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Returning 35 results for 'both boon dying chapter resolve'.
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races
realms in perpetual disgrace, not belonging anywhere. However, they have one redoubt of their own, the Court of Golden Oak (see Chapter 6 of Book of Ebon Tides).
The few sable elves that remain possess
community to speak of, the sable elf lineage is rapidly dying out. Their power allows these ancient elves to survive in almost any climate, and the dark forests of the Shadow Realm house a handful of
Monsters
The Wild Beyond the Witchlight
Amphibious. Bavlorna can breathe air and water.
Boon of Immortality. Bavlorna is immune to any effect that would age her, and she can’t die from old age.
Widdershins Allergy. If a creature
these visitors enter into an agreement with Bavlorna, she’ll use her powers to resolve their pressing problem in exchange for something of use to her.
Alignment. Neutral evil.
Personality
Monsters
The Wild Beyond the Witchlight
Boon of Immortality. Skabatha is immune to any effect that would age her, and she can’t die from old age.
Forgetfulness. The first creature that Skabatha sees after she finishes a long rest is
of her limbs. Skabatha roams Thither on her flying rocking horse (see chapter 3 for its stat block), which creaks horribly as it moves.
Skabatha’s Weakness
Skabatha always forgets the first
Monsters
Princes of the Apocalypse
feet of him. The target must make a DC 21 Constitution saving throw. On a failed save, the target drops to 0 hit points and is dying. On a successful save, the target can’t breathe or speak
Caves, described in chapter 5), Yan-C-Bin is master. He can use the following actions in his lair.
Lair Actions
On initiative count 20 (losing initiative ties), Yan-C-Bin takes a lair action to cause
Feats
Wayfinder's Guide to Eberron
options in chapter 7 of the Dungeon Master’s Guide. If the character fails to gain a boon, they have a 10 percent chance the next time they gain a level.
If the character gains a boon, the DM
, a character who has the Aberrant Dragonmark feat has a chance of manifesting greater power. Upon reaching 10th level, such a character has a 10 percent chance of gaining an epic boon from among the
Backgrounds
Sword Coast Adventurer's Guide
chapter 8 of the Player’s Handbook).
Suggested Characteristics
Use the tables for the soldier background below as the basis for your traits and motivations, modifying the entries
worth dying for.
6
I fight for those who cannot fight for themselves.
d6
Flaw
1
The monstrous enemy we faced in battle still leaves me quivering with fear.
2
I have
magic-items
Forgotten Realms: Adventures in Faerûn
dying essence. Myrkul has since returned to become one of the Dead Three, and the Crown of Horns continues to further his gruesome will by seeking out mortal agents and gradually transforming them into
(see chapter 7 of the Dungeon Master's Guide):
1 minor beneficial property
1 minor detrimental property
1 major detrimental property
Sentience. The Crown of Horns is a sentient Neutral Evil
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
in this chapter, can reflect either a Siberys mark or a powerful aberrant mark. Alternatively, at a player’s discretion and with the DM’s approval, a character’s acquisition of a different Epic Boon
doesn’t conceal the dragonmark’s ability or remain firmly aligned with the dragonmarked house is likely to become the target of assassins.
The Boon of Siberys, described in the “Feats” section later
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
in this chapter, can reflect either a Siberys mark or a powerful aberrant mark. Alternatively, at a player’s discretion and with the DM’s approval, a character’s acquisition of a different Epic Boon
doesn’t conceal the dragonmark’s ability or remain firmly aligned with the dragonmarked house is likely to become the target of assassins.
The Boon of Siberys, described in the “Feats” section later
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
in this chapter, can reflect either a Siberys mark or a powerful aberrant mark. Alternatively, at a player’s discretion and with the DM’s approval, a character’s acquisition of a different Epic Boon
doesn’t conceal the dragonmark’s ability or remain firmly aligned with the dragonmarked house is likely to become the target of assassins.
