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Returning 26 results for 'before being destroys conquest rules'.
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Handy Haversack
Legacy
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Magic Items
Basic Rules (2014)
large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules
by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature
Heward's Handy Haversack
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules
by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature
Magic Items
Lost Laboratory of Kwalish
armor always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for interacting with objects. Retrieving an
created by a bag of holding, a Heward's handy haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside
Magic Items
Princes of the Apocalypse
batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the
effects, the spell is cast on the turn that the orb explodes.
Fire Orb. When this orb detonates, it creates a dry heat wave that lasts for 24 hours. Within the area of effect, the rules for extreme heat
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Iuz Iuz (EYE-ooze or eye-OOZE) is a cambion and the son of Iggwilv and Graz’zt (see chapter 6). He is every bit as evil as his father and as bent on conquest as his mother at her very worst. He rules
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
by the same rules and obey the same social conventions as mortals. Devils have no problem appearing and acting in whatever manner they need to achieve their end goal — usually a contract for services
devil as it plots its conquest or corruption of a soul. This allows for winding schemes that are rarely what they seem on the surface. For minor devils, a simple acceptance of an evil gift is enough
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
resistance. 6 Every problem can be solved with the use of force. Devil Ideals d6 Ideal 1 Loyalty. I keep my vows to my superior and respect those who do the same. 2 Law. I might not like the rules
, but I obey them. 3 Ambition. The need to improve my station drives my every action. 4 Conquest. I am equal to the sum of the foes I have defeated in combat. 5 Cunning. Those who can see an advantage
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for
the armor inside an extradimensional space created by a bag of holding, a Heward’s handy haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is
extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
drawn visage of an astral elf. Each target has AC 15 and 7 hit points. If a character destroys a target in one hit, the act sparks a rousing old war story from Krux, and that character gains inspiration
the ante. The rules are as follows: Each player chooses any number of d6s and shakes them in a cup. Everyone rolls and reveals their dice at the same time. The player with the highest total wins, but
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the
suffocate. Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Points Divide 50 XP equally among the characters if the party destroys the twig blights. 2. Blighted Cottages Wind and weather have done their work here, and little remains of these houses or their
XP equally among the characters if the party destroys these twig blights. 3. The Brown Horse This was formerly the Brown Horse, a tavern renowned for its excellent ale. A weathered signboard by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spell cast on a wall destroys it for 1 minute, after which the psionic force generator in area 16c resummons the wall. 8b. Standing Gate to Level 19 In the middle of this otherwise empty cave is a pair of
standing stones topped with a lintel, carved into which is a symbol of an arrow. The standing stones form a magic gate (see “Gates”). Its rules are as follows: If an arrow or a crossbow bolt is shot
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and debris batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in
effects, the spell is cast on the turn that the orb explodes. Fire Orb. When this orb detonates, it creates a dry heat wave that lasts for 24 hours. Within the area of effect, the rules for extreme heat
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Stealing that, in addition to its usual properties, allows the vampire to draw sustenance from a soul trapped within a Soul Coin. Feeding off a Soul Coin in this way irrevocably destroys both the coin
an explanation of the game’s rules). Rezran is an opportunist to his core, always chasing after riches. He is a devoted follower of Tiamat and covets the Dragon Queen’s amassed wealth. Gaining Rezran’s
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
destroys itself. The teeming hordes of the Golgari Swarm believe it is finally their time to shine. They have dwelled under the streets and under the sway of the other guilds for too long. They are
power. Regardless of who rules the guild, the Devkarin follow the guidance of a high priest, called the matka. The matka’s spiritual leadership usually aligns with the guildmaster’s temporal commands
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
who acts as a mayor for a small frontier town has the same kind of relationship with the populace as one who rules a continent-spanning nation. To Kugluk, the fiery breath of his “Great Uncle” is a
an iron grip, bringing the spoils of conquest and the tribute of conquered peoples to swell the dragon’s hoard. Those minions might be Humanoids, violent monsters, or a mix of both, forming an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Zariel rules Avernus, supplanting her rival, Bel, who has fallen out of Asmodeus’s favor and is forced to serve as Zariel’s advisor. Tiamat, the Queen of Evil Dragons, is a prisoner on this layer
encased deep in the ice of Stygia as punishment. He rules this layer all the same, communicating telepathically with his followers and servants, both in the Nine Hells and on the Material Plane
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Empty battlefields are littered with weapons and bones, showing where the legions of the Nine Hells prevailed against invading enemies. The archdevil Zariel rules Avernus, having supplanted her
in the ice of Stygia as punishment. He rules this layer all the same, communicating telepathically with his followers and servants, both in the Nine Hells and on the Material Plane. Stygia is also
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ceremorph (see appendix C) is equipped with two nonmagical items: Laser Pistol. Rules for laser pistols appear in the Dungeon Master’s Guide. This weapon can fire 33 shots before its energy cell is
other mind flayers flowing through its veins. The chaotic neutral gnome ceremorph is equipped with two nonmagical items: Laser Pistol. Rules for laser pistols appear in the Dungeon Master’s Guide. This
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
desk at the center of the island. Knol can explain the rules of Dungeonland and take any bets the characters place. The standard entry is 1 platinum chip with a bet on whether the adventurers will
. Every token corresponds to one of the worlds, and the token’s bearer has the right to lead legions in conquest of that world. The stars glowing with red flames have invasion rights claimed by the Nine
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
five times their size. Removing a viewer from the walkway destroys the device. A character who aims a viewer at the lake (area S59) and succeeds on a DC 18 Wisdom (Perception) check glimpses the
to a sparring session. If the character refuses to enter the ring, the android informs them that the character has opted for “street rules” and attacks. During combat, the androids critique the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
at least three checks of DC 12 or higher. An Intelligence (History) or Wisdom (Perception) check might allow a character to suss out the rules of a game or analyze the opposition, while an Intelligence
thought to enter my palace and rob me, did you? Let’s make it interesting, then. See if you can convince me to spare you before my clockwork pet destroys you all!” The lich laughs as the clockwork
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. If it loses half or more of its hit points, the harpsichord is too damaged to play music. Reducing the harpsichord to 0 hit points destroys it and causes eight pieces of wreckage to magically spring
out of air (see the suffocation rules in the Player’s Handbook). As an action, a creature trapped under the water’s surface or another creature within reach of it can make a DC 20 Strength (Athletics
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
strike pillars. The juggernauts fight until they are destroyed or until a creature destroys the triangular stone in the control room (area T15). T15: Juggernaut Control Room A hidden door conceals this
Secrets rules in this book’s introduction. False Treasures. The items on the pedestals are false re-creations of treasures that can be found throughout the complex. A creature that touches one of these
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
its ancient campaigns of conquest, preferably at the head of a fire giant army. Cradle of the Fire Scion Gargantuan Elemental, Typically Lawful Evil
Armor Class 20 (natural armor)
Hit Points 555
the giant’s magic, creating one or more of the following effects: Biting Chill. Extreme cold envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold






