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Returning 35 results for 'cases resolve grave to her raging'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
deathlock makes two Deathly Claw or Grave Bolt attacks.
Deathly Claw. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Deathly Claw"} to hit, reach 5 ft., one target
. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Deathly Claw", "rollDamageType":"necrotic"} necrotic damage.
Grave Bolt. Ranged Spell Attack: +5;{"diceNotation":"1d20+5
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep.Multiattack. The deathlock makes two Deathly Claw or Grave Bolt attacks.
Deathly Claw. Melee Weapon Attack: +6
", "rollDamageType":"necrotic"} necrotic damage.
Grave Bolt. Ranged Spell Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Grave Bolt"} to hit, range 120 ft., one target. Hit: 13 (3d8
Monsters
Mordenkainen Presents: Monsters of the Multiverse
require air, food, drink, or sleep.Multiattack. The deathlock makes two Life Drain or Grave Bolt attacks.
Life Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction
to life or its body is destroyed. The deathlock can have no more than twelve zombies under its control at one time.
Grave Bolt. Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit
feats
Coming out ahead, whether in games of chance or in life-or-death contention, fills you with resolve and vigor. You gain the following benefits.
Bet Big. If you don't already have it, you gain Heroic
any of these cases, the creature has a CR of 0 or lacks a CR (such as another player character), you don’t gain Heroic Inspiration.
Win Big. As a Bonus Action, you can expend your Heroic Inspiration to gain a number of Temporary Hit Points equal to your level.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Kraken’s Grave When krakens die, their bodies often rot on the seafloor. In such cases, the ground absorbs the decaying kraken’s supernatural energy, marking the area with a dark stain in the shape
of the kraken’s body. This stain is called a kraken’s grave. When a creature moves within 30 feet of a kraken’s grave or starts its turn there, that creature must succeed on a DC 14 Dexterity (Stealth
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
block this hall. The second one is painted to look like a raging sea, and the third looks like a moonlit graveyard. When a creature moves within 5 feet of a backdrop, it swings back against the wall
it opens must succeed on a DC 12 Dexterity saving throw or fall into the pit, which is 20 feet deep but filled to a depth of 10 feet with grave dirt. After falling 10 feet, a creature lands prone in
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
anger of another, they’ll have the chance to explore whether peace between the feuding dragon families is possible—or if they must resort to violence to resolve the conflict on this isle. This adventure
,” describes how the grave of Sharruth spawns magical connections to the Elemental Plane of Fire that threaten a community of mushroom-like myconids. Chapter 3, “Cursed Shipwreck,” details a ship that
Kobold
Legacy
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Species
Volo's Guide to Monsters
abandon this careful approach. First, because of their hatred of gnomes, city kobolds often go out of their way to target gnomes’ houses and shops. Even in such cases, the kobolds’ fear of
.
A kobold’s cautious nature doesn’t mean it can’t get angry. The blood of dragons flows in its veins, and like a raging drake, a kobold that is pushed too far or has its back
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The D20 Does an adventurer’s sword swing hurt a dragon or just bounce off its iron-hard scales? Will the ogre believe an outrageous bluff? Can a character swim across a raging river? Can a character
avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is uncertain, the Dungeons & Dragons game relies on rolls of a 20-sided
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Once you’re done describing the situation, ask the players what their characters want to do. Note what the players say, and identify how to resolve their actions. Ask them for more information if you
bookshelf. Outside combat, the characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
situation, ask the players what their characters want to do. Note what the players say, and identify how to resolve their actions. Ask them for more information if you need it. Sometimes the players
characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s actions. In combat, everyone takes
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
adventurer to complete a task. In those cases, the DM might ask the player to roll a die to help determine what happens. Describing the results often leads to another decision point, which brings the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
adventurer to complete a task. In those cases, the DM might ask the player to roll a die to help determine what happens. Describing the results often leads to another decision point, which brings the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Deathlocks The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A
throws against any effect that turns Undead.
Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The deathlock makes two Deathly Claw or Grave Bolt
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don’t need to take turns, but the DM listens to every player and decides how to resolve
might be locked, the floor might hide a deadly trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the DM decides what happens, often
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
out esoteric works, hiring doubtful fortune-tellers, and hosting parlor séances. In most cases, the results were passing fads. In some, they were catastrophic—the unprepared successfully summoned
you encounter a mysterious being that you want to understand? Is membership a family tradition? Are you trying to contact someone beyond the grave? Do you seek some other knowledge?
What esoteric
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Deathlock The forging of a pact between a warlock and a patron is no minor occasion — at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A
warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave. An
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
outrageous bluff? Can a character swim across a raging river? Can a character avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is
resolve those actions.
Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant’s eyes burn with resolve and flare in the presence of its adversary. If the revenant’s original body
a creature pursued by a revenant, which always knows the direction and distance between it and the target of its vengeance. In cases where the revenant seeks revenge against more than one adversary
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
is to resolve its unfinished business. A ghost can be destroyed more easily by invoking a weakness tied to its former life. The ghost of a person tortured to death might be killed again by the
might seep into the area, inanimate objects might move of their own accord, and corpses might rise from the grave. The ghost has no control over these manifestations; they simply occur. Undead Nature
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
individuals in a clan to fall prey to occasional bickering and infighting. Abbathor’s influence affects some dwarves more than others, and even those with the strongest resolve can be tempted to
compromise their principles from time to time. Minor turmoil of this sort rarely leads to civil war or a rapid decline of the clan’s strength. But in the worst cases, a clan’s collective lack of
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
illuminate harsh truths about those in power. Others, though, choose to wield words more ruthlessly and master the art of insults and discouragement (and in some cases, petty trash talk). Regardless
and debilitating inky shadow. Whether weaving their magic through spoken incantations and scathing insults or through shadows, these teachers break down the resolve of their foes. The professors strive
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
vast open grave. In that horrific landscape, vile magical effects linger, and monsters mutate into even more foul and horrible creatures. Magical effects continue to rain upon the land as storms that
way to lay these spirits to rest? Do they have unfinished business they want you to resolve? As a sorcerer, your magical powers could be the result of your exposure to the Mourning. Were you physically
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
emit dim light in a 10-foot radius
4 Awakened walrus (see appendix C)
Frost Giant Riding a Mammoth Frost Giant Riding a Mammoth Even a raging blizzard can’t conceal the presence of a frost
possible. The contest ends when the majority of one team can’t hold their handstands and either give up or fall over. Resolve the contest using DC 10 Strength (Athletics) group checks: each team
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is no longer blinded or restrained by the avalanche. The yeti of Icewind Dale like to stalk their prey in raging blizzards Blizzards The blizzards that ravage Icewind Dale and harry travelers on the
Travel table shows how fast the characters can move through the mountains on foot or by dogsled. Even in the best of cases, a journey in the mountains takes twice as long as one of the same distance
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. Use your judgement to resolve any plans that the players devise and award them appropriately (see “Narrative Combat”). If the gate is demolished, the players must hold the line alongside the defenders
three victories. They see the dragon tear down the House of Thalivar and fly away! To resolve the quest, go to Event 15: “Divine Contention.” The players scored three or more victories. The town’s archers
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
cases, a vision of Charmayne as seen by the victim: Figurine 1 is full of terror. A momentary vision shows Charmayne (an auburn-haired woman in a scarlet robe) casting a fiery spell. Figurine 2 holds the
or to feel one last thing. S13: Royal Gallery Glass cases on tables arranged about this room contain dragon scales, manticore tails, and other hunting trophies, as well as weapons, regal gifts, and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Cleverthrush LN Law, thought Knowledge Interlocking gears
Segojan Earthcaller NG Earth, the dead Grave,* Light Glowing gemstone
Sheyanna Flaxenstrand CG Love, beauty, passion Light Two
send an omen to nudge a group of gnomes in a certain direction, or even manifest an avatar in the middle of a gnome burrow. When Garl makes one of these rare appearances, it is to resolve a dispute that
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
the Raging Storm and the five heads of Tiamat, you will pay for this insult!”) If the characters flee, Sparkrender does not pursue them, but he taunts them as they run away. (He might say something
access the library’s interior. Stale air heavy with the smell of old parchment floods your nostrils. The walls are lined with shelves stuffed full of old tomes and yellowing scrolls. Glass cases, toppled
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Hive like a corpse from the grave. The Mortuary’s towers bear low, gloomy domes with buttresses bristling with blades and windowless vaults clustered around the structure’s base. Its dark, mournful
such cases, Parakk Pest offers as much as 1 gp for a single cranium rat tail and larger sums to clear out entire swarms. Sandstone Strip A sliver of tightly clustered buildings stands between the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, braziers, bundled tapestries, candlesticks, chairs, chests, cooking utensils, cressets, curtain rods, decanters, dishes, jugs, lamps, scroll cases, tankards, and tinderboxes. None of the junk looks valuable
symbol (worth 25 gp). A good-aligned character who picks up the holy symbol hears a ghostly female voice. It whispers the following message: “There is a grave to the west, with roses that never die, in a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
1d4 rounds. A dispel magic spell cast on the orb suppresses the magic for 1 hour. In both cases, the character doesn’t know how long the suppression might last. The circles continue to glow at random
door) is a corridor that connects with the Pools of Devotion. 14. Demon Cells Several cages line this chamber from floor to ceiling. Three of them hold various demons, which are raging futilely and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
north wall of the room.
The black rose bearer (see appendix A) trapped here is raging at everything in sight. Akaazi (see area V34) locked the bearer in here to prevent it from wreaking havoc
. V27: Armory Weapon racks and armor stands line the walls of this cramped storage room.
Treasure. The equipment here includes the following: Three longswords Two halberds Two crossbow bolt cases, each
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
wizards were able to use the raging blue fire that followed Mystra’s death to propel their nation safely into the realm of Toril’s twin, Abeir (displacing part of that world into the Plane of Shadow). Now
good works disappear within a generation or two. In some cases, one of these realms is fortunate to be saved from its inevitable decline by another group of successful adventurers, who inject enough
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
This room is empty. 3 A laser rifle with a depleted energy cell rests under a rusty bed. 4 Display cases against the walls contain a collection of rocks and minerals from other worlds. 5 Parts of a
leave at once or be destroyed. Arsenal. Stacked on a metal workbench are three cases of grenades. Their contents are as follows: 1d6 + 2 concussion grenades 1d6 + 2 sleep grenades 1d6 + 2 smoke grenades