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Returning 35 results for 'breaks bat diffusing creation religion'.
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breath bat diffusing creation religion
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Githzerai Anarch
Legacy
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Monsters
Mordenkainen’s Tome of Foes
damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn’t ignite flammable objects.
The anarch casts the creation
composition. If the anarch moves more than 120 feet from the object, its concentration breaks.
The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch’s concentration is broken, regardless
of its composition. If the anarch moves more than 120 feet from the object, the anarch’s concentration breaks.
Move Object. The anarch can magically move an object it can see within 150 feet of
Monsters
Curse of Strahd
meant to be perfect. They didn't want to be ordinary humans. They wanted the eyes of a cat, wings to fly like a bat, the strength of a mule, and the guile of a snake. In short, they craved bestial
languish in the abbey's madhouse, the Abbot is giving his creation lessons in etiquette and ladylike conduct so that “she” can be formally presented to Strahd and win his love.
Strahd has no interest
Backgrounds
Planescape: Adventures in the Multiverse
coins from different worlds and planes
Sigil Faction Affinities
Faction
Skill
Athar
Religion
Bleak Cabal
Insight
Doomguard
Nature
Fated
Intimidation
these groups or another ideological faction, perhaps one of your own creation.
The primary factions of Sigil, which are further detailed in chapter 2, adhere to the following philosophies:
Athar
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Werebat Caves These natural caves have uneven floors and 30-foot-high ceilings. Enough light enters to dimly illuminate each cave. In total, nine goblin werebats lurk here. If combat breaks out
anywhere in these caves, all the werebats in the three sections of area 12 quickly join the fray. Mobar (see area 14) remains where he is. 12a. Werebats in Bat Form Werebats. Three goblin werebats (see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Werebat Caves These natural caves have uneven floors and 30-foot-high ceilings. Enough light enters to dimly illuminate each cave. In total, nine goblin werebats lurk here. If combat breaks out
anywhere in these caves, all the werebats in the three sections of area 12 quickly join the fray. Mobar (see area 14) remains where he is. 12a. Werebats in Bat Form Werebats. Three goblin werebats (see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Werebat Caves These natural caves have uneven floors and 30-foot-high ceilings. Enough light enters to dimly illuminate each cave. In total, nine goblin werebats lurk here. If combat breaks out
anywhere in these caves, all the werebats in the three sections of area 12 quickly join the fray. Mobar (see area 14) remains where he is. 12a. Werebats in Bat Form Werebats. Three goblin werebats (see
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hermit PEDRO CARDOSO Ability Scores: Constitution, Wisdom, Charisma
Feat: Healer (see chapter 5)
Skill Proficiencies: Medicine and Religion
Tool Proficiency: Herbalism Kit
Equipment: Choose
well beyond the outskirts of the nearest settlement. In those days, your only companions were the creatures of the forest and those who would occasionally visit to bring news of the outside world and supplies. The solitude allowed you to spend many hours pondering the mysteries of creation.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hermit PEDRO CARDOSO Ability Scores: Constitution, Wisdom, Charisma
Feat: Healer (see chapter 5)
Skill Proficiencies: Medicine and Religion
Tool Proficiency: Herbalism Kit
Equipment: Choose
well beyond the outskirts of the nearest settlement. In those days, your only companions were the creatures of the forest and those who would occasionally visit to bring news of the outside world and supplies. The solitude allowed you to spend many hours pondering the mysteries of creation.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hermit PEDRO CARDOSO Ability Scores: Constitution, Wisdom, Charisma
Feat: Healer (see chapter 5)
Skill Proficiencies: Medicine and Religion
Tool Proficiency: Herbalism Kit
Equipment: Choose
well beyond the outskirts of the nearest settlement. In those days, your only companions were the creatures of the forest and those who would occasionally visit to bring news of the outside world and supplies. The solitude allowed you to spend many hours pondering the mysteries of creation.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Werebat Caves These dark, rough-hewn caves have rubble-strewn floors and 30-foot-high ceilings. In total, nineteen goblin werebats (see appendix A) dwell here. If combat breaks out anywhere in
these caves, all the werebats in the four sections of area 16 quickly join the fray. The noise also alerts the werebat boss in area 14, who investigates. 16a. Werebats in Bat Form Werebats. Three goblin
