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Returning 26 results for 'been being devourer chant rest'.
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Monsters
Eberron: Rising from the Last War
throw or be cursed. The curse lasts until it's removed by a remove curse or greater restoration spell.
The cursed target suffers 1 level of exhaustion every 24 hours, and finishing a long rest
guide the quori race, and the Devourer of Dreams — the personal emissary of the Dreaming Dark — is of this order. Although the kalaraqs never fight one another overtly, each has its own agenda, and
Monsters
Eberron: Rising from the Last War
start of its turn.
Tentacle Whip. Dyrrn makes one attack with its Tentacle Whip.
Spawn Aberration (Costs 2 Actions). Dyrrn regurgitates an intellect devourer in an unoccupied space within 5 feet of
it. The intellect devourer is under Dyrrn’s control and acts immediately after Dyrrn in the initiative order.
Mind Blast (Costs 3 Actions). Dyrrn magically emits psychic energy in a 60-foot
Bard
Legacy
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Classes
Basic Rules (2014)
—knowledge of the people who constructed the monument and the mythic saga it depicts. A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant
(d6) 2 4 2 — — — — — — — — 2nd +2 Jack of All Trades, Song of Rest (d6
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The goblins have turned a human skeleton into a marionette and dangled it from ropes attached to the ceiling so that they can make it dance around the room. The goblins chant “Nimraith! Nimraith
intellect devourer in its skull cavity.
Noise. The goblins in the adjoining room (area 23a) are noisy enough to be heard here.
Shattered Statue. The remains of a shattered statue lie in the middle
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Nihiloor (see appendix B), a mind flayer that is caressing an intellect devourer. Upon seeing the adventurers, Nihiloor rises from the stone chair, sets its pet down, and glides across the room
, intending to leave through the double door in the west wall. The mind flayer expects Grum’shar and the intellect devourer to cover its escape. Nihiloor carries a 3-inch-diameter stone orb carved to
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
Intelligence back, such as after an intellect devourer zeroes it? The greater restoration spell can remove the reduction to an ability score. What happens after 20th level? Is there a cap to character
within your line of sight. Speaking of “line of sight,” the game uses the English meaning of the term, which has no special meaning in the rules. Does casting a spell while taking a short rest
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
learn which settlement the player characters are using for a base and send a small force with a devastation orb to ravage that settlement — preferably with the characters in it. While the characters rest
large box engraved with a recurring elemental symbol. Inside, a magical orb resembling a crystal ball pulses and thrums with power. The priest holds the orb aloft and continues to chant while the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Tempest Domain Gods whose portfolios include the Tempest domain — including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor — govern storms, sea, and sky. They include gods of lightning
successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Channel Divinity: Destructive Wrath
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
champion of Tymora into a puppet. After finishing off his unsuspecting companions, Meloon returned to Waterdeep as a Xanathar Guild spy. The intellect devourer that inhabits Meloon’s skull was bred by
fails. He must use the new roll.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Meloon can regain 20 hit points.
Actions
Multiattack. Meloon makes four attacks with
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Fensirs Arash Radkia Two fensirs bring an offering of food to a hungry devourer that has outgrown her hut Long ago, a band of frost giants led trolls in a campaign to win Annam’s favor by conquering
narrow understanding is good.
—Diancastra
Fensir Devourer Some fensirs undergo a transformation after living in Ysgard for at least a thousand years. They grow rapidly to a height of 25 feet, fueled
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
plagues upon the rebellious elves. He made assassins of elven shadows and turned them back against their owners. Still the rebels persisted. In his anger, Cul’sir prepared to pull down the rest of
knowledge of law, and Boldrei proclaimed that no city would stand. The Traveler distorted the land so that no path followed twice. The Devourer unleashed fire and storm. And so Xen’drik remains a land of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
1d4 + 1 rounds. The cultists in area E5 remain where they are but begin their summoning chant. Treasure. The cultists carry 170 gp and 105 ep in loose coins, as well as five potions of healing
trouble nearby chant to their god for aid. If at least one cultist chants for three rounds, a bone devil appears in the circle to serve the cult. Secret Door. The secret door in here leads to area E6 and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
silently pick off sentries on patrol before they can raise an alarm, which makes the upcoming onslaught by the rest of the war band even more lethal. Another function that hunters perform is to trail along
by a cultist is capable of feats that are beyond a group of gnolls — accomplishments that combine the gnolls’ savagery with a humanlike level of intelligence andplanning. THE HUNTER'S CHANT
This
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Camp Locations Hc1. Druid Camp Four robed humans — two male, two female — chant as they stand around a bonfire. On the periphery of the firelight are two massive elk, placidly chewing.
