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Returning 26 results for 'calls wandering revered'.
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Monsters
Adventure Atlas: The Mortuary
calls throughout Sigil and the planes beyond.
The vagaries of undeath make spirits difficult to predict. Nevertheless, exorcists are well equipped for their work. Molded by experiences with
radiant energy from their staves to repel a host of supernatural entities.
An exorcist’s senses pierce the veil of death to perceive wandering ghosts on the Ethereal Plane as well as shadow demon
Monsters
Mythic Odysseys of Theros
settlements. Whether it acts at the command of the god Thassa or to sate its own hunger, Tromokratis numbers among the most feared threats in the sea, having no fixed lair and wandering where it will
encounter with the kraken truly legendary, Tromokratis might use its Hearts of the Kraken mythic trait. When this happens, it calls upon a reserve of strength just as it appears to be vanquished. After
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, he took shelter in a mysterious ruin and was found wandering the hills weeks later, babbling about an amber idol and the god he’d discovered, Zhakata the Provider and the Devourer. His family sought
hard in G’henna, a rocky land home to fierce, starving animals. The domain’s people worship the bestial god Zhakata and regularly travel to the cathedral-city of Zhukar. There, they offer their crops in sacrifice and hear Zhakata’s will through the words of revered prophet Yagno Petrovna.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Dwarven Deities The gods of the dwarves are a pantheon, or clan, collectively known as the Morndinsamman. Forge Father and Revered Mother Moradin, the Soulforger, leads the dwarven gods. Known as
Dwarf-father or All-Father, he is the god of the dwarf people as a whole, as well as the god of creation, “dwarf-crafts” (smithing and stonework), and protection. His wife is the Revered Mother
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
prevent fiendish incursions into the plane, while others try to align the Outlands closer to goodly philosophies. Outlands Celestials d4 Encounter 1 An empyrean calls for aid in taking back a
Limbo has color-changing wings and insists passersby convince it that they’re worthy of existing. If the couatl isn’t convinced, it has a 50 percent chance of either attacking or wandering off.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Gond The Wonderbringer, the Inspiration Divine, the Holy Maker of All Things Gond is the god of artifice, craft, and construction. He is revered by blacksmiths, woodworkers, engineers, and inventors
in their travels, and take great delight in meeting fellow priests and sharing their finds. In large cities, the Gondar construct temples that serve as great workshops and inventors’ labs. Wandering
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
intellects to stalk through the Mists. A wandering scholar, Firan Zal’honan is quick to claim his descent from a noble pedigree. In another life, he claims, he could have ruled as a wizard-king. But his
the domains; visit accursed sites; and investigate inscrutable prophecy cycles, temporal conjunctions, and an unknown figure he calls “the escapee.” For all his arrogance, Firan dreads the Mists and
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
prevent the dead from being interred or jeopardize those already in repose. Though most Duster exorcists conduct their operations in the Mortuary, many heed calls throughout Sigil and the planes beyond
of supernatural entities. An exorcist’s senses pierce the veil of death to perceive wandering ghosts on the Ethereal Plane as well as shadow demons, wraiths, and other incorporeal entities hiding in
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
leave every night. Though you can’t look right at me, I’m a welcome sight. Click to see the answer! Sun
A glowing eye that blinks all month, a wandering light to guide the wolf’s hunt. Click to see
all, I’m only as strong as whoever calls me their own. Click to see the answer! Throne
Upon my head a serpent’s nest, my friend and sister loved me best. Istus made the deck for us, and all its
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
giants, but also the gods revered by these other folk. Each chapter of the Stewards of the Eternal Throne has a stronghold that is intended as a living embodiment of its central principles. These
Adventure Hook 1 Characters arriving in a remote village are greeted by a stern giant who urges them to move along quickly, as the town is under the giant’s protection. 2 A wandering knight of the stewards
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
to make amends for his past villainy. One factor that influenced his change of heart was Bigby’s recurring encounters with Diancastra, a demigod revered by many giants. Throughout this book, we see
find as they deal with giants or explore giants’ hidden realms. These treasures range from the contents of a wandering giant’s bag to the mightiest relics of giants’ ancient civilization. The chapter
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Gruul, so when he calls on the other clans to join a raid, they usually agree. Even the fractious Gruul can see the benefit of banding together. The clans sometimes gather at Skarrg, a ruined palace
toppling, overrunning, and destroying something larger than them. Trogs. Some wandering hermits, known as trogs, find even the company of a clan to be too suffocating, so they spend their days alone
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
renews the magic of her dream world and keeps her citizens asleep, but it also calls forth the legion of I’Cath’s undead ancestors whom she has bent to her will. Nightly these jiangshi (see chapter 5
jiangshi and the hungry ghosts? Did you find or lose something during your wandering? Do you bear a mark or scar from the experience?
