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Returning 35 results for 'before blessings dreaming construct religion'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These
blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures’ minds.
However
communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Monsters
Mordenkainen Presents: Monsters of the Multiverse
realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures’ minds
Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has
Monsters
Mordenkainen Presents: Monsters of the Multiverse
realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures’ minds
Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has
Monsters
Mordenkainen Presents: Monsters of the Multiverse
dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures’ minds.
However much they might desire to enter and dominate the Material Plane, the
aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. A champion could be a nation, a mercenary company, a dragonmarked house, or a religion — whatever it is, it will have been thoroughly subverted by the Dreaming Dark. Finally, the Dreaming Dark
light. Given those objectives, the Dreaming Dark can drive events on a small scale, by setting bandits in motion or triggering local feuds, or the adventurers might uncover evidence of plans that could reignite the Last War or bring an entire nation or religion under the sway of the Dreaming Dark.
Orc
Legacy
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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
, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Religion Construct Arcana Dragon Arcana, History, or Nature Elemental Arcana or Nature Fey Arcana or Nature Fiend Arcana or Religion Giant History Humanoid History Monstrosity Nature or Survival Ooze Arcana or Survival Plant Nature or Survival Undead Arcana or Religion
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
outlook means that religion is driven by faith, as opposed to the concrete actions of deities. The faithful believe that their triumphs reflect the assistance of a divine influence. They don’t expect a god
their posts to fool around elsewhere. Exceptions do exist, such as the daelkyr and the Dreaming Dark, but by and large these natives of other planes are exclusively concerned with where they live. As
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
in its own right. (CYNTHIA SHEPPARD) Oracle
Medium humanoid (any), any alignment
Armor Class 15 (Blessings of the Gods)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
10 (+0)
DEX
14
(+2)
CON
12 (+1)
INT
13 (+1)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws Wis +5, Cha +4
Skills Insight +5, Persuasion +4, Religion +5
Senses passive Perception 13
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Dreamer’s Reach Adventures Here are sample adventure hooks to bring characters to Dreamer’s Reach or to give them missions to pursue there. Dreaming Key A cloud giant has taken control of Dreamer’s
the Giant Construct Encounters table (see chapter 3) at the forge. Wakeup Call A missing patrol’s trail leads to Dreamer’s Reach. The primordial’s dreams charmed the patrol to join a group of stone
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Cogwork Archivist
Large Construct, Typically Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 90 (12d10 + 24)
Speed 40 ft.
STR
18 (+4)
DEX
10 (+0)
CON
15 (+2
)
INT
17 (+3)
WIS
11 (+0)
CHA
6 (−2)
Skills Arcana +5, History +5, Nature +5, Religion +5, Perception +2
Damage Immunities poison
Condition Immunities charmed, exhaustion
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Religion and the Gods The gods of Krynn are said to have abandoned the world, and in the great cities of Ansalon, temples and centers of faith are few. Nevertheless, small miracles occur across the
to one who hears their voices and bears their true blessings.
Time alone will tell.
Rosamund Heward, Knight of the Crown
Acting High Clerist
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
others stand on the roofs of the porticos to shout messages to the assembled crowds. In addition to activities involving art, commerce, politics, and religion, people come to the agora for socializing
feast. On holy days, priests invite people to wash their feet in the fountain and receive blessings from the gods. Map 4.2: Agora View Player Version Agora Villains An agora villain could be almost
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
questions about possible escape procedures. 57–58 A one-eyed human (actually an Inspired agent of the Dreaming Dark) watches everyone carefully. 59–60 A disheveled human magewright offers meager magical
unremarkable farmers are transporting a strange device that bears Draconic runes. 93–94 A cleric of the Sovereign Host seems annoyed and is rude to several pious passengers who ask for blessings. 95–96 An
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Verminaard Ariakas,
As the Dragon Queen wills me to obey, here is my assessment of your servant, Verminaard of Nidus: Unchanged. The man remains a blustering dastard awash in blessings earned by
)
WIS
18 (+4)
CHA
17 (+3)
Saving Throws Wis +10, Cha +9
Skills Perception +16, Religion +9
Damage Immunities fire
Condition Immunities charmed, frightened
Senses
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
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
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spells
1st command, identify 3rd augury, suggestion 5th nondetection, speak with dead 7th arcane eye, confusion 9th legend lore, scrying Blessings of Knowledge At 1st level, you learn two
languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
.
Clockwork Kraken
Large construct, unaligned
Armor Class 17 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 30 ft.
STR
20(+5)
DEX
12(+1)
CON
18(+4)
INT
3(−4
be attacked independently, with damage dealt to tentacles applied to the clockwork kraken’s hit point total. A tentacle is destroyed if it takes more than 20 damage.
