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Returning 35 results for 'been blessings devour center rolling'.
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Magic Items
Dungeon Master’s Guide
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
.
61–64
Grass covers a 60-foot-radius circle of ground, with the center of that circle as close to the chosen point of origin as possible. Grass that’s already there grows to ten times its
Monsters
The Book of Many Things
entity to devour their foes.PsychicStar’s Hunger. The hierophant targets one creature within 30 feet of the center of its All-Consuming Star. The target must succeed on a DC 17 Strength saving throw or be pulled up to 30 feet toward the center of the All-Consuming Star.
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
of the bushes and strangle you. If you stray too far from the house at night, bugbears will scoop you up to devour you in their den. If a bugbear cuts off your head, your soul stays trapped inside
in the presence of Skiggaret. Talking about such acts might call him back.
Blessings of the Bugbear Gods
Bugbears have no use for priests or shamans. No one needs to tell them what their gods want
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mordenkainen Presents: Monsters of the Multiverse
order from the encroachments of Fiends and other extraplanar threats. Gruumsh’s blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their
three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Five-Tavern Center Five unaffiliated taverns Five taverns stand in a semicircle around a central yard in the heart of Bremen. As the story goes, five brothers originally intended to build a tavern
hear a rumor or two, which you can determine by rolling on the Ten-Towns Rumors table (See "Ten-Towns Rumors").
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Dastard recently became the lair of a sea hag named Myldryd Urchinspine. The vile hag lurks in the boat’s dark interior, ready to devour anyone who drops in uninvited. The sandy floor of her lair is
(Perception) check. The check is made with disadvantage if the wreckage is underwater. Myldryd’s chest contains three trinkets (determined randomly by rolling on the Trinkets table in chapter 5 of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
13. Speaking Stones A circle of stone menhirs predating Blingdenstone stands at the center of this small cavern. The gnomes believe this henge is a cluster of truly ancient galeb duhr, venerated as
, Gurnik channels the power of the cleansed temple, bestowing a blessing of protection or a blessing of weapon on each of the characters (each player’s choice); see “Other Rewards” in chapter 7 of the Dungeon Master’s Guide for more information on blessings.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Worshipers of Karametra gather for a feast once a month, on the evening of the full moon, that celebrates the god’s role in parenthood and community. New parents receive gifts and blessings, and young
few have ever reached its center.
The Old Harvest. In rare, remote settlements, high summer ceremonies acknowledge ancient rural practices devoted to a less merciful vision of Karametra. These
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, rolling clouds. To your right, the ground falls away into a sea of fog. Ahead, through the wind and snow, you see a high wall of black stone lined with spikes and topped by statues of demonic vultures
with horned heads. Set in the center of the wall is a closed iron portcullis, behind which burns a curtain of green flame.
On the other side of the dark wall, gripping the mountain’s edge, is a guard
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
human male kneeling within a circle of burning torchstalk mushrooms in the center of the cave and two ragged figures lurking near a zurkhwood door set into a wall thirty feet distant. The figure in the
you have too. With my own eyes, I saw our Great Lord Yeenoghu slaughter the minotaurs that had plagued us. Now we are free and strong with his blessings. We feast while we live, and thanks to our lord
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
footprints you’ve been following continue through these caves. In the center of the floor in the first cave is a human-sized boot.
The ceiling is 15 feet high, but the webs cover the top five feet of
Disadvantage
Some circumstances make it easier or harder to succeed on their D20 Tests. This can be reflected in Advantage or Disadvantage.
Advantage means that instead of rolling the d20 once
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
that winds lazily across the rolling grasslands of the Greenfields. Sundown is approaching when you top a rise and see the town of Greenest just a few short miles away. But instead of the pleasant
keep that rises above the center of the town. Greenest is being attacked by a dragon!
