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                        Returning 29 results for 'causing worsens religion'.
                    
                
                        
                            
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                                        calling worsens religious
                                    
                                
                                    
                                        calling worse religion
                                    
                                
                                    
                                        calling worsens region
                                    
                                
                                    
                                        calling worsens religions
                                    
                                
                                    
                                        chasing worse religion
                                    
                                
                        
                    
                
                        
                                                     Backgrounds
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
                                                
                                            
                                                
                                                     of Seclusion
1
You led an ill-fated expedition into the Riverveins. Your friends were swept away by flooding, and youâve never been able to shake the guilt of causing their deaths over
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    , the defendersâ situation worsens. Add +2 to the next roll on the table. The siege lasts as long as you like. Use frantic rushes between emergencies to describe small horrors and victories while wearing
                                                
                                            
                                                
                                                     consult the âConcluding the Siegeâ section to guide the battle toward its climax. Zombie Siege Encounters    d6s Encounter 
     1  Zombies rip apart a soldier, causing those nearby to freeze or flee
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    After the Cataclysm The Cataclysm ushered in a period of chaos. During the next three centuries, known as the Time of Darkness, cultures and ecologies were radically altered, causing famine, plague
                                                
                                            
                                                
                                                     bonds of trade that united and diversified them. As the civilizations of Krynn rebuilt, and new societies arose, the world learned to live with a jarring truth: the gods were truly gone. Religion on Krynn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     statue can, with a successful DC 15 Intelligence (Religion) check, ascertain that it represents Ghaunadaur, god of oozes, slimes, and all things subterranean. Locked Double Door. The doors south of the
                                                
                                            
                                                
                                                     is holding a shortsword hidden behind his back. The statue wears a mask over its eyes. The statue represents Vhaeraun, drow god of thieves. A character who succeeds on a DC 15 Intelligence (Religion
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     The two statues facing the pit represent Azuth (god of wizardry) and Torm (god of courage and self-sacrifice). Either can be identified with a successful DC 12 Intelligence (Religion) check. A detect
                                                
                                            
                                                
                                                     silver locking mechanism. Opening the lock requires the silver key that the golem wears around its neck. A mage hand spell or similar magic can lift the key from around the golemâs neck without causing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
                                                    
                                                
                                            
                                                    ) 
 
  WIS
  18 (+4) 
 
  CHA
  17 (+3)
Saving Throws Wis +10, Cha +9
 Skills Perception +16, Religion +9
 Damage Immunities fire
 Condition Immunities charmed, frightened
 Senses
                                                
                                            
                                                
                                                     Verminaardâs next turn.
 Malediction. Verminaard utters an unholy word, causing profane fire to descend on one creature Verminaard can see within 60 feet of himself. The creature must make a DC 18
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     
  Cha  16  +3  +3 
   
 Skills History +5, Perception +9, Religion +5
 Vulnerabilities Fire
 Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
 Senses Truesight 60
                                                
                                            
                                                
                                                    
 Whirlwind of Sand. Trigger: The mummy is hit by an attack roll. Response: The mummy adds 2 to its AC against the attack, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Scions of Elemental Evil
                                                    
                                                
                                            
                                                    .
       Mod Save 
    Str  11  +0  +0 
  Dex  12  +1  +1 
  Con  10  +0  +0 
        Mod Save 
    Int  10  +0  +0 
  Wis  11  +0  +2 
  Cha  10  +0  +0 
   
 Skills Deception +2, Religion +2
 Gear
                                                
                                            
                                                
                                                      +1  +1 
        Mod Save 
    Int  10  +0  +0 
  Wis  14  +2  +4 
  Cha  13  +1  +1 
   
 Skills Deception +3, Persuasion +3, Religion +2
 Gear Holy Symbol, Leather Armor
 Senses Passive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     (+1)
 CON
 18 (+4)
 INT
 15 (+2)
 WIS
 17 (+3)
 CHA
 20 (+5)
 
 Saving Throws Wis +7, Cha +9
 Skills Arcana +10, Deception +9, Persuasion +9, Religion +6
 Damage Resistances psychic
                                                
                                            
                                                