Reducing the construct to three
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Eagletalon. A successful DC 10 Intelligence (Arcana or Religion) check made to study the carved pillars reveals that a pillar can be empowered with radiant energy if the name of the hero it represents is
trodden on, but the scene it shows is still recognizable. A successful DC 10 Intelligence (History or Religion) check allows a character to recognize the scene as showing Torm presenting the Helm of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
pawn in a position of power 3 Magic (d6) 1 Obtain an ancient artifact 2 Build a construct or magical device 3 Carry out a deity’s wishes 4 Offer sacrifices to a deity 5 Contact a lost deity or power
Betrayal or treason 2 Confiscating property 3 Conspiracy 4 Espionage or Spying 5 Oppressive Laws 6 Raising taxes 15 Religion (d4) 1 Curses 2 Desecration 3 False gods 4 Heresy or cults 16 Stalking 17
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
creator and Ruxithid can command the Construct to cast it. If this fight seems too easy for the party, add two goblin psi brawlers (see appendix A), who rush from Zorzula’s Rest to join the combat in
Intelligence (Religion) check. On a successful check, the character realizes that the message’s tone as well as the means of communication are unlike any known divine tradition—this is some other kind
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
odd-looking construct with an even more oddly placed spigot at the base of its barrel-shaped body. A gnome dressed in garishly colorful clothes sits on a stool nearby, his eyes blank. Another gnome
construct was originally a servant of the lighthouse franchise.) Wizzy (NG male gnome mage) is also under Hoobur’s power, and acts as the archmage’s unwitting ally. In his current state, Wizzy can cast only
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of winter scenes. Set into the back wall is a door inscribed with a large snowflake. A single word is carved into the lintel above it.
Characters who succeed on a DC 10 Intelligence (Religion) check
Tribe Camp” for a map and a general description of the campsite. There are no sled dogs at this camp. The characters are not dreaming; the Frostmaiden’s magic has teleported them from Grimskalle to
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
feet of the Girscamen feel a harmless supernatural chill—an effect of the unquiet spirits haunting the ship. If characters succeed on a DC 14 Intelligence (Arcana or Religion) check, they can tell
hole pierces the deck and the hull below.
The first time a creature that isn’t a Construct or Undead comes within 5 feet of the ship’s wreckage, the creature must make a DC 16 Wisdom saving throw. On
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
with her forefinger pressed to her lips in a hushing gesture. Characters who succeed on a DC 15 Intelligence (Religion or Arcana) check recognize her as Mystra, goddess of magic. Thalivar’s notes are
ruined chamber where his beacon once lay. Each time he draws close to the rubble, a terrible dread holds him back. Thalivar wishes his faerie servant Soapwort were here to assure him that he’s dreaming
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
+2
Con 16 +3 +3
Ability Score Mod Save
Int 18 +4 +4
Wis 18 +4 +4
Cha 18 +4 +4
Skills Arcana +12, History +12, Perception +8, Religion +12
Resistances
23 +6 +12
Cha 18 +4 +4
Skills Arcana +9, Perception +12, Religion +15
Resistances Necrotic, Radiant
Immunities Psychic; Charmed, Frightened
Senses Truesight 120 ft.; Passive
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
.
Mod Save
Str 11 +0 +0
Dex 12 +1 +1
Con 10 +0 +0
Mod Save
Int 10 +0 +0
Wis 11 +0 +2
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear
+1 +1
Mod Save
Int 10 +0 +0
Wis 14 +2 +4
Cha 13 +1 +1
Skills Deception +3, Persuasion +3, Religion +2
Gear Holy Symbol, Leather Armor
Senses Passive
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the door without a key or anyone not of Cassalanter blood who opens Victoro’s desk. The Cassalanter children know about this construct and warn friendly characters about it. Desk. Victoro’s desk is
with the image of a golden sun on its outside. Characters who succeed on a DC 10 Intelligence (Religion) check recognize it as the holy symbol of Siamorphe, demigod of nobility. Gilded mirrors and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
he regains a number of hit points equal to the amount of psychic damage dealt. A character who succeeds on a DC 20 Intelligence (Religion) check recognizes the statue as a depiction of Deep Duerra
next to the iron cage turns constantly. West of the wheel is a duergar encased in a cruel-looking exoskeletal construct, his face a mask of pain.
The construct is a duergar hammerer (see appendix C
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
creatures and can’t repair itself while one or more creatures occupy its space. A character who studies the rubble of the shattered dais and succeeds on a DC 17 Intelligence (Arcana or Religion) check
area T6, hoping to draw the characters to the false tomb and the other golems waiting there. Canopic Golem Large construct
Armor Class 17 (natural armor)
Hit Points 252 (24d10 + 120)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the character refuses the offer, the altar emits smoke that coalesces into a hulking figure. This hostile figure uses the clay golem stat block, but it is an Undead instead of a Construct. If the
a character who succeeds on a DC 14 Intelligence (Religion) check recognizes this as a holy symbol of Chemosh, god of undeath.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
room. There are small reading desks with cozy scarlet chairs in the corners.
The shelves contain books on Fistandia’s favorite subjects: arcana, natural science, religion, astrology, and planar
attacks. Animated Broom Animated Broom
Small construct
Armor Class 15 (natural armor)
Hit Points 17 (5d6)
Speed 0 ft., fly 50 ft. (hover)
STR
10 (+0)
DEX
17 (+3)
CON
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Spot forged text 15 Forge a signature 20 Carpenter’s Tools Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar
open. Increase the DC needed to open it by 5. Temporary Shelter. As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
start of its turn if it has at least 1 hit point. Light ’Em Up. Any character who witnesses the effects the lens’s shadow has on the undead can attempt a DC 10 Intelligence (Arcana or Religion) check to
determined, any character can reverse part of the corrupting ritual with any of the following actions: A successful DC 15 Intelligence (Arcana or Religion) check disrupts the flow of necromantic energy