The sequence of events that follow is up to you and the characters. You can present them with as many of the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
that winds lazily across the rolling grasslands of the Greenfields. Sundown is approaching when you top a rise and see the town of Greenest just a few short miles away. But instead of the pleasant
keep that rises above the center of the town. Greenest is being attacked by a dragon! The sequence of events that follow is up to you and the characters. You can present them with as many of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
degrees of success. So you could decide that an attack roll of 11 or 12 lands in the outermost ring, a 13 or 14 hits the next ring closer to the center, a 15 or 16 hits the third ring, a 17 or 18
hits the fourth, and a 19 or higher strikes the bull’s-eye. Critical Success or Failure Rolling a 20 or a 1 on an ability check or a saving throw doesn’t normally have any special effect. However, you
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
all the gods are usually honored in these forums with statues or other works of art. Agora Adventures An agora is the perfect location for adventures where roleplaying takes center stage. The
are also set up at the top of this stage for petty criminals to be publicly humiliated. At the agora’s center stands a grand fountain with a larger-than-life sculpture depicting all the gods sharing a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the center of each boat. The lake is covered in ice floes, which make travel dangerous. As the characters row out from Bremen, their boats must steer around 1d4 + 1 ice floes. Any character who
are away from the shore, you can randomly determine the lake’s depth in any given location by rolling a d20 and multiplying the die roll by 10 feet. Conversely, you can just assume the lake is 100 feet deep where the characters are.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
determined by the whirlpool’s rank. On a success, the creature can move normally. On a failure, the creature is immediately moved toward the vortex’s center at the whirlpool’s velocity, and the creature
is restrained by the whirlpool until the start of its next turn. If the creature reaches the whirlpool’s center, the creature is pulled under the surface and either appears at a special location (see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
kneel on rough woven mats in the center of this area, chanting in low tones. A human cult fanatic engulfed in a swarm of rats stands quietly in their midst.
The kneeling cultists are named Caradoc
Delvingstone is using the swarm of rats to test the cult fanatic, whose name is Jian. To pass the test, Jian must allow the rats to crawl over his body without fear or protest, or else they will devour
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K37. Study A blazing hearth fire fills this room with rolling waves of red and amber light. The walls are lined with ancient books and tomes, their leather covers well oiled and preserved through
careful use. All is in order here. The stone floor is concealed beneath a thick, luxurious rug. In the center of the room is a large, low table, waxed and polished to a mirrored finish. Even the poker in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
long gorge at the city’s center earned its name from the rolling clouds of steam that forever billow up from below. A number of subterranean streams flow out of the Mistrift’s vertical walls, their icy
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
manifests in that location. The surge lasts for 1 hour. Rolling on the Eldritch Surges table while a surge is already in effect causes the current surge to end. THE ENTITY
Krokulmar, the entity at the
center of this adventure, is an enigmatic being from the Far Realm. Krokulmar can serve any campaign, or you can replace it with a more suitable otherworldly being.