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Werebat Caves These dark, rough-hewn caves have rubble-strewn floors and 30-foot-high ceilings. In total, nineteen goblin werebats (see appendix A) dwell here. If combat breaks out anywhere in
these caves, all the werebats in the four sections of area 16 quickly join the fray. The noise also alerts the werebat boss in area 14, who investigates. 16a. Werebats in Bat Form Werebats. Three goblin
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Werebat Caves These dark, rough-hewn caves have rubble-strewn floors and 30-foot-high ceilings. In total, nineteen goblin werebats (see appendix A) dwell here. If combat breaks out anywhere in
these caves, all the werebats in the four sections of area 16 quickly join the fray. The noise also alerts the werebat boss in area 14, who investigates. 16a. Werebats in Bat Form Werebats. Three goblin
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
Kelemvor’s faithful at odds with necromancers, priests of Myrkul, and others who promote the creation of the undead, and it also causes conflict from unexpected sources. For instance, priests of
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
Kelemvor’s faithful at odds with necromancers, priests of Myrkul, and others who promote the creation of the undead, and it also causes conflict from unexpected sources. For instance, priests of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
question. He spends his idle hours making gifts for her and, in bat form, leaving them in front of her tower. The lovestruck fool is otherwise bereft of conscience, and he presides over the werebat tribe
with iron-fisted resolve. As a rule, he does not treat with adventurers; he’d rather rob them and feed on their blood. If combat breaks out here, the werebats throughout area 16 investigate, converging
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
question. He spends his idle hours making gifts for her and, in bat form, leaving them in front of her tower. The lovestruck fool is otherwise bereft of conscience, and he presides over the werebat tribe
with iron-fisted resolve. As a rule, he does not treat with adventurers; he’d rather rob them and feed on their blood. If combat breaks out here, the werebats throughout area 16 investigate, converging
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
Kelemvor’s faithful at odds with necromancers, priests of Myrkul, and others who promote the creation of the undead, and it also causes conflict from unexpected sources. For instance, priests of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
question. He spends his idle hours making gifts for her and, in bat form, leaving them in front of her tower. The lovestruck fool is otherwise bereft of conscience, and he presides over the werebat tribe
with iron-fisted resolve. As a rule, he does not treat with adventurers; he’d rather rob them and feed on their blood. If combat breaks out here, the werebats throughout area 16 investigate, converging
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
room find two treasures: A platinum amulet on a thin but sturdy gold chain. This amulet is a holy symbol of Moradin (the dwarven god of creation) and bears his symbol: a hammer and anvil. Any dwarf
character recognizes the symbol immediately, while a non-dwarf recognizes it with a successful DC 10 Intelligence (Religion) check. An unlocked steel coffer weighing 5 pounds. This small box is packed with silt, nestled in which is a potion of superior healing.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
room find two treasures: A platinum amulet on a thin but sturdy gold chain. This amulet is a holy symbol of Moradin (the dwarven god of creation) and bears his symbol: a hammer and anvil. Any dwarf
character recognizes the symbol immediately, while a non-dwarf recognizes it with a successful DC 10 Intelligence (Religion) check. An unlocked steel coffer weighing 5 pounds. This small box is packed with silt, nestled in which is a potion of superior healing.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
room find two treasures: A platinum amulet on a thin but sturdy gold chain. This amulet is a holy symbol of Moradin (the dwarven god of creation) and bears his symbol: a hammer and anvil. Any dwarf
character recognizes the symbol immediately, while a non-dwarf recognizes it with a successful DC 10 Intelligence (Religion) check. An unlocked steel coffer weighing 5 pounds. This small box is packed with silt, nestled in which is a potion of superior healing.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Religion, while a druid or ranger relies on Nature. You must have a minimum skill bonus—your proficiency bonus plus your ability score bonus—in order to develop a schema. You must maintain the minimum
skill bonus for the duration of your work, so an effect that increases an ability score for a few minutes won’t help you. Schema Creation Requirements Item Rarity Work weeks Minimum Skill
