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Returning 32 results for 'blinked become diffusing contingent reasoned'.
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Baphomet
Legacy
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Monsters
Out of the Abyss
Presence. Each creature of Baphomet’s choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can
cultists become tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the forehead. In time, a devoted cultist might transform entirely into a
Backgrounds
Ghosts of Saltmarsh
never sours my mood.
5
I am dependable.
6
I am always working on some project or other.
7
I become cantankerous and quiet in the rain.
8
When the sea is within my sight, my
difficult and struggle to say the right thing in social situations.
3
My intensity can drive others away.
4
I hold grudges and have difficulty forgiving others.
5
I become irrational when
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
characters become involved in the overland caravan, because the Zhentarim think they’re perfect for the job. Any fast caravan guarded by a sizable contingent of armed Zhentarim mercenaries indicates
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Hunters’ Role Once you know the form of Pharaoh Ankhtepot’s ka, determine how the characters become involved with the hunt for it. Events might make finding the soul to be in the characters’ best
characters die, Pharaoh Ankhtepot resurrects them (perhaps as reborn; see chapter 1). Their continued existence is contingent on searching for and finding his ka.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
them to believe the house is not haunted; they must deduce the truth for themselves or simply stumble upon it. The Sea Ghost A contingent of smugglers glides through the waters near Saltmarsh on their
second part of this adventure. Sanbalet’s Gang The smugglers are familiar with the house, caverns, and surrounding area, except for the secret lab at area 24. If they become aware of the characters
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Hunters’ Role Once you know the form of Pharaoh Ankhtepot’s ka, determine how the characters become involved with the hunt for it. Events might make finding the soul to be in the characters’ best
characters die, Pharaoh Ankhtepot resurrects them (perhaps as reborn; see chapter 1). Their continued existence is contingent on searching for and finding his ka.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
characters become involved in the overland caravan, because the Zhentarim think they’re perfect for the job. Any fast caravan guarded by a sizable contingent of armed Zhentarim mercenaries indicates
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Hunters’ Role Once you know the form of Pharaoh Ankhtepot’s ka, determine how the characters become involved with the hunt for it. Events might make finding the soul to be in the characters’ best
characters die, Pharaoh Ankhtepot resurrects them (perhaps as reborn; see chapter 1). Their continued existence is contingent on searching for and finding his ka.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
characters become involved in the overland caravan, because the Zhentarim think they’re perfect for the job. Any fast caravan guarded by a sizable contingent of armed Zhentarim mercenaries indicates
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
them to believe the house is not haunted; they must deduce the truth for themselves or simply stumble upon it. The Sea Ghost A contingent of smugglers glides through the waters near Saltmarsh on their
second part of this adventure. Sanbalet’s Gang The smugglers are familiar with the house, caverns, and surrounding area, except for the secret lab at area 24. If they become aware of the characters
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
them to believe the house is not haunted; they must deduce the truth for themselves or simply stumble upon it. The Sea Ghost A contingent of smugglers glides through the waters near Saltmarsh on their
second part of this adventure. Sanbalet’s Gang The smugglers are familiar with the house, caverns, and surrounding area, except for the secret lab at area 24. If they become aware of the characters
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. Madness of Baphomet d100 Flaw (lasts until cured) 01–20 “My anger consumes me. I can’t be reasoned with when my
Baphomet’s choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. Madness of Baphomet d100 Flaw (lasts until cured) 01–20 “My anger consumes me. I can’t be reasoned with when my
Baphomet’s choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. d100 Flaw (lasts until cured) 01–20 “My anger consumes me. I can’t be reasoned with when my rage has been
within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. d100 Flaw (lasts until cured) 01–20 “My anger consumes me. I can’t be reasoned with when my rage has been
within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. d100 Flaw (lasts until cured) 01–20 “My anger consumes me. I can’t be reasoned with when my rage has been
within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. Madness of Baphomet d100 Flaw (lasts until cured) 01–20 “My anger consumes me. I can’t be reasoned with when my
Baphomet’s choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
allow her son’s misfortune to dictate his destiny. She crafted a dagger of blindsight, which young Azrok used to defend himself and perceive his surroundings. The dagger allowed Azrok to become the
without the dagger, the invading drow and the Xanathar Guild might conquer Stromkuhldur and become immensely more powerful. She reminds the adventurers that the Legion of Azrok has never once threatened
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
allow her son’s misfortune to dictate his destiny. She crafted a dagger of blindsight, which young Azrok used to defend himself and perceive his surroundings. The dagger allowed Azrok to become the
