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Returning 15 results for 'before both defeating comfort replace'.
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Monsters
Vecna: Eve of Ruin
Shape bonus action.Multiattack. Kas makes three Vengeful Sword attacks. He can replace one of these attacks with a Bite attack.
Vengeful Sword. Melee Weapon Attack: +15;{"diceNotation":"1d20+15
.
In Vecna: Eve of Ruin, Kas fools Tasha and Alustriel, two incredibly powerful wizards. In addition to defeating Vecna, Kas desperately wants the wizards to witness and acknowledge his
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar’s guide is wise but not infallible. FALLING FROM GRACE OR RISING
TO IT
With your DM’s consent, you can change your character’s subrace to fallen aasimar if your protector/scourge aasimar turns to evil. To do so, replace your subrace benefits, including the ability
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, culminating in an assault by a massive elder whirlwyrm. This giant whirlwyrm uses the behir stat block with these adjustments: Replace its climbing speed with a swimming speed of 60 feet. It slithers
Schley Map 9.1: Courier Four-Way Battle The characters, Sytri, and Tol all seek the glory of defeating the elder whirlwyrm. Track how much damage each character and the rival heroes deal to the monster
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
until the end of your next turn. Flurry of Healing and Harm 11th-level Way of Mercy feature You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the
restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
there. These hauntings are disturbing, and the fifth and sixth options on the table below involve body horror. Check your players’ comfort level before including these hauntings in your game; you can
requires quelling all the crypt hauntings and defeating the ghosts. When this happens, a sigh like grinding stone echoes through the crypt, and each room momentarily flickers with light. No more crypt
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the citizens of Elturel from infernal bondage. The characters might choose this endgame intentionally, or they could be forced to fight Zariel if they fail to redeem her. Defeating Zariel is easier
pit fiend Gargauth would like nothing more than to be released from its prison and replace Zariel as Lord of Avernus. If the characters possess the Shield of the Hidden Lord, they can free Gargauth as
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
little use for those who won’t validate his superiority or help advance his goals. In this adventure, Kas fools Tasha and Alustriel, two incredibly powerful wizards. In addition to defeating Vecna, Kas
replace one of these attacks with a Bite attack.
Vengeful Sword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 20 (2d8 + 11) slashing damage. The sword scores a critical hit on a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Garaele, Halia, and Ander all use the berserker stat block, but replace their Greataxe action with the following: Psychic Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3
harm. The townspeople promise to keep the infected villagers safe until some cure can be found. (They don’t know that the only cure is defeating the mind flayer fanatics.) Once the chaos from the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, Elemental Evil cults, and Iuz and his followers. You can replace one or more of these conflicts with ones of your devising or with ones from the “Flavors of Fantasy” section earlier in this chapter. If you
Artifacts they can use to ensure victory, while evil creatures spawn in Iuz’s homeland and threaten neighboring realms. Adventurers can thwart Iuz by keeping evil Artifacts out of his hands and defeating the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sending a slice of the pirates’ profits to Fort Beluarian, which would end the alliance with Liara Portyr and probably be self-defeating; the pirates could keep more of their profit, but they’d take
the comfort and safety of the cabins aboard their own ships. Instead, the use of these private quarters is meted out as a reward to crew members who distinguished themselves on the latest voyage, and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
attacks. Replace the giant’s greatclub attack with the following attack option: Unarmed Attack. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (3d4 + 5) bludgeoning damage.
After
captain then takes credit for defeating the monstrous horde that attacked Goldenfields. The abbot, being much more sensible, thanks the adventurers profusely and makes sure they’re cited for their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
lock, burning hands, comprehend languages, counterspell, darkvision, dimension door, find familiar, levitate, sending, and unseen servant. (You can replace any of these spells with a spell of the same
operation, forcing the wizard to spend time and resources defeating the fiend and replacing slain underlings. K16. Construct Workshop The invisible staircase from area K15 ends in front of a closed door
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
goblins by defeating the monsters in the forge (area Z7). If asked about Ruxithid, the goblins state that he’s probably in the blue room communing with the mighty gods that gave him and the other
used to replace the drained shards of the elevator, bucket conveyor, and mine carts in lieu of recharging them with spell slots. The shards are worth 15 gp each to a spellcaster. Mine Carts. The mine
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the room. The beholder zombie is all that remains of a beholder that arose from the Underdark to challenge Xanathar’s supremacy. After defeating its rival, Xanathar had the corpse animated and
THE MIND FLAYER
Nihiloor the mind flayer has carved out its own lair within Xanathar’s lair (areas X23 through X26). If Nihiloor is killed earlier in the adventure, replace it with a mind flayer named
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
they risk a bad performance taking on malevolent life. A character who succeeds on a DC 13 Charisma (Performance) check causes any existing shadows to wink out and new shadows to replace them and
progenitor’s warm slime. They’re hostile to any characters they see. Active Hunter. If the characters leave this area and return without defeating the encephalon cluster, the creature might be hunting anywhere






