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Returning 35 results for 'calling wilds remaining'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
sense (rats only), druidcraft, entangle
1/day each: animal messenger (rats only), stinking cloudWhen ogres first moved into the wilds of Eldraine, they encountered all manner of unfamiliar creatures
havoc in the wilds and beyond.
An ogre chitterlord exercises control over the rats that infest Dunbarrow and countless other regions in the wilds of Eldraine. When ogres venture from the wilds to raid
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, calling to those close to death. Each non-Undead creature within 120 feet of the specter must make a DC 15 Constitution saving throw. On a failure, the creature hears the wail and is marked for death
specter and imagine the rider in command of the mount, but the truth is the opposite; the flying horror is an Undead monster that scours the wilds for a knightly corpse. On finding one, the horror binds its
Monsters
Mordenkainen's Fiendish Folio Volume 1
down the gate of a backwater duke’s castle, slaying a dozen or more guards, then calling for parley is a typical fog giant strategy—followed by an offer to leave the duke alive in return
reward once they return to their proper station, a fog giant lures desperate criminals, cunning bandits, and other raiders into their service in the dismal wilds they inhabit. These giants prefer to
Ranger
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract
civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
spells using 2 fewer charges (minimum of 0).
Call Undead. While you are holding the wand, you can use an action to conjure skeleton;skeletons and zombie;zombies, calling forth as many of them as you
, remaining until Orcus dismisses them.
Sentience. The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
the rats that infest Dunbarrow and countless other regions in the wilds of Eldraine. When ogres venture from the wilds to raid nearby settlements, an ogre chitterlord often leads the way, calling rats
Ogre Chitterlord When ogres first moved into the wilds of Eldraine, they encountered all manner of unfamiliar creatures: spellcasting witches, tricksy faeries, and talking beasts. Over generations
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
the rats that infest Dunbarrow and countless other regions in the wilds of Eldraine. When ogres venture from the wilds to raid nearby settlements, an ogre chitterlord often leads the way, calling rats
Ogre Chitterlord When ogres first moved into the wilds of Eldraine, they encountered all manner of unfamiliar creatures: spellcasting witches, tricksy faeries, and talking beasts. Over generations
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Viktal, Tepest’s only remaining community, do what they must to survive, using tradition and faith to cloak their fear of the wilds and their complicity in a cycle of murder. Strangers are symbols of hope
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Viktal, Tepest’s only remaining community, do what they must to survive, using tradition and faith to cloak their fear of the wilds and their complicity in a cycle of murder. Strangers are symbols of hope
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
priestesses. A secret cabal of noble wizards calling itself the Council of Spiders works to see wizards represented on the Ruling Council — overturning thousands of years of tradition while remaining true to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
priestesses. A secret cabal of noble wizards calling itself the Council of Spiders works to see wizards represented on the Ruling Council — overturning thousands of years of tradition while remaining true to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Into the Wilds After meeting with Khea, the characters have an opportunity to explore the polis they’re visiting and prepare however they please. During this time, they might learn much about the
that can tear down the walls of the mightiest fortress. They tested it in the Katachthon Mountains and plan to use it against any who don’t pay tribute. (False)
3 A minotaur calling himself King
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Into the Wilds After meeting with Khea, the characters have an opportunity to explore the polis they’re visiting and prepare however they please. During this time, they might learn much about the
that can tear down the walls of the mightiest fortress. They tested it in the Katachthon Mountains and plan to use it against any who don’t pay tribute. (False)
3 A minotaur calling himself King
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
specter and imagine the rider in command of the mount, but the truth is the opposite; the flying horror is an Undead monster that scours the wilds for a knightly corpse. On finding one, the horror binds
creature, it must succeed on a DC 18 Strength saving throw or have the prone condition.
Mournful Keening (Recharge 6). The specter utters a keening wail, calling to those close to death. Each non
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
specter and imagine the rider in command of the mount, but the truth is the opposite; the flying horror is an Undead monster that scours the wilds for a knightly corpse. On finding one, the horror binds
creature, it must succeed on a DC 18 Strength saving throw or have the prone condition.
