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Returning 35 results for 'before block divinity currents rivals'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
Reghed Glacier. The orb was recently stolen by Nass Lantomir, one of Vellynne’s rivals in the Arcane Brotherhood. Vellynne intends to get it back before resuming her quest to find Ythryn
at the kobolds’ expense.
Familiar. Vellynne’s familiar is a snowy owl, which the wizard uses as a scout. It uses the owl stat block in the Monster Manual but is a celestial instead
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
town leaderless. Militia. Good Mead can muster up to 20 soldiers (use the tribal warrior stat block) and 2 veterans. Heraldry. A dark brown drinking mug made of a cut-off section of horn, with an
antler handle added, upright and centered on a white field, representing the town’s mead exports and its cold, snowy climate. Sacrifice to Auril. Warmth (see "Sacrifices to Auril"). Rivals. Caer-Dineval, Caer-Konig.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
anyone in Ten-Towns. See Dzaan’s description in appendix C for information about modifying the simulacrum’s stat block to account for its transformation into a clone of Dzaan. Krintaas remains by
rivals in the Arcane Brotherhood. Dzaan assumes his rivals are hiding out in Ten-Towns and paints an unflattering portrait of each one: “Avarice is a tiefling evoker who delights in destruction. Her
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to meetings of the Council of Speakers. Militia. Lonelywood can muster up to 50 soldiers (use the tribal warrior stat block) and 4 veterans. Heraldry. Two narrow white triangles, one descending from
ivory horn, representing the town’s scrimshaw trade. Sacrifice to Auril. Food (see "Sacrifices to Auril"). Rivals. Bremen, Targos, Termalaine.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
soldiers (use the tribal warrior stat block) and 2 veterans. Heraldry. A crenellated stone watchtower (three merlons, two crenellations) on a dark blue field, with a horizontal red fish facing right
beneath the tower, representing the town’s vigilance, harbor, and proud fishing tradition. Sacrifice to Auril. Food (see "Sacrifices to Auril"). Rivals. Caer-Konig, Easthaven.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
tiefling veteran) who is loyal to Naerth leads the town’s militia. Militia. Targos can muster up to 200 soldiers (use the tribal warrior stat block) and 16 veterans. Heraldry. A single-sailed, black ship
(facing to the right) on a light blue field, representing the town’s pride in its fishing fleet. Sacrifice to Auril. Humanoid (see "Sacrifices to Auril"). Rivals. Bremen, Lonelywood, Termalaine. Speaker Naerth Maxildanarr feeds his flying snakes while Captain Skath looks on
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
townsfolk. Age has addled his mind, and his vacant-eyed stare is often mistaken for unflappable calmness. Militia. Bremen can muster up to 25 soldiers (use the tribal warrior stat block) and 2 veterans
represents treasure found in the wake of local floods, the blue band is the Shaengarne River, the blue triangle is Maer Dualdon, and the white field represents snow. Sacrifice to Auril. Warmth (see "Sacrifices to Auril"). Rivals. Lonelywood, Targos, Termalaine.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
humility and forthrightness. Captain Imdra Arlaggath (lawful good half-elf veteran) commands the town’s militia. Militia. Easthaven can muster up to 150 soldiers (use the tribal warrior stat block
they meet is a thin white tower. The brown field represents the Eastway, the tower represents the town, and the blue field is Lac Dinneshere. Sacrifice to Auril. Humanoid (see "Sacrifices to Auril"). Rivals. Caer-Dineval, Caer-Konig.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
soldiers (use the tribal warrior stat block) and 2 veterans. Heraldry. A white fish silhouette rising from the center bottom of a dark blue field, which has a white border on all sides but its bottom
. The fish signifies the local fishing trade, and the broken border represents the snow and the harbor surrounding the town. Sacrifice to Auril. Food (see "Sacrifices to Auril"). Rivals. Caer-Dineval, Easthaven.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
stat block) and 4 veterans. Heraldry. The open-mouthed head of a fish at the bottom of a sky-blue field, its jaws parted as it swallows a large rose-pink oval. The oval is a tourmaline, symbolic of the
town’s gem mining. Sacrifice to Auril. Warmth (see "Sacrifices to Auril"). Rivals. Bremen, Lonelywood, Targos.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
from the ranks of Master Readers. Each is acknowledged as Candlekeep’s foremost expert on a particular area of study. Many of them use the master sage stat block presented earlier in this section. In
1492 DR, the Great Readers are: A’lai Aivenmore, a human master sage and worshiper of Oghma (god of knowledge). Primary expertise: divinity (the gods and the nature of the divine). Alkrist, a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
dead, and jealous rivals impede your work, but in the pursuit of knowledge, no risk is too great. Types of Academies Any assemblage of scholars and truth-seekers can function as an academy. Generally
. Academics struggle to keep one step ahead of their scholarly rivals, making many of them suspicious of—even hostile toward—other intellectuals. Beyond rivals within their own profession, academics
Monsters
Fizban's Treasury of Dragons
adventurers in the hopes of pitting them against fire giant rivals.
