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Returning 25 results for 'charge of desperate'.
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change of desperate
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Magic Items
Vecna: Eve of Ruin
annihilation.
Desperate to save themselves and their allies, powerful elemental beings called the Wind Dukes of Aaqa rose against Miska. Committed to the concept of law, the Wind Dukes descended from a
rolls made with it.
Rod Spellcasting. The Rod of Seven Parts has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 charge and cast
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
by holding torches in each of its hands.
Creatures Five neutral human sculptors (use the cultist stat block) originally from the Temple of Moloch are here creating stonework for the tomb. Desperate
words that compel the girallon into service. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the girallon to leave. Roll a d4. On a 1–2, the girallon checks in with Moghadam in area 1. On a 3–4, it goes to see Phenex in area 14.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
his rulership of Malbolge but left him in charge of Maladomini, albeit with a new set of duties. Asmodeus knew that Baalzebul’s superior intellect and propensity for lying would make him the ideal
within. The Price of Redemption Baalzebul and his agents recruit mortals that are desperate for redemption of some sort, perhaps the restoration of lost status or the recovery of resources that were
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
by holding torches in each of its hands.
Creatures Five neutral human sculptors (use the cultist stat block) originally from the Temple of Moloch are here creating stonework for the tomb. Desperate
words that compel the girallon into service. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the girallon to leave. Roll a d4. On a 1–2, the girallon checks in with Moghadam in area 1. On a 3–4, it goes to see Phenex in area 14.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
his rulership of Malbolge but left him in charge of Maladomini, albeit with a new set of duties. Asmodeus knew that Baalzebul’s superior intellect and propensity for lying would make him the ideal
within. The Price of Redemption Baalzebul and his agents recruit mortals that are desperate for redemption of some sort, perhaps the restoration of lost status or the recovery of resources that were
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Who’s been particularly nice to you lately? Divination Seers and soothsayers abound in the world, but most ply their trade only to take advantage of the credulous and the desperate. You possess the true
extractions. And sure, working on the credulous and the desperate is sometimes part of the plan. But when you do it, it’s done with professional flare. Enchantment Trust. Community outreach. Social
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Who’s been particularly nice to you lately? Divination Seers and soothsayers abound in the world, but most ply their trade only to take advantage of the credulous and the desperate. You possess the true
extractions. And sure, working on the credulous and the desperate is sometimes part of the plan. But when you do it, it’s done with professional flare. Enchantment Trust. Community outreach. Social
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
wounded and one near death, and both desperate to be freed. They are periodically taken out for interrogation in area 9, and are aware that experiments performed on them have created clones of
Impersonation trait to create copies of anyone approaching too closely. Manipulating Time Having a mechanical guide spend 1 charge in this area causes one of the cell doors (chosen at random
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
wounded and one near death, and both desperate to be freed. They are periodically taken out for interrogation in area 9, and are aware that experiments performed on them have created clones of
Impersonation trait to create copies of anyone approaching too closely. Manipulating Time Having a mechanical guide spend 1 charge in this area causes one of the cell doors (chosen at random
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
the journal from Kwalish’s original expedition — and a final brain in a jar. Creature. The brain in a jar in this area belongs to the bone devil that founded the monastery. It is in charge of the
drawn into the jar, where it remains desperate to be reunited with its body. As with the other brains in jars, this brain can be negotiated with. If a character succeeds on a DC 15 Charisma (Deception
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
the journal from Kwalish’s original expedition — and a final brain in a jar. Creature. The brain in a jar in this area belongs to the bone devil that founded the monastery. It is in charge of the
drawn into the jar, where it remains desperate to be reunited with its body. As with the other brains in jars, this brain can be negotiated with. If a character succeeds on a DC 15 Charisma (Deception
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
annihilation. Desperate to save themselves and their allies, powerful elemental beings called the Wind Dukes of Aaqa rose against Miska. Committed to the concept of law, the Wind Dukes descended from
Parts has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 charge and cast any of the spells in the Rod Pieces table. You can also use
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