                                                     Foresight (1/Day). When hit by an attack roll, the initiate can force the attacker to reroll it and use the new roll, possibly causing the attack to miss.
  Brian Valeza   Associated Creatures In
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     a seed.â A character who succeeds on a DC 12 Intelligence (History or Religion) check recognizes these statues as devout figures from local legends who earned the favor of the gods. If Ollin is with
                                                
                                            
                                                
                                                    . Mural. A character who succeeds on a DC 14 Knowledge (Religion) check recognizes that the mural depicts a local myth about the Ashrise, a period when all the volcanoes in the area will erupt
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                     library contains dozens of tomes covering a variety of esoteric subjects: magic, alchemy, religion, and the cosmos. B13. Planar Beacon This room is dominated by the planar beacon: a 5-foot-high, egg-shaped
                                                
                                            
                                                
                                                    , altering reality so that any consequences of that action are erased. For example, a creature could undo the killing blow that they dealt to an enemy, causing that enemy to return to life in the position
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     +4 Dex 10 +0 +0 Con 17 +3 +3     Ability Score Mod Save   Int 11 +0 +5 Wis 19 +4 +9 Cha 16 +3 +3   
 Skills History +5, Perception +9, Religion +5
 Vulnerabilities Fire
 Immunities Necrotic, Poison
                                                
                                            
                                                
                                                    , possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied space it can see. Each creature of its choice that it can see within 5 feet of its destination space has the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    )
 
  DEX
 16(+3)
 
  CON
 9(-1)
 
  INT
 17(+3)
 
  WIS
 11(+0)
 
  CHA
 10(+0)
Saving Throws Dex +5, Int +5
 Skills Arcana +5, History +5, Insight +2, Perception +2, Religion +5
                                                
                                            
                                                
                                                     delight in murder, and nothing pleases them more than causing horrific pain. They lurk like spiders in shadowy recesses, waiting for victims to approach within reach of their long, bony limbs. Once
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     find a holy symbol for their chosen deity. As soon as a character touches the amulet, a pulse of divine energy ripples from them, causing the amulet to vanish from their hands. The pulse flattens the
                                                
                                            
                                                
                                                     statues were once larger-than-life depictions of several of Krynnâs deities, but most of them are ruined. A character who succeeds on a DC 12 Intelligence (Religion) check can identify as many of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     AC against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range.
 Pit Fiend Large Fiend (Devil), Lawful Evil
 AC 21
                                                
                                            
                                                
                                                     +4, Religion +2
 Gear Chain Shirt, Holy Symbol, Mace
 Senses Passive Perception 12
 Languages Common
 CR 1/4 (XP 50; PB +2)
 Actions
 Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    . A successful DC 15 Intelligence (Religion) check enables a creature to destroy the trap by defacing a key rune on the perimeter of the mosaic that is within reach; failing this check causes the trap
                                                
                                            
                                                
                                                     (Perception) check reveals the trip wire and the net. A successful DC 15 Dexterity check using thievesâ tools disables the trip wire without causing the net to drop or the bell to ring; failing the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     different kinds working together, perhaps united as members of a religious order or some other kind of organization that crosses the divide of giant kinds (see âGods and Religionâ and âOrganizations
                                                
                                            
                                                
                                                     and a dragon are oblivious to the destruction theyâre causing Delve into the Past The best reason for delving into the past is to discover a path to a better future.
 âDiancastra
 In the world of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     floors as if they werenât there. Strahd targets any number of doors and windows that he can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (needing a
                                                
                                            
                                                
                                                    
 18(+4)
 
  CON
 18(+4)
 
  INT
 20(+5)
 
  WIS
 15(+2)
 
  CHA
 18(+4)
Saving Throws Dex +9, Wis +7, Cha +9
 Skills Arcana +15, Perception +12, Religion +10, Stealth +14
 Damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     action, causing it to turn into slime that flows away over 1 minute. A hole in the roof 30 feet above the statue of Sune (see below) offers another way in, and is just big enough for a Medium creature to
                                                
                                            
                                                
                                                     closely by a character who has proficiency in the Arcana or Religion skill, whereupon their fiendish nature becomes clear. Treasure. The canvases are worth 200 gp each and the paints are worth 100 gp in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     successful DC 15 Dexterity (Sleight of Hand) check. The character can hurl the fruit up to 60 feet as an action, causing it to burst on impact. The fruit can be stowed for later use, but doing so is dangerous
                                                