Hoarded Histories
Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually
, usually when no one is watching. Often the rocks obstruct the approach to the emerald dragon’s lair, with boulders moving to block narrow defiles, way-markers tumbling off the path, or smaller stones
Monsters
Fizban's Treasury of Dragons
of pitting them against fire giant rivals.
Hoarded Histories
Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places
dragon’s lair sometimes move of their own accord, usually when no one is watching. Often the rocks obstruct the approach to the emerald dragon’s lair, with boulders moving to block narrow
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Quandrix Faculty This section describes noteworthy members of the Quandrix faculty. Some of them use a Quandrix-specific stat block from chapter 7. The geometry of Torus Hall is the most prominent
tides and currents that eluded even the most esteemed scholars of their society. Once, they saved a hundred lives by predicting the sudden arrival of a tsunami, despite the deceptively calm seas—washing
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the palace, the Hourglass Coven ensured that Kelek’s rivals from Valor’s Call were close behind. The two factions clashed inside the palace. IGGWILV THE WITCH QUEEN
Iggwilv has a long and storied
history throughout the multiverse. This adventure presents the legendary figure in her current form. Her stat block appears at the end of the chapter.
Baba Yaga’s Daughter. Iggwilv’s path to greatness
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
attack to make, either an attack in its stat block or a generic attack, like an unarmed strike. Multiattack doesn’t qualify, not only because it’s more than one attack, but also because the rule on
attacks. Does a creature with Magic Resistance have advantage on saving throws against Channel Divinity abilities, such as Turn the Faithless? Channel Divinity creates magical effects (as stated in both
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Theros dwells here—such as thri-kreen, yuan-ti, or another creature from the Monster Manual.
4 Rivals. Two settlements have turned the island into a war zone.
5 Prisoner. A powerful monster
block). The curse lasts until the visitor leaves the isle or until it is broken by a spell like remove curse. Timeless Island. When characters leave the island after spending at least 1 day there, they
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
tree stat block) as a lair guardian and has been abducting travelers to feed the plant creature.
5 Lizardfolk worshiping a young black dragon have been raiding a local fishing community.
6 A
to become an elder brain dragon (described in chapter 6), so the elder brain can wreak ruin upon its rivals.
3 The decades-long machinations of an ancient black dragon and an evil archmage are
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Butchers’ Block or the mercenaries and “security consultants” of the Bannerless Legion. Other crews, such as the Scribes and Sages or the Honorable Order of Moneylenders, would never dream of getting
their hands dirty, while the Apothecary Alliance and Brethren of Barbers don’t need to throw a punch to strike fear into rivals. From carpenters to grocers, the Forgeworkers’ Lodge to the Wisewoman
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Butchers’ Block or the mercenaries and “security consultants” of the Bannerless Legion. Other crews, such as the Scribes and Sages or the Honorable Order of Moneylenders, would never dream of getting
their hands dirty, while the Apothecary Alliance and Brethren of Barbers don’t need to throw a punch to strike fear into rivals. From carpenters to grocers, the Forgeworkers’ Lodge to the Wisewoman
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Catching Kettlesteam Kettlesteam (see the accompanying stat block) snoops around the carnival under the cover of a disguise self spell, looking to cause trouble. The kenku has stolen the voice of a
characters mention Madryck by name, the kenku ruffles her feathers and lets out a squawk, admitting that she and Madryck are rivals who happen to share the same patron (Zybilna). Each thinks the other is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the ongoing feud after helping one side. Royal Rivals. The sudden death of a sovereign plunges a kingdom into chaos when the rightful heir is challenged and threatened by rivals. Scheming Adviser
royal courts, and aboard seafaring vessels. Nevertheless, the heroes might end up in classic dungeon situations, such as escaping from a prison cell block or searching storm sewers to find a villain’s
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
friendly and unfriendly rivals to one another, striving to outdo their peers in magic. Open conflict between members is forbidden, yet members are adroit at finding underhanded ways to needle and
. Familiar. Avarice’s familiar throughout the adventure is a squawking raven named Skelm. It uses the raven stat block in the Monster Manual but is a fiend instead of a beast. Spellbook. Avarice’s