annihilation. Desperate to save themselves and their allies, powerful elemental beings called the Wind Dukes of Aaqa rose against Miska. Committed to the concept of law, the Wind Dukes descended from
Parts has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 charge and cast any of the spells in the Rod Pieces table. You can also use
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
appeal to the priests of your faith for magical aid. An NPC cleric or druid of your faith who is of sufficiently high level casts any spell of up to 5th level on your group’s behalf, without charge. The
Recovery. You seek a lost symbol of the order discovered in a dangerous place or in the hands of an enemy. 3 Cult Hunt. You hunt a cell of zealots dangerous to your order or mortals at large. 4 Desperate
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
appeal to the priests of your faith for magical aid. An NPC cleric or druid of your faith who is of sufficiently high level casts any spell of up to 5th level on your group’s behalf, without charge. The
Recovery. You seek a lost symbol of the order discovered in a dangerous place or in the hands of an enemy. 3 Cult Hunt. You hunt a cell of zealots dangerous to your order or mortals at large. 4 Desperate
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
dragon’s eggs, but once every few years a kobold hatches with an innate version of the dragonshield’s abilities. Accomplished at hand-to-hand combat, it bears many scars from desperate fights and carries a
and thus desperate to prove themselves deserving of it. A dragonshield’s natural kobold cowardice is still present in its makeup, and thus it might still run away from a threat. But it also has the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
dragon’s eggs, but once every few years a kobold hatches with an innate version of the dragonshield’s abilities. Accomplished at hand-to-hand combat, it bears many scars from desperate fights and carries a
and thus desperate to prove themselves deserving of it. A dragonshield’s natural kobold cowardice is still present in its makeup, and thus it might still run away from a threat. But it also has the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
they ride forth upon the mortal world, terrified mortals make offerings in a desperate attempt to appease them, but the ashen riders aren’t merciful, and they delight in reducing the paragons of the
passive Perception 10
Languages understands Celestial but can’t speak
Challenge 4 (1,100 XP)
Charge. If the bull moves at least 20 feet straight toward a creature and then hits it with a gore
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
they ride forth upon the mortal world, terrified mortals make offerings in a desperate attempt to appease them, but the ashen riders aren’t merciful, and they delight in reducing the paragons of the
passive Perception 10
Languages understands Celestial but can’t speak
Challenge 4 (1,100 XP)
Charge. If the bull moves at least 20 feet straight toward a creature and then hits it with a gore
Compendium
- Sources->Dungeons & Dragons->Divine Contention
retreat. Go to Event 12: “Last Stand.” The characters abandon the townsfolk. Go to Event 13: “Ghost Tower.” Event 12. Last Stand The party makes a desperate stand to allow the defenders to escape. Read
the following boxed text aloud: As your enemies close in, you position yourselves between them and the fleeing townsfolk. Their vanguard spots you through the driving rain, and they charge forward to
Compendium
- Sources->Dungeons & Dragons->Divine Contention
retreat. Go to Event 12: “Last Stand.” The characters abandon the townsfolk. Go to Event 13: “Ghost Tower.” Event 12. Last Stand The party makes a desperate stand to allow the defenders to escape. Read
the following boxed text aloud: As your enemies close in, you position yourselves between them and the fleeing townsfolk. Their vanguard spots you through the driving rain, and they charge forward to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the city’s more desperate credit risks, along with its outright thieves. Stolen treasures from innumerable heists reside in the Counting House’s vaults alongside legitimate deposits, protected by the
old, three-masted ship rocks gently in the water alongside Stormshore Street Dock on the harbor’s eastern side. A notorious festhall and tavern, the ship is no longer seaworthy and is in desperate need
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the city’s more desperate credit risks, along with its outright thieves. Stolen treasures from innumerable heists reside in the Counting House’s vaults alongside legitimate deposits, protected by the
old, three-masted ship rocks gently in the water alongside Stormshore Street Dock on the harbor’s eastern side. A notorious festhall and tavern, the ship is no longer seaworthy and is in desperate need
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
desperate credit risks, along with its outright thieves. Stolen treasures from innumerable heists reside in the Counting House’s vaults alongside legitimate deposits, protected by the bank’s walls
Dock on the harbor’s eastern side. A notorious fest hall and tavern, the ship is no longer seaworthy and is in desperate need of repair. On warm days and evenings, respectable clients can sit at
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
desperate credit risks, along with its outright thieves. Stolen treasures from innumerable heists reside in the Counting House’s vaults alongside legitimate deposits, protected by the bank’s walls
Dock on the harbor’s eastern side. A notorious fest hall and tavern, the ship is no longer seaworthy and is in desperate need of repair. On warm days and evenings, respectable clients can sit at