                                            
                                                
                                                     knowledge unique to the people of Bakar. A character who inspects the statue and succeeds on a DC 15 Intelligence (Religion) check knows this god prizes secrets. Treasure. If a character tells the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    . Thunderwing was Xanthoriaâs friend until the druidâs mind became twisted by the influence of Zuggtmoy, causing Xanthoria to conduct grisly experiments on living creatures. Thunderwing is one of
                                                
                                            
                                                
                                                     character who takes the time to study the murals and succeeds on a DC 20 Intelligence (Religion) check uncovers subtle symbology related to the worship of Zuggtmoy. A character who succeeds on this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     everything inside and outside it, causing the area to appear empty from the outside. From the inside, the mirrors block the eyes of Savras, preventing Valin from looking within. The magic mirrors that
                                                
                                            
                                                
                                                     creatures and canât repair itself while one or more creatures occupy its space. A character who studies the rubble of the shattered dais and succeeds on a DC 17 Intelligence (Arcana or Religion) check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     he regains a number of hit points equal to the amount of psychic damage dealt. A character who succeeds on a DC 20 Intelligence (Religion) check recognizes the statue as a depiction of Deep Duerra
                                                
                                            
                                                
                                                     middle of the room, a duergar has been shackled to a chair. Her flesh is covered with blisters. A pair of hooded duergar prod her with hot iron rods, searing her flesh and causing her to bellow in agony
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rrakkma
                                                    
                                                
                                            
                                                    
 Skills Arcana +10, Deception +8, History +10, Nature +10, Perception +5, Religion +10
 Condition Immunities blinded, charmed, deafened, exhaustion, prone
 Senses blindsight 60 ft. (blind beyond this
                                                
                                            
                                                
                                                     space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolonâs control. The eidolon uses the sacred statueâs statistics in place of its own
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    
 14(+2)
 
  INT
 11(+0)
 
  WIS
 17(+3)
 
  CHA
 13(+1)
Saving Throws Con +5, Wis +6
 Skills Intimidation +4, Religion +3
 Senses passive Perception 13
 Languages any one language
                                                
                                            
                                                
                                                    )
 
  WIS
 17(+3)
 
  CHA
 16(+3)
Saving Throws Con +4, Wis +6
 Skills Arcana +4, Insight +6, Nature +4, Religion +4
 Senses darkvision 60 ft., passive Perception 13
 Languages Common
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    ,â causing ten knives to magically rise from the counters and attack. These knives are flying swords that deal 4 (1d6 + 1) piercing damage on a hit. Foundersâ Day. Jandar isnât here. Instead, heâs
                                                
                                            
                                                
                                                     with the image of a golden sun on its outside. Characters who succeed on a DC 10 Intelligence (Religion) check recognize it as the holy symbol of Siamorphe, demigod of nobility. Gilded mirrors and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     to the pillar must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) bludgeoning damage.  Lumalia, Deva Deva Statue. Anyone who succeeds on a DC 15 Intelligence (Religion) check recognizes the
                                                
                                            
                                                
                                                     the panel without causing damage. Treasure. Each Thayan has a fine chisel (worth 50 gp). At the feet of the golem are a few jars of rare oils and boxes of rare powders. A character who succeeds on a DC
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     of winter scenes. Set into the back wall is a door inscribed with a large snowflake. A single word is carved into the lintel above it.
 Characters who succeed on a DC 10 Intelligence (Religion) check
                                                
                                            
                                                
                                                     stand, causing it to shatter on the floor. Reducing a tablet to 0 hit points also shatters it. Shattering a tablet releases a hostile spirit of elemental air (use the invisible stalker stat block
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     bereft of decor. Carved into each of its three doors is a full-figure depiction of one of the Dead Three. A character recognizes all the figures with a successful DC 10 Intelligence (Religion) check. East
                                                
                                            
                                                
                                                     two grim figures: a powerfully built woman clutching a mace, and an even bigger man wearing a bucket helm. The helmed man is jabbing the prisoner with a spear, causing him to twitch. Both figures are
                                                
                                            
                                        






