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Returning 35 results for 'berrian battle diffusing consist regards'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target.Red abishais have no equals among the
abishais when it comes to leadership ability and raw power. Red abishais lead other devils into battle or take charge of troublesome cults to ensure that they continue to carry out Tiamat’s commands
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Cult of Zariel Goals: Conquest, glory in battle, fame and fortune derived from military victory Typical Cultist: Berserker, cult fanatic, cultist, gladiator, guard, knight, veteran Signature Spells
typically consist of folk who have used rituals to contact devils and pledge their souls to them in return for power. The Lords of the Nine drive most of the soul trade, and the gifts they can offer are determined by Asmodeus’s decrees.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Cult of Zariel Goals: Conquest, glory in battle, fame and fortune derived from military victory Typical Cultist: Berserker, cult fanatic, cultist, gladiator, guard, knight, veteran Signature Spells
typically consist of folk who have used rituals to contact devils and pledge their souls to them in return for power. The Lords of the Nine drive most of the soul trade, and the gifts they can offer are determined by Asmodeus’s decrees.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Cult of Zariel Goals: Conquest, glory in battle, fame and fortune derived from military victory Typical Cultist: Berserker, cult fanatic, cultist, gladiator, guard, knight, veteran Signature Spells
typically consist of folk who have used rituals to contact devils and pledge their souls to them in return for power. The Lords of the Nine drive most of the soul trade, and the gifts they can offer are determined by Asmodeus’s decrees.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
challenge the explorers. For decades, the Mror lords have been fighting a battle in the depths, struggling to drive the darkness from their ancestral halls. Many dwarves revile anything to do with the
warlocks draw on the power of the Plane of Xoriat (see chapter 4). The Mror Holds consist of a loose confederation. Twelve noble clans each govern a hold and have a representative on the Iron Council
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
challenge the explorers. For decades, the Mror lords have been fighting a battle in the depths, struggling to drive the darkness from their ancestral halls. Many dwarves revile anything to do with the
warlocks draw on the power of the Plane of Xoriat (see chapter 4). The Mror Holds consist of a loose confederation. Twelve noble clans each govern a hold and have a representative on the Iron Council
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
challenge the explorers. For decades, the Mror lords have been fighting a battle in the depths, struggling to drive the darkness from their ancestral halls. Many dwarves revile anything to do with the
warlocks draw on the power of the Plane of Xoriat (see chapter 4). The Mror Holds consist of a loose confederation. Twelve noble clans each govern a hold and have a representative on the Iron Council
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Guards Corroded, broken weapons litter this hall, as if a battle had been fought here long ago. Clinging to the ceiling above the eastern door are three vampire spawn named Darvanos, Hekella, and Tozu
neutral and speaks Common. She is magically charmed by Keresta and regards the vampire as a trusted friend to be heeded and protected. This effect wears off in 12 hours unless Keresta charms her again. She
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack
charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. Elegant Maneuver Starting at 13th level, you can use a bonus action
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack
charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. Elegant Maneuver Starting at 13th level, you can use a bonus action
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ice, home to yetis, remorhazes, white dragons, and other creatures of cold. The inhabitants of the plane engage in a never-ending battle to prove their strength and ensure their survival. The
), stagnant lakes and pools play host to thickets of weeds and monstrous swarms of mosquitoes. The few settlements here consist of wooden structures suspended above the muck on platforms between trees
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll
you and the target are more than 60 feet apart. If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Guards Corroded, broken weapons litter this hall, as if a battle had been fought here long ago. Clinging to the ceiling above the eastern door are three vampire spawn named Darvanos, Hekella, and Tozu
neutral and speaks Common. She is magically charmed by Keresta and regards the vampire as a trusted friend to be heeded and protected. This effect wears off in 12 hours unless Keresta charms her again. She
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Red Abishai Red abishais have no equals among the abishais when it comes to leadership ability and raw power. Red abishais lead other devils into battle or take charge of troublesome cults to ensure
. On a failed save, the target has the charmed condition for 1 hour. While charmed in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target.
Daniel Landerman
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll
you and the target are more than 60 feet apart. If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Guards Corroded, broken weapons litter this hall, as if a battle had been fought here long ago. Clinging to the ceiling above the eastern door are three vampire spawn named Darvanos, Hekella, and Tozu
neutral and speaks Common. She is magically charmed by Keresta and regards the vampire as a trusted friend to be heeded and protected. This effect wears off in 12 hours unless Keresta charms her again. She
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll
you and the target are more than 60 feet apart. If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Red Abishai Red abishais have no equals among the abishais when it comes to leadership ability and raw power. Red abishais lead other devils into battle or take charge of troublesome cults to ensure
. On a failed save, the target has the charmed condition for 1 hour. While charmed in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target.
Daniel Landerman
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack
charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. Elegant Maneuver Starting at 13th level, you can use a bonus action
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Red Abishai Red abishais have no equals among the abishais when it comes to leadership ability and raw power. Red abishais lead other devils into battle or take charge of troublesome cults to ensure
. On a failed save, the target has the charmed condition for 1 hour. While charmed in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target.