Magic Items
Infernal Machine Rebuild
you move, a magical voice calls out your direction and how far you’ve gone. The voice cannot be silenced or stopped.
14
You constantly see afterimages of all events that occurred within 30
wandering off. The DM determines the creature’s statistics.
78
You can cast the teleport spell, always arriving on target when you do. You can use this property once.
Each time you walk through a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
text assumes that the characters are staying at Northfurrow’s End (area G8). A mighty yell shatters the night’s silence. “We’re under attack!” the voice calls out. “To arms! To arms!” Gathering your wits
spots the Eye Stabbers while wandering through town, half-drunk, mulling over lyrics for a new song. Using his powerful set of lungs, he sounds the initial alarm and rushes back toward the inn. Defense
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters investigate the cemetery, they observe dozens of skeletons and zombies moving about the grounds. These undead, wandering aimlessly and without direction, pose no threat to the characters on
Torm’s Sight to Lannish Fogel, a revered hero of Elturel’s past and a dedicated paladin of Torm. The helm pictured in the stained glass is the relic Grand Duke Ravengard came to the chapel in search of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
goblins use horns and animal calls to draw the attention of nearby undead (1d8 zombies and 1d8 skeletons) or aggressive beasts (a hungry allosaurus and 1d4 + 1 axe beaks). Map 2.3: Camp Righteous View
is an alchemy jug, placed here ages ago by Chultans who revered it as a gift from Ubtao. The only safe way to pick up the alchemy jug is to emulate Man and Crocodile. Either member of a rider/carrier
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
performs a false ritual that calls upon “princes of darkness” to lavish their appreciation upon the cultists. The imp then sprinkles onto the floor a few electrum coins, which Lady Wachter allows the
, because they don’t like attending to their mother or listening to her tiresome prattle. The characters might encounter them at the Blue Water Inn (area N2) or wandering about town. The brothers are
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Barovia, Strahd has many spies, from swarms of bats to wandering Vistani, who report to him at dawn and dusk each day. These agents constantly patrol the land of Barovia and report everything they see
travel to the Blue Water Inn in Vallaki to meet “some new friends.” It then flies off in the direction of the town. Werewolves If the werewolves are in human form, read: A deep voice calls out, “Who
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
services to place them in his debt. Once this is done, he calls in those debts whenever it’s convenient — and is not above asking the group to undertake morally questionable tasks as payment. Wester
wild-card candidate. A stranger wandering into Phandalin is unlikely to gain the trust of enough citizens to win the race, and the need to stick around town and run things will eventually get in the way
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and Finder of Trails. Besilmer dwarves revered these gods as watchers over their dead. The air cultists started exploring the tombs, but they suspended their exploration after ghoul attacks. They and
. Etchings of cloudy landscapes encircle the horn, where a pyramid palace seems to float upon a cloud bank among groves of palm, fig, and date trees. Blowing the horn calls forth the djinni Ahtayir, who
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
tents and pack them onto dogsleds. A few of them spot you and brandish their weapons. A tall figure standing among them calls out, “We shall not lie down and die for your pleasure, emissaries of
return with several haunches of reindeer meat loaded on dogsleds. Accompanying them are all the party members who went missing from the camp; the Tiger nomads found them, one by one, wandering in a daze
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, relaxing between shifts. Accompanying them is the garrison’s leader, Captain Mainwaring (lawful neutral, gnome knight). When she’s aware of the characters, Captain Mainwaring calls the guards to arms
takes 10 (3d6) psychic damage, gains 1 level of exhaustion, and finds the exit after 10 minutes of wandering. On a successful check, the creature takes half as much damage only and finds the exit after 1
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
important to allow them to take rests. However, if the players become overly cautious and attempt to take a long rest after every encounter, have wandering monsters interrupt their attempts to sleep
Waterdeep” sidebar.) The wyrmling, which calls itself Dabshabah, entered a sea cave near Waterdeep that contained a passage leading to this complex of tunnels and caverns. She was hiding when the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
destroyed. These corpses are the remains of wizards who invaded the Briny Maze a few months ago to steal Ilvaash’s secrets. A wandering encephalon cluster (see area B12) shrugged off the wizards’ spells. The
Charisma (Performance) checks. Shalfi digs beneath a loyal flesh meld (see appendix A) that he calls Jitterjaws. Jitterjaws was a gift from Ilvaash to Shalfi for his devotion. It is loyal to Shalfi, and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
minutes; those affected by the gas are far more likely to attract the attention of wandering patrols and nearby inhabitants of the lair. Treasure. The chest contains the following items: a silver
escapes, it goes there and calls for help. Treasure. The guards carry no valuables. The scaleshield keeps the keys to the cells in area 43 on her belt. 43. Prisoner Cell Entry Hall A short flight of steep