Eldritch Surges d4 Surge Effect
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of Steadfast Stone”). The floor of this cavern is worn smooth, but the walls are rough. A great menhir carved from a stalagmite stands in the center of the chamber, pockmarked with dozens of empty
. The galeb duhr then animate and acknowledge the characters with a grave nod, before settling down in their boulder guise around the menhir. Gurnik delivers his promised blessings when the characters
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
travelers. Middle Reaches. Inside the outer fringe, the forest takes on an increasingly sinister character. Even on the brightest days, the thick canopy of greenery threatens to devour the sunlight
is dark. Dreaded Deeps. In the heart of the forest, natural light is unknown. Each step a traveler takes when moving through the middle reaches toward the center seems to dim the sun’s light a little
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
followers of Yurtrus and Shargaas are relegated to the deep, dark recesses of the site, away from the rest of the tribe. At the center of the camp is the tribe’s war hearth. Once a war hearth is lit
worship Gruumsh and Ilneval occupy the main area of the complex, a large cavern that has the war hearth at its center and a shrine to Ilneval along the perimeter. The focal point of the shrine is a blood
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
represented on map 4.3. As the characters arrive, six Kalaman soldiers (see appendix B), each with 8 hit points, flee south from the battle occurring up the road. They’ve reached the islet at the center of
Dragon Army soldiers on the battlefield, roll on the Steel Springs Battlefield Events table each round on initiative count 0. Also consider rolling on the table if a character enters the Fray or a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. A fissure in the back wall of the center room on the west side leads to a network of natural tunnels (area 9). This hallway contains a magical trap, and a detect magic spell can reveal certain clues
move through its space, treating it as difficult terrain. Whenever the sphere enters a creature’s space or a creature enters its space while it’s rolling, that creature must succeed on a DC 12
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
connected to a rail that runs around the curved wall, allowing access to the upper shelves. A delicate, ornate desk stands at the center of the room, surrounded by piles of blank paper. A large map sits on
the rolling ladder in front of the door and pushing on the shelf 15 feet above the floor. If anyone but Xonthal opens either secret door, the papers piled throughout the room begin to ruffle as though
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
connected to a rail that runs around the curved wall, allowing access to the upper shelves. A delicate, ornate desk stands at the center of the room, surrounded by piles of blank paper. A large map sits on
the rolling ladder in front of the door and pushing on the shelf 15 feet above the floor. If anyone but Xonthal opens either secret door, the papers piled throughout the room begin to ruffle as though
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
the land flattens out into gently rolling, fertile hills dotted with forests and patches of grassland. Communities of halflings occupy the polar areas, while the barren wastes are populated by
canyons on any of Garden’s eleven moons. H’catha H’catha is a disk of water floating in space, with a single large mountain called the Spindle jutting from its center. The water disk tapers at the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Village Green Every evening, most of the villagers gather in the village green, a clearing at the center of Redwood Watch. There they share meals, socialize, play games, and even put on short plays
NPC shares. Roll again if the characters have already been told the resulting rumor, and stop rolling once the characters have been told all of them. Village Green Rumors 1d6
Rumor
1 “Three
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the howling winds. The swirling sandstorm at its center can be seen and heard from anywhere in the necropolis. The necropolis also contains buried treasures. A character who searches for an hour and
succeeds on a DC 20 Intelligence (Investigation) check finds some hidden treasure determined by rolling on the Treasure Hoard: Challenge 5–10 table in the Dungeon Master’s Guide. Up to four such hoards
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
unobstructed floor space is directly in front of the doors on the east and west walls. In the center of this clutter stands a great black desk. A figure crouches atop a tall stool, scratching on a
the creatures randomly by rolling a d4: d4 Creature 1 1d6 shadows 2 1d4 vampire spawn 3 1d4 wights 4 1 wraith and 1d4 + 1 specters Lief was pressed into service by Strahd many years ago. He keeps
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
before the atropal devours it. You can determine the status of a trapped soul at dawn on any given day by secretly rolling a d20. On a roll of 2 or higher, the soul remains trapped in the Soulmonger, at
devoured or whether it’s still trapped in the Soulmonger. How many souls must the atropal devour to become a god? It could be thousands or millions. Ultimately it’s the DM’s call, but the default
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to devour their foes. Hierophant of the Comet Medium Humanoid (Warlock), Typically Chaotic Evil
Armor Class 15 (breastplate)
Hit Points 153 (18d8 + 72)
Speed 30 ft.
STR
12 (+1)
DEX
13
/day each: Dimension Door, Mass Suggestion
Bonus Actions
Star’s Hunger. The hierophant targets one creature within 30 feet of the center of its All-Consuming Star. The target must succeed on a DC 17
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
unconscious, and will die if they don’t receive healing within the next hour. I3: Blessings Memorial Murals of people making offerings to the gods cover this room’s walls. At the chamber’s center stand
the ages receiving blessings from the gods. A stone double door stands at the far end of the room, while stairs rise to the west and another hall opens to the east.
People who bring their offerings to






