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Returning 29 results for 'charms crippling way'.
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Rutterkin
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Monsters
Mordenkainen’s Tome of Foes
Crippling Fear. When a creature that isn't a demon starts its turn within 30 feet of three or more rutterkins, it must make a DC 11 Wisdom saving throw. The creature has disadvantage on the save if
it's within 30 feet of six or more rutterkins. On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours. On a failed save, the creature becomes frightened of
Monsters
Spelljammer: Adventures in Space
within 5 feet of itself. The target gains a supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for more information on supernatural charms.
Natural Shelter. The chwinga
this way, and the shelter doesn’t inhibit the chwinga’s blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the
the book.
Dark Magic. Several spells of horrific evil of the DM’s design and choosing could be in the book. Spells could impose dreadful curses, disfigure others, require human sacrifice, afflict creatures with crippling pain, spread vile plagues, and so on.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Abyssal but can’t speak
Challenge 2 (450 XP)
Crippling Fear. When a creature that isn’t a demon starts its turn within 30 feet of three or more rutterkins, it must make a DC 11 Wisdom saving throw
. The creature has disadvantage on the save if it’s within 30 feet of six or more rutterkins. On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours. On a failed
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
friends. The chwinga mounts the fox, bestows a charm of animal conjuring or one of the new charms described in appendix C (see “New Chwinga Charms”) upon the character it hit with the snowball, and
rides off on the fox’s back. (For more information on charms, see “Supernatural Gifts” in the Dungeon Master’s Guide.) The characters can interrupt this scene if they want; the chwinga won’t bestow its
Magic Items
Keys from the Golden Vault
Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome.
If a solar tears
. Several spells of horrific evil of the DM’s design and choosing could be in the book. Spells could impose dreadful curses, disfigure others, require human sacrifice, afflict creatures with crippling pain, spread vile plagues, and so on.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
about him than she did about Jorlan Duskryn, the lover she discarded due to his crippling injuries. Asha Vandree A junior drow priestess under Ilvara’s guidance, Asha initially considered Ilvara an
winning the favor of Ilvara and advancing his position within the outpost, which shows in his swagger and the way he lords it over every other male in Velkynvelve, particularly Jorlan. Still insecure
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
, or bestows upon it a magical gift before departing. The features that attract a chwinga to a particular creature vary. A chwinga might like the way a certain creature walks or the way it combs its
occasionally stow away on spelljamming ships or ride around on space guppies (described later in this book). Using its Magical Gift ability, a chwinga astronaut can bestow one of the following charms in
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Stag, their leader, has enormous antlers growing from her head, on which she hangs herb pouches, charms, and dozens of lit candles. Mother Skunk has wide, white streaks in her long black hair. Mother
Mole can hardly see, and constantly sniffs the air to find her way about. Whenever they are encountered, the hags disguise themselves with illusions, making them resemble kindly dryads with their
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Fire, both natural and magical, won’t burn within the garden. (False) 4 Sometimes people find their way into the garden, but most have little or no memory of it when they find their way out again. (True
) 5 The archmage Porphura isn’t dead at all. She lives still as a lich who rules the island in secret. (False) 6 Singing sea chanteys charms creatures in the garden. (True only for leprechauns; see
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
form. In some cases, a chwinga might simply like the way a humanoid walks or the way it combs its hair. Other times, it might be smitten by a humanoid’s ability to play music or to eat copious amounts of
supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for more information on supernatural charms.
Natural Shelter. The chwinga magically takes shelter inside a rock, a living plant, or a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
beholders, Xanathar is a paranoid tyrant that charms and bullies its minions into servitude. The Xanathar Guild is made up of some of Waterdeep’s most disreputable folk, as well as monsters forced into
fleeting, though, as the beholder is quick to distrust those who finagle their way into its good graces. Xanathar lives in a dungeon under Skullport, a subterranean settlement connected to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
some cases, a chwinga might simply like the way a humanoid walks or the way it combs its hair. Other times, it might be smitten by a humanoid’s ability to play music or to eat copious amounts of food
supernatural charms.
Natural Shelter. The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can’t be targeted by any attack, spell
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
anything, from swords to fortresses to ships. Naturally, Purphoros is strongly associated with the forge, and nearly every smithy on Theros is a sort of ad hoc temple to him. Charms and idols of Purphoros
methods, devised a way to blend copper and arsenic into a crude form of bronze, but the forging method was dangerous and often yielded defective results.