The Boon of Siberys, described in the “Feats” section later
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
prosperity, sharing their good fortune with friends and strangers alike. Vistani resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. Vistani families can
Domains of Dread, where creatures born in darkness dwell. This “gift” was thrust upon them by mysterious entities called the Dark Powers, as a boon for their kindness toward strangers. The Vistani
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, they return as one of these spirits. It’s up to the spirit’s family to resolve the injustice and bring peace to the gwishin, allowing it to move onward. If a gwishin is allowed to endure, it grows
appearing more frequently than ever before, but it’s unclear if more citizens are dying with unfinished business or if something more sinister is at work. Some even believe that the royal family has lost
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
prosperity, sharing their good fortune with friends and strangers alike. Vistani resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. Vistani families can
Domains of Dread, where creatures born in darkness dwell. This “gift” was thrust upon them by mysterious entities called the Dark Powers, as a boon for their kindness toward strangers. The Vistani
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
prosperity, sharing their good fortune with friends and strangers alike. Vistani resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. Vistani families can
Domains of Dread, where creatures born in darkness dwell. This “gift” was thrust upon them by mysterious entities called the Dark Powers, as a boon for their kindness toward strangers. The Vistani
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Chapter 3 Summary Chapter 3 takes place on the Astral Plane. The characters learn that the second rod piece is in the wreckage of a spelljamming ship called the Lambent Zenith. The ship was carrying
the piece when it crashed into a dying god’s body adrift on the Astral Sea. The characters soon discover that a dragonlike creature devoured the piece and retreated into the heart of the god. The characters must confront the creature and retrieve the rod piece.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, they return as one of these spirits. It’s up to the spirit’s family to resolve the injustice and bring peace to the gwishin, allowing it to move onward. If a gwishin is allowed to endure, it grows
appearing more frequently than ever before, but it’s unclear if more citizens are dying with unfinished business or if something more sinister is at work. Some even believe that the royal family has lost
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, they return as one of these spirits. It’s up to the spirit’s family to resolve the injustice and bring peace to the gwishin, allowing it to move onward. If a gwishin is allowed to endure, it grows
appearing more frequently than ever before, but it’s unclear if more citizens are dying with unfinished business or if something more sinister is at work. Some even believe that the royal family has lost
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Attack Rolls In combat, an attack roll is used to determine whether an attack hits. You can also use attack rolls to resolve noncombat activities that are similar to attacks in combat, such as an
archery contest or a game of darts. Assign an Armor Class to the target, decide whether the character is proficient with the weapon used, then have the player make an attack roll. (See also “Degrees of Success” in this chapter.)
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Attack Rolls In combat, an attack roll is used to determine whether an attack hits. You can also use attack rolls to resolve noncombat activities that are similar to attacks in combat, such as an
archery contest or a game of darts. Assign an Armor Class to the target, decide whether the character is proficient with the weapon used, then have the player make an attack roll. (See also “Degrees of Success” in this chapter.)
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Chapter 3 Summary Chapter 3 takes place on the Astral Plane. The characters learn that the second rod piece is in the wreckage of a spelljamming ship called the Lambent Zenith. The ship was carrying
the piece when it crashed into a dying god’s body adrift on the Astral Sea. The characters soon discover that a dragonlike creature devoured the piece and retreated into the heart of the god. The characters must confront the creature and retrieve the rod piece.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Attack Rolls In combat, an attack roll is used to determine whether an attack hits. You can also use attack rolls to resolve noncombat activities that are similar to attacks in combat, such as an
archery contest or a game of darts. Assign an Armor Class to the target, decide whether the character is proficient with the weapon used, then have the player make an attack roll. (See also “Degrees of Success” in this chapter.)