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Religion, while a druid or ranger relies on Nature. You must have a minimum skill bonus—your proficiency bonus plus your ability score bonus—in order to develop a schema. You must maintain the minimum
skill bonus for the duration of your work, so an effect that increases an ability score for a few minutes won’t help you. Schema Creation Requirements Item Rarity Work weeks Minimum Skill
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Religion, while a druid or ranger relies on Nature. You must have a minimum skill bonus—your proficiency bonus plus your ability score bonus—in order to develop a schema. You must maintain the minimum
skill bonus for the duration of your work, so an effect that increases an ability score for a few minutes won’t help you. Schema Creation Requirements Item Rarity Work weeks Minimum Skill
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
to fly like a bat, the strength of a mule, and the guile of a snake. In short, they craved bestial traits, and the Abbot, taking pity on them, yielded to their mad desires. Enter Vasili von Holtz. The
recently completed work on a flesh golem bride made from the body parts of dead women. While the Belviews languish in the abbey’s madhouse, the Abbot is giving his creation lessons in etiquette and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
to fly like a bat, the strength of a mule, and the guile of a snake. In short, they craved bestial traits, and the Abbot, taking pity on them, yielded to their mad desires. Enter Vasili von Holtz. The
recently completed work on a flesh golem bride made from the body parts of dead women. While the Belviews languish in the abbey’s madhouse, the Abbot is giving his creation lessons in etiquette and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
to fly like a bat, the strength of a mule, and the guile of a snake. In short, they craved bestial traits, and the Abbot, taking pity on them, yielded to their mad desires. Enter Vasili von Holtz. The
recently completed work on a flesh golem bride made from the body parts of dead women. While the Belviews languish in the abbey’s madhouse, the Abbot is giving his creation lessons in etiquette and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Dwarvish into its back. A successful DC 16 Intelligence (Arcana or Religion) check allows a character to recognize the profane symbols as being related to Demogorgon. A search of the platform uncovers a
successful DC 12 Intelligence (Arcana or Religion) check reveals that the second head is a conduit for the curse’s magic, and that removing it and returning it to Stonespeaker Hgraam in Cairngorm
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Performance Charisma Act, tell a story, perform music, or dance. Persuasion Charisma Honestly and graciously convince someone of something. Religion Intelligence Recall lore about gods, religious
Wisdom Follow tracks, forage, find a trail, or avoid natural hazards. Determining Skills A character’s starting skill proficiencies are determined at character creation, and a monster’s skill
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
individual’s proficiency in a skill demonstrates a focus on that aspect. (A character’s starting skill proficiencies are determined at character creation, and a monster’s skill proficiencies appear in the
how to use a skill associated with an ability. Strength
Athletics Dexterity
Acrobatics Sleight of Hand Stealth Intelligence
Arcana History Investigation Nature Religion
Wisdom
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Performance Charisma Act, tell a story, perform music, or dance. Persuasion Charisma Honestly and graciously convince someone of something. Religion Intelligence Recall lore about gods, religious
Wisdom Follow tracks, forage, find a trail, or avoid natural hazards. Determining Skills A character’s starting skill proficiencies are determined at character creation, and a monster’s skill
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the
how to use a skill associated with an ability. Strength Athletics Dexterity Acrobatics Sleight of Hand Stealth Intelligence Arcana History Investigation Nature Religion Wisdom Animal Handling Insight
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Performance Charisma Act, tell a story, perform music, or dance. Persuasion Charisma Honestly and graciously convince someone of something. Religion Intelligence Recall lore about gods, religious
Wisdom Follow tracks, forage, find a trail, or avoid natural hazards. Determining Skills A character’s starting skill proficiencies are determined at character creation, and a monster’s skill
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
first the mage was an attentive ruler. However, near the age’s end, Karsus became increasingly absent from governance. The mage spent weeks at a time locked in his sanctum while pursuing the creation
empire, including the Last Academies in the Inner Ring district (detailed in “Eileanar Locations”). Religion Scattered shrines dot Eileanar. The Netherese pay grudging respect to a few members of the