To reward the smith who took the first steps
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
4. Glass Globes The door to this room appears normal on the way in: a large iron-bound oak door, swollen by dampness and difficult to open. When the characters have entered the room (or as many of
following powers upon my wearer: invisibility, haste, immunity to charms, fly once per day, detect magic, and one wish. I also provide the benefits of protection and spell turning. The only drawback is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
are inflexible, grinding their way forward through any obstacle or unforeseen development. They are single-minded in the extreme, and most earth cultists have little use for social niceties. They see
common courtesy as a way for the weak to put limits on the behavior of the strong, and they scorn empathy or friendship as weakness. In battle, Black Earth cultists are brutal and straightforward. They
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
waving unimpeded. You become aware you are not alone inside your mind. Somehow, this horror from another world has wormed its way inside you.
Something beyond mortal comprehension exists partially
tattered black robe and wearing a golden face mask is trapped in the western wall and has no way to free itself from the ice. The mummy was created by Netherese priests to serve as a lore-keeper in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
broadsheets jump on the bandwagon by portraying the Black Network in the most unflattering light, thus dealing a crippling blow to the faction’s already questionable reputation. Encounter with Istrid Horn
message to the characters by way of a flying snake. The message, written in Common, reads as follows: I would like to know more about what happened at Gralhund Villa. If you can spare the time, meet
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. A giant hyena attacks a mastiff near the statue of Zariel (area I2). A hezrou pounds on the door to the temple of Lathander (area I3), trying to force its way inside. Have the players roll
demons appear on the western edge of Idyllglen — a hulking, ape-like brute and five small, doglike creatures with rubbery gray bodies and big ears. Cackles in the distance signal more enemies on the way
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
damage. Destroying the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author
in the book. Dark Magic. Several spells of horrific evil of the DM's design and choosing could be in the book. Spells could impose dreadful curses, disfigure others, require human sacrifice, afflict creatures with crippling pain, spread vile plagues, and so on.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
characters hide and don’t make a lot of noise, Arveiaturace climbs aboard the vessel from the forecastle and begins to make her way toward the hold. No matter where the characters are on the ship, they
how to deal with thieves, don’t we Meltharond?” She then attacks. If she doesn’t notice the characters, she makes her way to her hoard, inspects the hold to make sure nothing is out of place, and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
around the characters. A successful DC 14 Intelligence (Nature) or Wisdom (Perception) check notices that the sunbeams are moving in an unnatural way. Hazards and Hindrances The sunbeams act as tripwires
characters move through the woods at night, the moonbeams function in the same way. After the third group check, Mother Stag arrives to “assist” the characters. See “Offer of Help” below. A Friendly Voice
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
party’s progress along the way, in the hope of finally mapping the route to Daoine Gloine, and has specific value to the party in certain areas of expertise. However, each hireling also has one or more
can earn his release from the coffin along the way — by any means possible. Value to the Party. Originally native to an area near the Barrier Peaks, Ctenmiir has much experience with the initial route
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
tied to Omu. The naga knows that Omu lies between the Peaks of Flame and the Valley of Lost Honor, and she also knows it’s sunken below the level of the surrounding jungle, so the best way to spot it
possibility of a recurrence. Each character who agrees receives a supernatural charm (see chapter 7 of the Dungeon Master’s Guide) to aid their task. Assign charms to characters that are appropriate to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Stonky and Friends. Five minutes before the launch, any members of the Livestock in the underlevel who haven’t been defeated make their way to this chamber by way of the secret door. That includes
required. Once used, this charm goes away. See “Supernatural Gifts” in the Dungeon Master’s Guide for more information on how charms work. The book teleports to a secret vault in Candlekeep after
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
five charms. One of those charms is the key that unlocks the door to the antechamber (area T8). Cupboard. This magic cupboard radiates an aura of conjuration to a detect magic spell. It generates food
the following boxed text if Okuzor fled here from area T5: This huge chamber is edged by a broad floor surrounding a sunken lower-level gallery, reached by way of sloping ramps. The center of the lower
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, the stony floor next to him broken where the tomb tapper forced its way into the room. The magen won’t let anyone use the anvil and fight to defend it. Anvil of Disjunction. The anvil has the power
strike, the item disintegrates in a flash of blue light. Every time a character uses the anvil, there is a 25 percent chance that a tomb tapper (see appendix C) burrows its way into the tower to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
make my way among the lesser creatures of the world. 6 Humans have proven their worth in the world and earned a measure of respect from giantkind. Giant Flaws d6 Flaw 1 The ordning is too restrictive
of crystal with silver lids, or a scene in the sky depicted in a tapestry composed entirely of pearls. Another way for a family to demonstrate its wealth is by bestowing lavish gifts on other families
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
councilors know who voted which way concerning the decision to leave the Lords’ Alliance. The members of the Council of Elders are as follows: High Captain Horix Zoar (LN male Tethyrian human noble
representative from another city, and a spell scroll of raise dead. Evermoor Way The Evermoor Way has long been a vital trade route, connecting the settlements of the Dessarin Valley with those of the Silver






