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Returning 35 results for 'charging realm gith to her requires'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
"} piercing damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Heavy Crossbow", "rollDamageType":"radiant"} radiant damage.The realm of Eldraine once consisted of five knightly courts
embodiment of one of the five virtues the knights of the realm hold as standards of excellence.
The recent invasion of nightmarish creatures called Phyrexians devastated the courts, with much of the
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Medium or smaller creature, the target must succeed on a DC 16 Charisma saving throw or be pulled up to 15 feet toward the dream eater.Originating from the dream-warped elven realm of Silvanesti
eater. A creature within 15 feet of the dream eater also can use its action to attempt to free an engulfed target. Doing so requires the creature to use its action to make a DC 16 Charisma (Persuasion
Gith
Legacy
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Species
Mordenkainen’s Tome of Foes
The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind flayers that held them in
servitude. But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge. That disagreement quickly flared into open hostility, and the two groups
Compendium
- Sources->Dungeons & Dragons->Rrakkma
only visible way out is back through the portal. Lighting This area is well lit. The charging Gith Capacitor creates A LOT of light. Creatures/NPCs A star spawn seer and its guardian star spawn hulk are
helping the ulitharid charge the artifact. Objectives/Goals The ulitharid has a pact with the star spawn seer and spends its time focused on charging the Gith Capacitor. If the star spawn seer is
Compendium
- Sources->Dungeons & Dragons->Rrakkma
only visible way out is back through the portal. Lighting This area is well lit. The charging Gith Capacitor creates A LOT of light. Creatures/NPCs A star spawn seer and its guardian star spawn hulk are
helping the ulitharid charge the artifact. Objectives/Goals The ulitharid has a pact with the star spawn seer and spends its time focused on charging the Gith Capacitor. If the star spawn seer is
Compendium
- Sources->Dungeons & Dragons->Rrakkma
flayer guards at the portal, and leapt through it to the Far Realm, they have a chance to stop the charging and deployment of the Gith Capacitor.
Section 3. The Far Realm THE FAR REALM
The Far Realm is outside the known multiverse. In fact, it might be an entirely separate universe with its own physical and magical laws. Where stray energies
Compendium
- Sources->Dungeons & Dragons->Rrakkma
flayer guards at the portal, and leapt through it to the Far Realm, they have a chance to stop the charging and deployment of the Gith Capacitor.
Section 3. The Far Realm THE FAR REALM
The Far Realm is outside the known multiverse. In fact, it might be an entirely separate universe with its own physical and magical laws. Where stray energies
Compendium
- Sources->Dungeons & Dragons->Rrakkma
star spawn seer in the Far Realm, and that they may want to get a move on, as the artifact has already begun charging.
accidentally shut when the star spawn manglers entered the chamber. It is locked and requires a successful DC 20 Dexterity check made by someone proficient with thieves’ tools to unlock it, or a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Rrakkma
star spawn seer in the Far Realm, and that they may want to get a move on, as the artifact has already begun charging.
accidentally shut when the star spawn manglers entered the chamber. It is locked and requires a successful DC 20 Dexterity check made by someone proficient with thieves’ tools to unlock it, or a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Rrakkma
to wipe psionics from the collective minds of the gith peoples and enslave them once more. To activate the Gith Capacitor, the mind flayers must expose it to the unfathomable energies of the Far Realm
on the Sword Coast. Brought together as a rrakkma by Belthomias, lieutenant to Zetch’r’r, leader of the Sha’sal Khou, the characters know the following. Among the Sha’sal Khou a rrakkma is a gith
Compendium
- Sources->Dungeons & Dragons->Rrakkma
to wipe psionics from the collective minds of the gith peoples and enslave them once more. To activate the Gith Capacitor, the mind flayers must expose it to the unfathomable energies of the Far Realm
on the Sword Coast. Brought together as a rrakkma by Belthomias, lieutenant to Zetch’r’r, leader of the Sha’sal Khou, the characters know the following. Among the Sha’sal Khou a rrakkma is a gith
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Chapter 4: Gith and Their Endless War The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind
flayers that held them in servitude. But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge. That disagreement quickly flared into open
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Chapter 4: Gith and Their Endless War The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind
flayers that held them in servitude. But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge. That disagreement quickly flared into open
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Giant Boars The characters see and hear 1d4 + 1 giant boars foraging ahead of them. Skirting around the boars to prevent them from charging requires a successful DC 12 group Dexterity (Stealth) check.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Giant Boars The characters see and hear 1d4 + 1 giant boars foraging ahead of them. Skirting around the boars to prevent them from charging requires a successful DC 12 group Dexterity (Stealth) check.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
innermost court — the wondrous realm that Gith discovered in her journeys, and where she awaits those who have proven themselves worthy. Imagine you lack any concept of family. You’re constantly told that
the githyanki. She is their ruler in every sphere of activity and, as such, demands and receives utter obedience. During the war with the illithids, Vlaakith urged Gith to seek out allies from among
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Gith Traits Your character shares the following traits with other gith. Ability Score Increase. Your Intelligence score increases by 1. Age. Gith reach adulthood in their late teens and live for
about a century. Size. Gith are taller and leaner than humans, with most a slender 6 feet in height. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and Gith
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
innermost court — the wondrous realm that Gith discovered in her journeys, and where she awaits those who have proven themselves worthy. Imagine you lack any concept of family. You’re constantly told that
the githyanki. She is their ruler in every sphere of activity and, as such, demands and receives utter obedience. During the war with the illithids, Vlaakith urged Gith to seek out allies from among
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