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Chapter 3 Summary Chapter 3 takes place on the Astral Plane. The characters learn that the second rod piece is in the wreckage of a spelljamming ship called the Lambent Zenith. The ship was carrying
the piece when it crashed into a dying god’s body adrift on the Astral Sea. The characters soon discover that a dragonlike creature devoured the piece and retreated into the heart of the god. The characters must confront the creature and retrieve the rod piece.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Entémoch’s Boon This large cavern is located west of Blingdenstone (see the map of Underdark regions and locations in chapter 2) and has always been a closely guarded secret. Most svirfneblin who
material components in the form of gems with a total value of 10 gp per Hit Die of the elemental summoned. Finding Entémoch’s Boon Locating the tunnel that leads to Entémoch’s Boon is a great service for
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Entémoch’s Boon This large cavern is located west of Blingdenstone (see the map of Underdark regions and locations in chapter 2) and has always been a closely guarded secret. Most svirfneblin who
material components in the form of gems with a total value of 10 gp per Hit Die of the elemental summoned. Finding Entémoch’s Boon Locating the tunnel that leads to Entémoch’s Boon is a great service for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
for traps detects the natural hazard with a successful DC 10 Wisdom (Perception) check. The characters can avoid the pit by staying within 5 feet of the walls. If a character falls into the pit, resolve the outcome using the quicksand rules in chapter 5 of the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Entémoch’s Boon This large cavern is located west of Blingdenstone (see the map of Underdark regions and locations in chapter 2) and has always been a closely guarded secret. Most svirfneblin who
material components in the form of gems with a total value of 10 gp per Hit Die of the elemental summoned. Finding Entémoch’s Boon Locating the tunnel that leads to Entémoch’s Boon is a great service for
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Whether student adventurers get caught up in a duel with their rivals or face a dreaded mage hunter, the stat blocks in this chapter give you the information you need to resolve the situation.
friends and foes. Chapter 1 gives an overview of life and study at Strixhaven. It introduces the main features of the central campus and each of the five colleges. Chapter 2 is your guide to creating a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
for traps detects the natural hazard with a successful DC 10 Wisdom (Perception) check. The characters can avoid the pit by staying within 5 feet of the walls. If a character falls into the pit, resolve the outcome using the quicksand rules in chapter 5 of the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
for traps detects the natural hazard with a successful DC 10 Wisdom (Perception) check. The characters can avoid the pit by staying within 5 feet of the walls. If a character falls into the pit, resolve the outcome using the quicksand rules in chapter 5 of the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Whether student adventurers get caught up in a duel with their rivals or face a dreaded mage hunter, the stat blocks in this chapter give you the information you need to resolve the situation.
friends and foes. Chapter 1 gives an overview of life and study at Strixhaven. It introduces the main features of the central campus and each of the five colleges. Chapter 2 is your guide to creating a
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Whether student adventurers get caught up in a duel with their rivals or face a dreaded mage hunter, the stat blocks in this chapter give you the information you need to resolve the situation.
friends and foes. Chapter 1 gives an overview of life and study at Strixhaven. It introduces the main features of the central campus and each of the five colleges. Chapter 2 is your guide to creating a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
its deep-wrinkled lobes. Illithid attendants in eerie protective garb endlessly attend to their dying overlord and indulge even its most blasphemous schemes, such as the creation of vampiric mind flayers (see chapter 5).
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Innocent Blood The tragic situation came to pass where a character killed an undeserving person, who laid a vengeful curse in punishment. Pronouncement. The dying victim spits final words: “You shall
spill innocent blood until laid low by the moon’s bite!” Burden. The character is cursed with loup garou lycanthropy (see chapter 5). Resolution. This curse can’t be broken until the character is
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Innocent Blood The tragic situation came to pass where a character killed an undeserving person, who laid a vengeful curse in punishment. Pronouncement. The dying victim spits final words: “You shall
spill innocent blood until laid low by the moon’s bite!” Burden. The character is cursed with loup garou lycanthropy (see chapter 5). Resolution. This curse can’t be broken until the character is
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Innocent Blood The tragic situation came to pass where a character killed an undeserving person, who laid a vengeful curse in punishment. Pronouncement. The dying victim spits final words: “You shall
spill innocent blood until laid low by the moon’s bite!” Burden. The character is cursed with loup garou lycanthropy (see chapter 5). Resolution. This curse can’t be broken until the character is