The four
standing near the fire, their robes’ hoods pulled up. Two worgs rest at edge of the firelight.
The hooded figures are three bugbears, accompanied by two worgs. Until recently, this camp was occupied by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pass by 6 A bugbear with an intellect devourer in its skull that tries to lure characters to area 21f 7 Preeta Kreepa (see area 21m) 8–10 Three hobgoblins and a hobgoblin captain keeping the peace and
noncombatants such aschildren. Buildings not keyed on the map are assumed to be empty rooms. The rest are described below. 21a. “Krek” At the end of a street of mostly collapsed buildings is a canted
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
consumed. Kalaraq quori guide the quori race, and the Devourer of Dreams—the personal emissary of the Dreaming Dark—is of this order. Although the kalaraqs never fight one another overtly, each has its own
agenda, and each hopes to someday seize the throne of the Devourer of Dreams. Because of this internal conflict, it is unusual for a kalaraq to leave Dal Quor to inhabit a mortal vessel and become one
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, and Milil built into it. The Hearth connects to the House of Rest, a structure with four-bunk rooms where seekers are assigned quarters upon their acceptance. Finally, next to the House of Rest, and
stay. Only this door leads deeper into the inner ward; the other towers have entrances onto the Court of Air, but don’t have points of egress into the inner ward and thus the rest of the library. These
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. They know that the cultists always chant when they are inside the temple, and so they interpret any voiceless movement in this hallway as a sign of intruders. The chuuls have a number of options for
the temple and the submerged grotto. The chuuls are most likely to use this option if their Sense Magic trait suggests that doing so might separate powerful magic-wielding characters from the rest of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to area X36. He gleefully offers to serve as a guide if the characters correctly answer the following riddle: I come with a smile; In slaughter, I rest; I can be contagious, But my medicine is best
X12) but knows the rest of the lair well. If the characters are looking for a way to mess with Xanathar’s operation, Thorvin suggests they coerce Nar’l Xibrindas, the beholder’s advisor (see area X18
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
take to the sky.
Kir Sabal (map 2.11) is home to a flock of aarakocra and a peaceful sanctuary where heroes can find rest and safety — if they can reach it. The aarakocra are also sheltering the
twelve “nests” or extended family groups. About a third of the aarakocra population are juveniles; the rest are adults split evenly between males and females. They live primarily by hunting in the jungle
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
reach the town. Overland Adventuring This first part of the episode features three encounters covering the journey from Waterdeep to Phandalin, all of which offer connections to the rest of the adventure
lackey. Fair or foul? Weal or woe? Chant or howl? Friend or foe?”
This unfortunate wanderer is named Carkuss (N male human priest). A character who has an appropriate background or who succeeds on
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
regurgitates an intellect devourer (see its entry in the Monster Manual) in an unoccupied space within 5 feet of it. The intellect devourer is under Dyrrn’s control and acts immediately after Dyrrn in the
score is reduced to 0. The reduction lasts until the target finishes a short or long rest. Regional Effects. A region containing a passage to Dyrrn’s lair is warped in one or more of these ways: Plants
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
slit that peers into area X2. Additionally, eight duergar guards rest in the smaller rooms attached to this one. Each of these 10-foot-square rooms has three stone bunkbeds protruding from its walls
down, Grandolpha invites the characters to join her for dinner. The main course is a cooked intellect devourer, its brain-body stewing in its own juices. The characters can partake of the feast that
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
spawning essence gains the benefit of finishing a short rest. A humanoid can safely gain this benefit only once per tenday. If a creature drinks again within that time, it gains no benefit and must
north.
Creatures. Four sahuagin stand and chant along with a sahuagin priestess on the altar pillar. Another five sahuagin and two hunter sharks dwell in the pool. A commoner is bound on the altar
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
as cultists, they can rest here for a time. If the characters don’t mimic the manner of the cult (levitating, meditating, or practicing breathing exercises), any cultists present begin to ask
initiates (see chapter 7 for statistics) guard this room, levitating three feet above the floor as they chant a hymn to Yan-C-Bin. The levitation effect ends on a cultist if he or she moves or takes damage
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
sibilant chant.
A lizardfolk shaman is leading two disciples (lizardfolk) in a short prayer to Semuanya. If the party arrives here accompanied by friendly lizardfolk, the shaman initially urges the
the passages that deal with the sahuagin in the Monster Manual, omitting statistical details such as Armor Class, Hit Dice, and so forth, and inform the players that the rest follows in the same vein