without the dagger, the invading drow and the Xanathar Guild might conquer Stromkuhldur and become immensely more powerful. She reminds the adventurers that the Legion of Azrok has never once threatened
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
allow her son’s misfortune to dictate his destiny. She crafted a dagger of blindsight, which young Azrok used to defend himself and perceive his surroundings. The dagger allowed Azrok to become the
without the dagger, the invading drow and the Xanathar Guild might conquer Stromkuhldur and become immensely more powerful. She reminds the adventurers that the Legion of Azrok has never once threatened
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
enjoy being out in nature; poor weather never sours my mood. 5 I am dependable. 6 I am always working on some project or other. 7 I become cantankerous and quiet in the rain. 8 When the sea is within my
forgiving others. 5 I become irrational when innocent people are hurt. 6 I sometimes stay up all night listening to the ghosts of my fallen enemies. Saltmarsh Ties As a former member of Saltmarsh’s
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
enjoy being out in nature; poor weather never sours my mood. 5 I am dependable. 6 I am always working on some project or other. 7 I become cantankerous and quiet in the rain. 8 When the sea is within my
forgiving others. 5 I become irrational when innocent people are hurt. 6 I sometimes stay up all night listening to the ghosts of my fallen enemies. Saltmarsh Ties As a former member of Saltmarsh’s
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
enjoy being out in nature; poor weather never sours my mood. 5 I am dependable. 6 I am always working on some project or other. 7 I become cantankerous and quiet in the rain. 8 When the sea is within my
forgiving others. 5 I become irrational when innocent people are hurt. 6 I sometimes stay up all night listening to the ghosts of my fallen enemies. Saltmarsh Ties As a former member of Saltmarsh’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
colossus could direct itself but at diminished power. A colossus also carried a sizable contingent of elite troops, who could ride in safety within the colossus while it crushed through enemy lines or
collapsed and become overgrown with vegetation to the point where one could be mistaken for a small hill. One was engulfed when the rock under its feet turned to liquid and swallowed it up, encasing
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
colossus could direct itself but at diminished power. A colossus also carried a sizable contingent of elite troops, who could ride in safety within the colossus while it crushed through enemy lines or
collapsed and become overgrown with vegetation to the point where one could be mistaken for a small hill. One was engulfed when the rock under its feet turned to liquid and swallowed it up, encasing
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
colossus could direct itself but at diminished power. A colossus also carried a sizable contingent of elite troops, who could ride in safety within the colossus while it crushed through enemy lines or
collapsed and become overgrown with vegetation to the point where one could be mistaken for a small hill. One was engulfed when the rock under its feet turned to liquid and swallowed it up, encasing
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Months before Ythryn’s fall, a circle of mages known as the Telepathic Pentacle tried to fuse their minds together to become a conjoined telepathic force. The procedure went terribly wrong, and their
. Now, its interior is a warren of mangled shop fronts crushed by chunks of ice and stone. Most of the wares have become worthless, and everything else has been destroyed by a headless iron golem that
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Months before Ythryn’s fall, a circle of mages known as the Telepathic Pentacle tried to fuse their minds together to become a conjoined telepathic force. The procedure went terribly wrong, and their
. Now, its interior is a warren of mangled shop fronts crushed by chunks of ice and stone. Most of the wares have become worthless, and everything else has been destroyed by a headless iron golem that
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Months before Ythryn’s fall, a circle of mages known as the Telepathic Pentacle tried to fuse their minds together to become a conjoined telepathic force. The procedure went terribly wrong, and their
. Now, its interior is a warren of mangled shop fronts crushed by chunks of ice and stone. Most of the wares have become worthless, and everything else has been destroyed by a headless iron golem that
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
large contingent of its City Guard here, using a nearby barracks as the base for outriders who infrequently patrol the road north as far as Amphail and south to Waterdeep. Yondral Horn (N male shield
Waterdhavians and adventurers remain — and in recent years have become homes to bandits and monsters. Those who excavate the Sumber Hills for building stone and gravel often talk of finding gemstones and rich
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
large contingent of its City Guard here, using a nearby barracks as the base for outriders who infrequently patrol the road north as far as Amphail and south to Waterdeep. Yondral Horn (N male shield
Waterdhavians and adventurers remain — and in recent years have become homes to bandits and monsters. Those who excavate the Sumber Hills for building stone and gravel often talk of finding gemstones and rich
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
large contingent of its City Guard here, using a nearby barracks as the base for outriders who infrequently patrol the road north as far as Amphail and south to Waterdeep. Yondral Horn (N male shield
Waterdhavians and adventurers remain — and in recent years have become homes to bandits and monsters. Those who excavate the Sumber Hills for building stone and gravel often talk of finding gemstones and rich