weakly endure. Later, the githyanki return to their conquered foes, plundering them again and again. Githyanki Warrior
Medium humanoid (gith), lawful evil
Armor Class 17 (half plate)
Hit Points 49
passive Perception 11
Languages Gith
Challenge 3 (700 XP)
Innate Spellcasting (Psionics). The githyanki’s innate spellcasting ability is Intelligence. It can innately cast the following spells
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
weakly endure. Later, the githyanki return to their conquered foes, plundering them again and again. Githyanki Warrior
Medium humanoid (gith), lawful evil
Armor Class 17 (half plate)
Hit Points 49
passive Perception 11
Languages Gith
Challenge 3 (700 XP)
Innate Spellcasting (Psionics). The githyanki’s innate spellcasting ability is Intelligence. It can innately cast the following spells
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Gith Traits Your character shares the following traits with other gith. Ability Score Increase. Your Intelligence score increases by 1. Age. Gith reach adulthood in their late teens and live for
about a century. Size. Gith are taller and leaner than humans, with most a slender 6 feet in height. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and Gith
Compendium
- Sources->Dungeons & Dragons->Rrakkma
up the action between game sessions. Reliquary of Zerthimon Wondrous item, unique (requires attunement by a gith) Time is an important element of this adventure since, to succeed, the rrakkma must
stop the Gith Capacitor from achieving a full charge. At the same time, to show off as many new creatures from Mordenkainen’s Tome of Foes, this adventure is extremely combat heavy as well. To keep the
Compendium
- Sources->Dungeons & Dragons->Rrakkma
up the action between game sessions. Reliquary of Zerthimon Wondrous item, unique (requires attunement by a gith) Time is an important element of this adventure since, to succeed, the rrakkma must
stop the Gith Capacitor from achieving a full charge. At the same time, to show off as many new creatures from Mordenkainen’s Tome of Foes, this adventure is extremely combat heavy as well. To keep the
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Becoming a Fey Becoming a Fey requires a direct connection to the Realm of Faerie. Many mortals who become Fey are stolen from the mortal realm as children. These children, known as changelings
Queen. These pathways to transformation are as dangerous as the Realm of Faerie itself, and it requires a quick wit and sharp awareness to get the best of Feykind.
Reversing Fey Traits
The hold of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Far Realm Shard Wondrous item, rare (requires attunement by a sorcerer) This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny
must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn. Left to Right: Far Realm, Feywild, and Shadowfell Shards
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, a githyanki knight with 140 hit points, stands at a 5-foot-diameter round table in the center of the room, poring over reports written in Gith that document recent clashes with the mind flayers on
into the ceiling of area 21b. The trapdoor is a 3-foot-square stone slab that requires a successful DC 13 Strength (Athletics) check to lift.
The characters can avoid a fight here if they quickly
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the Eastern Reach
During the great war between the mind flayers and the gith, one of the githyanki’s greatest achievements was their discovery of the magic that mind flayers used to produce and
leaving behind enough survivors to rebuild the ruined community — so that the githyanki might visit the place years or decades later and lay it low all over again. THE GITH ALPHABET
The gith use a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the Eastern Reach
During the great war between the mind flayers and the gith, one of the githyanki’s greatest achievements was their discovery of the magic that mind flayers used to produce and
leaving behind enough survivors to rebuild the ruined community — so that the githyanki might visit the place years or decades later and lay it low all over again. THE GITH ALPHABET
The gith use a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3-foot-square stone slab that requires a successful DC 13 Strength (Athletics) check to lift.
If the characters get close to this area without alerting the githyanki, they hear the two arguing in
Gith about which one of them deserves “Al’chaia’s magic books.” If attacked, Kr’rison and Vlaadric fight together until one falls. The other then retreats to area 27. Treasure Kr’rison’s plate armor is
Compendium
- Sources->Dungeons & Dragons->Rrakkma
sealing the shutter requires either a Strength of 18 or a successful DC 15 Strength check. The high priest of the temple was the only one to come up here, and he entered the room using a stone shape
spell. If the characters can enter the chamber, it makes an excellent place to rest or hide, whatever the case may be. While the staircase is in disrepair, it is sturdy enough for an individual gith to traverse at a time.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Far Realm Shard Wondrous item, rare (requires attunement by a sorcerer) This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny
must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn. Left to Right: Far Realm, Feywild, and Shadowfell Shards
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
survival skills. Sometimes a xenomancer’s research requires that a specimen be captured and imprisoned (to study its behavior) or killed and dissected (to study or harvest its insides). Many xenomancers
prefer to do this work in their laboratories on the Astral Plane. Githyanki Xenomancer
Medium Humanoid (Gith, Druid), Any Alignment
Armor Class 14
Hit Points 157 (21d8 + 63)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, a githyanki knight with 140 hit points, stands at a 5-foot-diameter round table in the center of the room, poring over reports written in Gith that document recent clashes with the mind flayers on
into the ceiling of area 21b. The trapdoor is a 3-foot-square stone slab that requires a successful DC 13 Strength (Athletics) check to lift.
The characters can avoid a fight here if they quickly
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
30. Warrior Training This area extends under area 31, as indicated on map 16. Characters who listen at a door to this room before entering hear a female voice barking commands in Gith and the sound
leads to area 31. The trapdoor is a 3-foot-square stone slab that requires a successful DC 13 Strength (Athletics) check to push open.
If combat breaks out here, the githyanki gish in area 29d come to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3-foot-square stone slab that requires a successful DC 13 Strength (Athletics) check to lift.
If the characters get close to this area without alerting the githyanki, they hear the two arguing in
Gith about which one of them deserves “Al’chaia’s magic books.” If attacked, Kr’rison and Vlaadric fight together until one falls. The other then retreats to area 27. Treasure Kr’rison’s plate armor is