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Returning 35 results for 'branch beings diffusing curse rites'.
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Magic Items
Dungeon Master’s Guide
, foul rites that allow one to transform into a death knight or lich, or long-lost spells crafted by beings so evil their names ought never to be spoken aloud.
Vile Speech. While the book is on your
Magic Items
Dungeon Master’s Guide
Fates card can end this curse.
Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as
, which must be cleared out before you can claim the keep as yours.
Void. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings
Monsters
Guildmasters’ Guide to Ravnica
linger at the margins of the undercity but now increasingly making their buzzing voices heard in the subterranean Golgari guildhall. These six-legged, insectile beings are hard-headed and literal-minded
, with little grasp of metaphor or nuance.
The death priests occupy the highest roles in kraul society. They lead the buzzing chants of the kraul rites. Their inscrutable clicks and buzzing can summon
Monsters
Quests from the Infinite Staircase
"} for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the Remove Curse spell or
tomb according to tradition. There, they performed holy rites and accepted food and offerings from the outside.
As time went on, Nafik grew envious of Amun Sa. “Why should the pharaoh get to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Worms. If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.
Unusual Nature. The spawn of
rises 10 minutes later as a spawn of Kyuss. If a worm-infested target is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.Kyuss was a high priest of
Monsters
Dragonlance: Shadow of the Dragon Queen
damage.Skeletal knights are powerful Undead that arise to serve even more wicked beings—often death knight;death knights. Those who become skeletal knights were typically virtuous in life but betrayed
free to pursue its own ends.
Skeletal knights are relentless in battle and difficult to destroy. They cling to the sins that curse them, and they fight until their skulls are reduced to shards. Their
races
Spelljammer: Adventures in Space
branch.
Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world and explore other worlds.
In addition to being natural climbers, hadozees have feet
Hadozees’ progenitors were mammals no bigger than house cats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. To hasten their pace and teach them to mind her will, the queen shrank their stature and sped up their internal clocks. The queen’s curse gave the quicklings their amazing speed but also
squeal. Only when a quickling deliberately slows down, which it prefers not to do, can other beings properly see, hear, and comprehend it. Never truly at rest, a “stationary” quickling
Species
Van Richten’s Guide to Ravenloft
veins making it clear that they’ve been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured
of Dread (detailed in chapter 3):
Har’Akir. You died and endured the burial rites of this desert realm, yet somehow a soul—yours or another’s—has taken refuge in your
races
Mordenkainen Presents: Monsters of the Multiverse
A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqa—mighty beings of air&mdash
birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mummies Deathless Ancients with Ageless Ambitions Habitat: Desert, Swamp; Treasure: Relics Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all
time. Should their resting places be violated, these beings, known as mummies, reanimate their deteriorating bodies to restore the sanctity of their tombs and punish those who disturbed their rest
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mummies Deathless Ancients with Ageless Ambitions Habitat: Desert, Swamp; Treasure: Relics Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all
time. Should their resting places be violated, these beings, known as mummies, reanimate their deteriorating bodies to restore the sanctity of their tombs and punish those who disturbed their rest
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mummies Deathless Ancients with Ageless Ambitions Habitat: Desert, Swamp; Treasure: Relics Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all
time. Should their resting places be violated, these beings, known as mummies, reanimate their deteriorating bodies to restore the sanctity of their tombs and punish those who disturbed their rest
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s goal is to tap into vast energy sources and perform the dire rites that will extend a bridge between the Material Plane and the squirming chaos of an Elder Evil’s realm.
An entity that
even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
branch. Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world and explore other worlds. In addition to being natural climbers, hadozees have feet
Hadozee Hadozees’ progenitors were mammals no bigger than house cats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
branch. Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world and explore other worlds. In addition to being natural climbers, hadozees have feet
Hadozee Hadozees’ progenitors were mammals no bigger than house cats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
branch. Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world and explore other worlds. In addition to being natural climbers, hadozees have feet
Hadozee Hadozees’ progenitors were mammals no bigger than house cats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
the trees and evolved wing-like flaps that enabled them to glide from branch to branch.
Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
the trees and evolved wing-like flaps that enabled them to glide from branch to branch.
Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
the trees and evolved wing-like flaps that enabled them to glide from branch to branch.
Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
-like visage curses you. You take a −2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.
The Fates. Reality's fabric unravels and
apply it.
The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your
Compendium
- Sources->Dungeons & Dragons->Monster Manual
tangled amid their branches and roots. Tree blights cooperate with other blights, but they attack other tree-shaped beings they encounter, such as awakened trees and treants. Tree Blight Huge Plant, Neutral
2,900; PB +3)
Actions
Multiattack. The blight makes two Branch attacks and uses Grasping Root.
Branch. Melee Attack Roll: +9, reach 15 ft. Hit: 16 (3d6 + 6) Bludgeoning damage.
Grasping Root
Compendium
- Sources->Dungeons & Dragons->Monster Manual
tangled amid their branches and roots. Tree blights cooperate with other blights, but they attack other tree-shaped beings they encounter, such as awakened trees and treants. Tree Blight Huge Plant, Neutral
2,900; PB +3)
Actions
Multiattack. The blight makes two Branch attacks and uses Grasping Root.
Branch. Melee Attack Roll: +9, reach 15 ft. Hit: 16 (3d6 + 6) Bludgeoning damage.
Grasping Root
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Undead servants, when restless spirits curse intruders, or when Gath—the Lich-Priest of the Keeper—conducts evil rites that introduce plague into Sharn.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Undead servants, when restless spirits curse intruders, or when Gath—the Lich-Priest of the Keeper—conducts evil rites that introduce plague into Sharn.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Undead servants, when restless spirits curse intruders, or when Gath—the Lich-Priest of the Keeper—conducts evil rites that introduce plague into Sharn.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
tangled amid their branches and roots. Tree blights cooperate with other blights, but they attack other tree-shaped beings they encounter, such as awakened trees and treants. Tree Blight Huge Plant, Neutral
2,900; PB +3)
Actions
Multiattack. The blight makes two Branch attacks and uses Grasping Root.
Branch. Melee Attack Roll: +9, reach 15 ft. Hit: 16 (3d6 + 6) Bludgeoning damage.
Grasping Root
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Aarakocra A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqa—mighty beings of air—and
. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that taper to
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Aarakocra A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqa—mighty beings of air—and
. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that taper to
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Aarakocra A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqa—mighty beings of air—and
. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that taper to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the hand and lead it to the proper afterlife. Kelemvor’s priests teach that those who revere the gods according to the rites of their religion have done their proper service and will be offered the
rites for those who can’t afford the lavish ceremonies of their faith. The tenets of Kelemvor’s faithful compel them to forestall or prevent untimely deaths whenever possible. Different sects and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the hand and lead it to the proper afterlife. Kelemvor’s priests teach that those who revere the gods according to the rites of their religion have done their proper service and will be offered the
rites for those who can’t afford the lavish ceremonies of their faith. The tenets of Kelemvor’s faithful compel them to forestall or prevent untimely deaths whenever possible. Different sects and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the hand and lead it to the proper afterlife. Kelemvor’s priests teach that those who revere the gods according to the rites of their religion have done their proper service and will be offered the
rites for those who can’t afford the lavish ceremonies of their faith. The tenets of Kelemvor’s faithful compel them to forestall or prevent untimely deaths whenever possible. Different sects and
classes
Basic Rules (2014)
his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe’s fall.
Calling down a curse upon the forces of undeath, a human lifts
to those chosen to fulfill a high calling.
Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, when they piously observe the god’s rites and sacrifices, and when they devoutly trust in the god’s divine might, the god becomes more powerful. The competition for mortal devotion isn’t necessarily
beings—heroes and monsters alike—often become unwitting pawns in the contests of the gods. Having a powerful champion is an indication of a god’s power—and can potentially increase the god’s own power. A






