creation.
Breathe, dragons; sing now of Tiamat,
raging in battle with no hope of victory.
She would not flee or surrender,
fighting as death reached its cold claws toward her.
War
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Nature Domain Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities
associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Nature Domain Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities
associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Primordial Alliance Ulsedra Vox heads an alliance of three cults, each sworn to a different deity of Elemental Evil. These deities represent Para-elemental forces of ash, ice, and ooze. The cults
violent pirate crew trolled the cold waters of Lake Quag before they fell into the worship of Elemental Evil. The crew’s leader, Captain Kara Blayne, leads her pirates in the worship of Cryonax, an
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Primordial Alliance Ulsedra Vox heads an alliance of three cults, each sworn to a different deity of Elemental Evil. These deities represent Para-elemental forces of ash, ice, and ooze. The cults
violent pirate crew trolled the cold waters of Lake Quag before they fell into the worship of Elemental Evil. The crew’s leader, Captain Kara Blayne, leads her pirates in the worship of Cryonax, an
Compendium
- Sources->Dungeons & Dragons->Monster Manual
ally—a sacrifice to their fierce deities. Sahuagin Priest Medium Fiend, Lawful Evil
AC 12 Initiative +0 (10)
HP 38 (7d8 + 7)
Speed 30 ft., Swim 40 ft.
Ability Score Mod Save
Str 13
, Cold
Senses Darkvision 120 ft.; Passive Perception 16
Languages Sahuagin
CR 2 (XP 450; PB +2)
Traits
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that
Compendium
- Sources->Dungeons & Dragons->Monster Manual
ally—a sacrifice to their fierce deities. Sahuagin Priest Medium Fiend, Lawful Evil
AC 12 Initiative +0 (10)
HP 38 (7d8 + 7)
Speed 30 ft., Swim 40 ft.
Ability Score Mod Save
Str 13
, Cold
Senses Darkvision 120 ft.; Passive Perception 16
Languages Sahuagin
CR 2 (XP 450; PB +2)
Traits
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Primordial Alliance Ulsedra Vox heads an alliance of three cults, each sworn to a different deity of Elemental Evil. These deities represent Para-elemental forces of ash, ice, and ooze. The cults
violent pirate crew trolled the cold waters of Lake Quag before they fell into the worship of Elemental Evil. The crew’s leader, Captain Kara Blayne, leads her pirates in the worship of Cryonax, an
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Religion In many domains, locals maintain chilly relationships with aloof deities, knowing “the gods” only through hollow rituals and clergy with scant supernatural powers. Conversely, some people
privately worship ancestral gods—deities of their family’s tradition with whom they form deep, personal connections. Divergent faiths abound, and some that begin as charlatanry inexplicably gain the power
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Religion In many domains, locals maintain chilly relationships with aloof deities, knowing “the gods” only through hollow rituals and clergy with scant supernatural powers. Conversely, some people
privately worship ancestral gods—deities of their family’s tradition with whom they form deep, personal connections. Divergent faiths abound, and some that begin as charlatanry inexplicably gain the power
Compendium
- Sources->Dungeons & Dragons->Monster Manual
ally—a sacrifice to their fierce deities. Sahuagin Priest Medium Fiend, Lawful Evil
AC 12 Initiative +0 (10)
HP 38 (7d8 + 7)
Speed 30 ft., Swim 40 ft.
Ability Score Mod Save
Str 13
, Cold
Senses Darkvision 120 ft.; Passive Perception 16
Languages Sahuagin
CR 2 (XP 450; PB +2)
Traits
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Castle Naerytar Over a century ago, a half-elf wizard built a castle at the edge of the Mere of Dead Men. He lived there a relatively short time before the growing swamp flowed past the castle on all
astrologers, the castle again fell into disuse. It was built to withstand its cold, watery environment, so the encroaching water hasn’t undermined the walls or flooded the dungeon. Over decades of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
hundreds or thousands of members and can provide private armies to those with enough funds. A few organizations operating in the North are described below.
The Chill. The cold and mysterious Lurkwood
maintains relatively good relations so that they can hire themselves out as warriors. Few city-states in the North are willing to field an army alongside the Chill, but several are happy to quietly pay
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Religion In many domains, locals maintain chilly relationships with aloof deities, knowing “the gods” only through hollow rituals and clergy with scant supernatural powers. Conversely, some people
privately worship ancestral gods—deities of their family’s tradition with whom they form deep, personal connections. Divergent faiths abound, and some that begin as charlatanry inexplicably gain the power