Daniel Landerman
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ice, home to yetis, remorhazes, white dragons, and other creatures of cold. The inhabitants of the plane engage in a never-ending battle to prove their strength and ensure their survival. The
), stagnant lakes and pools play host to thickets of weeds and monstrous swarms of mosquitoes. The few settlements here consist of wooden structures suspended above the muck on platforms between trees
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ice, home to yetis, remorhazes, white dragons, and other creatures of cold. The inhabitants of the plane engage in a never-ending battle to prove their strength and ensure their survival. The
), stagnant lakes and pools play host to thickets of weeds and monstrous swarms of mosquitoes. The few settlements here consist of wooden structures suspended above the muck on platforms between trees
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
diverse, with branches in several districts of Ravnica. The fear and awe inspired by Borborygmos unifies its diverse membership. The Ravnican populace regards the symbol of the Burning Tree clan as the
their druids perform guttural chants before and during battle that are said to be in the language of the old gods.
Zhur-Taa druids are adept at summoning and training beasts as war-companions and
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
diverse, with branches in several districts of Ravnica. The fear and awe inspired by Borborygmos unifies its diverse membership. The Ravnican populace regards the symbol of the Burning Tree clan as the
their druids perform guttural chants before and during battle that are said to be in the language of the old gods.
Zhur-Taa druids are adept at summoning and training beasts as war-companions and
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
diverse, with branches in several districts of Ravnica. The fear and awe inspired by Borborygmos unifies its diverse membership. The Ravnican populace regards the symbol of the Burning Tree clan as the
their druids perform guttural chants before and during battle that are said to be in the language of the old gods.
Zhur-Taa druids are adept at summoning and training beasts as war-companions and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
clever, impulsive, and creative. They usually see themselves as smarter, quicker, and more capable than others they meet. Howling Hatred cultists dislike open battle. They prefer to work in secret
, Aerisi speaks to her people in a whisper that sounds clearly in the ears of all in her presence. Aerisi regards her followers not as cultists, but as her noble subjects. Before them she is prophet and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
clever, impulsive, and creative. They usually see themselves as smarter, quicker, and more capable than others they meet. Howling Hatred cultists dislike open battle. They prefer to work in secret
, Aerisi speaks to her people in a whisper that sounds clearly in the ears of all in her presence. Aerisi regards her followers not as cultists, but as her noble subjects. Before them she is prophet and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
clever, impulsive, and creative. They usually see themselves as smarter, quicker, and more capable than others they meet. Howling Hatred cultists dislike open battle. They prefer to work in secret
, Aerisi speaks to her people in a whisper that sounds clearly in the ears of all in her presence. Aerisi regards her followers not as cultists, but as her noble subjects. Before them she is prophet and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
(Intimidation or Persuasion) check or who offers each tiefling at least 1,000 gp convinces the pair to betray their yugoloth allies. Otherwise, the tieflings scream battle cries as they fight to the death. If the
, their incarnation appears in one of these rooms. The ladder to the north leads to area W6. Supplies. The kitchen has been plundered, but 14 days of rations remain. These mostly consist of pickled
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Loyalists The loyalists consist of newcomers who arrived from the northern reaches of Keoland, loyal to King Kimbertos Skotti. They feel that the town should focus on becoming a useful asset to the
the royal army of Keoland, where he earned a name driving the wild things of the Dreadwood away from the settled lands. Eliander suffered a tremendous injury to his leg in a battle against an owlbear
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Loyalists The loyalists consist of newcomers who arrived from the northern reaches of Keoland, loyal to King Kimbertos Skotti. They feel that the town should focus on becoming a useful asset to the
the royal army of Keoland, where he earned a name driving the wild things of the Dreadwood away from the settled lands. Eliander suffered a tremendous injury to his leg in a battle against an owlbear
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
(Intimidation or Persuasion) check or who offers each tiefling at least 1,000 gp convinces the pair to betray their yugoloth allies. Otherwise, the tieflings scream battle cries as they fight to the death. If the
, their incarnation appears in one of these rooms. The ladder to the north leads to area W6. Supplies. The kitchen has been plundered, but 14 days of rations remain. These mostly consist of pickled
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Loyalists The loyalists consist of newcomers who arrived from the northern reaches of Keoland, loyal to King Kimbertos Skotti. They feel that the town should focus on becoming a useful asset to the
the royal army of Keoland, where he earned a name driving the wild things of the Dreadwood away from the settled lands. Eliander suffered a tremendous injury to his leg in a battle against an owlbear
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
passenger ship generally consist of commoners and nobles, though many creatures have the need to travel by ship. Fishing Fishing ships include commercial vessels that catch fish and crustaceans to sell
for battle on the sea. These vessels hunt pirates, defend and invade territory, carry important government cargo, escort officials, transport prisoners, and do anything else their commanders require
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
passenger ship generally consist of commoners and nobles, though many creatures have the need to travel by ship. Fishing Fishing ships include commercial vessels that catch fish and crustaceans to sell
for battle on the sea. These vessels hunt pirates, defend and invade territory, carry important government cargo, escort officials, transport prisoners, and do anything else their commanders require