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
discovery with potential rivals, nor does he trust surface-dwellers. For these reasons, characters can’t persuade Yilsebek to join forces with them. Treasure. The source of the room’s heat is a thermal cube
on map 6.1. Auril the Frostmaiden has transformed ten of the icicles that cling to the ceiling into creatures resembling piercers. They use the piercer stat block, have immunity to cold damage, and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
forces, the subsequent effects range from whimsical to deadly. Eldritch Storm Eldritch Storms When magical currents become trapped amid winds and clouds, eldritch storms can result. Flaywind
use them even away from the colony, as shown in the Juvenile Mimic stat block. Confronting a Colony. A mimic colony’s primary goal is survival. If threatened by a force the mimics can’t overcome, they
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
-covered portcullis has been lowered to block the passageway. North and East Hallways A hallway to the east ends at a life-size stone statue of a female storm giant holding a harp and wearing a gown of
southernmost chamber and one in the northernmost chamber. Their limbs are wrapped in kelp to keep them from drifting. The giants are sensitive to water currents, so that any creature that swims through a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
NPCs by Guild This section describes various nonplayer characters that belong to each guild. These characters can serve as enemies, rivals, allies, or contacts. In addition to the NPCs presented here
additional direction for roleplaying these individuals.
Several other named guild members are highlighted in sidebars.
Soldier Soldiers are found in many of Ravnica’s guilds. The soldier stat block
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
kill any creature that enters the tunnel. Upon entering the tunnel for the first time, a character who has a passive Wisdom (Perception) score of 15 or higher notices odd waves and currents that suggest
twisted experiments (each uses the gray ooze stat block but is an Undead instead of Ooze). The masses ignore the room’s difficult terrain and attack if approached. N10: Crypt of the Silenced Singers
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
since they arrived. The goblins tried to block the rift with two lab tables, not realizing that grells from the Feeder Trenches (see the “Rift in Reality” section below) could simply float over the
is Oshundo the alhoon (see the accompanying stat block). It isn’t likely to notice intruders in Illithinoch until they enter its room. Oshundo is concentrating on several old Underdark maps and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
slime-covered walls of this half-submerged shrine.
Stairs lined with columns ascend from the water to a landing where a block of smooth stone serves as an altar. Chains snake from the base of the altar
skeletons droop from the rigging or lay in tangled piles, and seaweed hangs from the gunwales. The rain renders the entire area lightly obscured, and strong currents on either side of the wreckage pull
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
as a servant of the Six, having gained new powers and seeking vengeance on those who mistreated him. See “Factions and Rivals” in chapter 3 for more information on the Six, and appendix B for more
information on Splugoth. 7. Stomp When the characters can see into this chamber, read: This enormous chamber is roughly circular with a high ceiling. A huge granite block is suspended near the ceiling in
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
crickets (use the giant frog stat block) nibble at the glowing mushrooms in this cave, which radiate dim light. The crickets are indifferent toward the characters. If the characters disturb the crickets
tunnels in the rock. The cave morays use the giant poisonous snake stat block. They use their reach to bite at prey from the safety of their burrows. Cave morays inside their burrows have three
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Acropolis The white marble of this acropolis glitters with an outline of magical force. Atop the acropolis, an enormous orb made of crystal shines with a powerful, pale light that rivals the sun
block for him, except Karsus is a Chaotic Neutral Humanoid who doesn’t have the Spirit Jar ability.
Coliseum of Karsus LUCA BANCONE Brutal competitions play out to screaming, bloodthirsty crowds at
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
glow with a faint blue light. Pale, dog-sized insects chitter among the fungus.
Three ghost-white cave crickets (use the giant frog stat block) nibble at the glowing mushrooms in this cave, which
snake stat block. They use their reach to bite at prey from the safety of their burrows. Cave morays inside their burrows have three-quarters cover. A creature within 5 feet of a burrow can pull a