Mournful Keening (Recharge 6). The specter utters a keening wail, calling to those close to death. Each non
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. The Fate of Falkir’s Fist A little more than a year ago, four dwarf adventurers calling themselves Falkir’s Fist made it this far into Undermountain before Muiral killed them. The room where they
follows: The gate opens for 1 minute when the mirror is touched with a magic wand that has at least 1 charge remaining. Characters must be 11th level or higher to pass through this gate (see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. The Fate of Falkir’s Fist A little more than a year ago, four dwarf adventurers calling themselves Falkir’s Fist made it this far into Undermountain before Muiral killed them. The room where they
follows: The gate opens for 1 minute when the mirror is touched with a magic wand that has at least 1 charge remaining. Characters must be 11th level or higher to pass through this gate (see
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
characters who hear that calling and respond to it. Running This Prelude Characters in this prelude can come from any background. Perhaps they’re discovering the gods for the first time, or they might be
divine calling to learn about their deity’s goals and become one of their chosen. You may alter any of this prelude’s elements to better match individual gods’ virtues and identities. Before you begin
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
into battle, attacking the largest character and cursing them in Sahuagin (calling them ichor-less tide pool dwellers and the like). If the party wishes to flee, the baron’s gargling guffaws follow them
swiftly retreat. The bulk of Saltmarsh’s troops take up pursuit, with a few remaining to escort the characters away. The party has done enough. It’s time for them to claim their reward.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
southwest section and ate several orcs before settling on the roof. With a terrible roar, the gorged dragon drove the remaining orcs out of Icespire Hold. Recently, evil mercenaries calling themselves
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the Red Wizards’ expedition under a fallen section of wall. Orvex is dying of thirst and exhaustion. As characters search the compound, they hear him calling out for help from under the rubble. If the
the Red Wizards because, as he puts it, they pay well. Orvex has the statistics of a spy, with these changes: Orvex is neutral. He has 3 hit points remaining and 3 levels of exhaustion (see appendix A
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
from doing so. As long as these Barovians are with the adventurers, random encounters occur on a roll of 9 or higher. Barovian Witch You hear a woman’s scratchy voice calling out a name. “Grizzlegut
(who has darkvision) or catch her by surprise. This Barovian witch is one of the servants of Strahd dwelling in area K56. She is calling out the name of her black cat familiar, which has gone missing
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
from doing so. As long as these Barovians are with the adventurers, random encounters occur on a roll of 9 or higher. Barovian Witch You hear a woman’s scratchy voice calling out a name. “Grizzlegut
(who has darkvision) or catch her by surprise. This Barovian witch is one of the servants of Strahd dwelling in area K56. She is calling out the name of her black cat familiar, which has gone missing
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
characters who hear that calling and respond to it. Running This Prelude Characters in this prelude can come from any background. Perhaps they’re discovering the gods for the first time, or they might be
divine calling to learn about their deity’s goals and become one of their chosen. You may alter any of this prelude’s elements to better match individual gods’ virtues and identities. Before you begin
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
southwest section and ate several orcs before settling on the roof. With a terrible roar, the gorged dragon drove the remaining orcs out of Icespire Hold. Recently, evil mercenaries calling themselves
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the Red Wizards’ expedition under a fallen section of wall. Orvex is dying of thirst and exhaustion. As characters search the compound, they hear him calling out for help from under the rubble. If the
the Red Wizards because, as he puts it, they pay well. Orvex has the statistics of a spy, with these changes: Orvex is neutral. He has 3 hit points remaining and 3 levels of exhaustion (see appendix A
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
into battle, attacking the largest character and cursing them in Sahuagin (calling them ichor-less tide pool dwellers and the like). If the party wishes to flee, the baron’s gargling guffaws follow them
swiftly retreat. The bulk of Saltmarsh’s troops take up pursuit, with a few remaining to escort the characters away. The party has done enough. It’s time for them to claim their reward.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
down the gate of a backwater duke’s castle, slaying a dozen or more guards, then calling for parley is a typical fog giant strategy—followed by an offer to leave the duke alive in return for a treasure
return to their proper station, a fog giant lures desperate criminals, cunning bandits, and other raiders into their service in the dismal wilds they inhabit. These giants prefer to work with
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
down the gate of a backwater duke’s castle, slaying a dozen or more guards, then calling for parley is a typical fog giant strategy—followed by an offer to leave the duke alive in return for a treasure
return to their proper station, a fog giant lures desperate criminals, cunning bandits, and other raiders into their service in the dismal wilds they inhabit. These giants prefer to work with
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Items d10 Item
1 A tooth from a previous victim, wrapped in a silk handkerchief
2 A calling card with your name on it
3 A quick charcoal sketch of your victim, done in your own
from the victim
Style Makes the Raider Your savage kin of the wilds sport tattoos to celebrate their connection to their tribes or ancestors. They might wear fetishes or carry totems symbolizing
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Items d10 Item
1 A tooth from a previous victim, wrapped in a silk handkerchief
2 A calling card with your name on it
3 A quick charcoal sketch of your victim, done in your own
from the victim
Style Makes the Raider Your savage kin of the wilds sport tattoos to celebrate their connection to their tribes or ancestors. They might wear fetishes or carry totems symbolizing
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the “Akharin Sangar Gazetteer” section at the end of the adventure). If asked about the purple worm, Artavazda tells the characters such creatures are rare, calling the attack “a calamity incited by
things calm down in Three Sun Square, the Brightguard places any remaining Ashen Heirs under arrest. The Ashen Heirs are belligerent as they’re arrested, proclaiming, “A few lost lives are nothing if it
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the “Akharin Sangar Gazetteer” section at the end of the adventure). If asked about the purple worm, Artavazda tells the characters such creatures are rare, calling the attack “a calamity incited by
things calm down in Three Sun Square, the Brightguard places any remaining Ashen Heirs under arrest. The Ashen Heirs are belligerent as they’re arrested, proclaiming, “A few lost lives are nothing if it
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
this moss-covered maze of tunnels, luring them into dead-end caves using hallucinations (such as the sound of someone calling for help). M8. Pools This dead-end cavern opens wide, and the lingering
transformed (see the “Telepathic Torment” sidebar at the end of the adventure). Any remaining meenlocks attack when the party reaches the center of this room. Dynamite Trap. The miners-turned
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
this moss-covered maze of tunnels, luring them into dead-end caves using hallucinations (such as the sound of someone calling for help). M8. Pools This dead-end cavern opens wide, and the lingering
transformed (see the “Telepathic Torment” sidebar at the end of the adventure). Any remaining meenlocks attack when the party reaches the center of this room. Dynamite Trap. The miners-turned