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Returning 35 results for 'collecting release glory to have requires'.
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Monsters
Monster Manual
":"Necrotic"} Necrotic damage.
Entangling Rope (Requires Magic Rope). Strength Saving Throw: DC 16, one creature the erinyes can see within 120 feet. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType
":"damage", "rollAction":"Entangling Rope", "rollDamageType":"Force"} Force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release
Monsters
Mordenkainen Presents: Monsters of the Multiverse
requires the abomination to bathe in the blood of their enemies. The transformation is quick but painful.
Anathemas consider themselves demigods on the path to greater divinity. They demand obeisance
from weaker creatures and use every resource at their disposal to war against neighbors, seeking the captives, sacrifices, glory, and riches the anathemas believe they need to achieve true divinity
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
its former glory, or seeking to help travelers and remote communities beset by troubles.
Achieving knighthood in one of the courts requires a quest that proves one’s excellence in that court
surviving populace fleeing into the wilds. A young prince, Will Kenrith, does his best to reunite the shattered realm, but a return to its former glory seems far off.
Even in the shattered remnants of
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
", "rollAction":"Lullaby of Honks"}; Requires at Least Two Heads). The Goose Mother’s heads honk a discordant lullaby. Each creature of the Goose Mother’s choice within 10 feet of it must make a
wilds have developed a symbiotic relationship with the Goose Mother, often bringing it fresh meat in exchange for the treasures inside its golden eggs.
If you have Bigby Presents: Glory of the Giants
Monsters
Bigby Presents: Glory of the Giants
.
Corrupting Hex (Requires Blood Rune). The fomorian targets one creature it can see within 60 feet of itself. The target must succeed on a DC 16 Charisma saving throw or take 27 (6d8);{"diceNotation":"6d8
, suggestion, telekinesisPoisoning Rebuke (Requires Blood Rune). In response to being damaged by a creature the fomorian can see within 60 feet of itself, the fomorian forces that creature to make a DC 16
Monsters
Vecna: Eve of Ruin
next turn.
Argent Blaze (Requires Silver Fire). Alustriel summons a 60- foot cone of silver fire. Each creature in that area must make a DC 22 Dexterity saving throw, taking 77 (14d10);{"diceNotation
good. She has traveled far and established safe houses across the planes—such as her sanctum in the city of Sigil. Alustriel doesn’t seek personal glory or wealth; her style of influencing
equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Catchpole, you must take the Advanced Weapon Proficiency
Grappled condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger.
To escape, the target must use an action to make a Strength (Athletics) or
equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Gladiator Net, you must take the Advanced Weapon
Grappled condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger.
To escape, the target must use an action to make a Strength (Athletics) or
Orc
Legacy
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Species
Volo's Guide to Monsters
hatred of the civilized races of the world and their need to satisfy the demands of their deities, the orcs know that if they fight well and bring glory to their tribe, Gruumsh will call them home to
warriors are commanded to scour the surrounding landscape for any opportunity to spill blood and bring glory to their gods. Often, bands of warriors work on a rotation, with one group heading out on a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Fiendish Extortion A high-ranking member of the Fated, a faction in Sigil, has been captured and is being ransomed by an ultroloth known as Zeevok. Faction leaders hire the characters to obtain Zeevok’s true name so the Fated can force Zeevok to release his captive without collecting a ransom.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Fiendish Extortion A high-ranking member of the Fated, a faction in Sigil, has been captured and is being ransomed by an ultroloth known as Zeevok. Faction leaders hire the characters to obtain Zeevok’s true name so the Fated can force Zeevok to release his captive without collecting a ransom.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Temples A shrine devoted to the Blood of Vol requires only an altar and a means for collecting ritually spilled blood. Temples of the Blood of Vol are fortified structures, built to serve as
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Temples A shrine devoted to the Blood of Vol requires only an altar and a means for collecting ritually spilled blood. Temples of the Blood of Vol are fortified structures, built to serve as
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
serve its own ends. The goal of the Lords of Dust is to release the overlords from their bindings and loose them upon Eberron in a new age of darkness. Despite this unified goal, the Lords of Dust
operate as an alliance of like-minded cabals rather than a single monolithic organization. Each cabal serves its particular overlord above all others, and the conditions that release one overlord could
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
serve its own ends. The goal of the Lords of Dust is to release the overlords from their bindings and loose them upon Eberron in a new age of darkness. Despite this unified goal, the Lords of Dust
operate as an alliance of like-minded cabals rather than a single monolithic organization. Each cabal serves its particular overlord above all others, and the conditions that release one overlord could
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Flayer Slayer Weapon (Greataxe), Rare (Requires Attunement) Carvings of decapitated mind flayers adorn this greataxe’s metal blade. You gain a +1 bonus to attack and damage rolls made with this
greataxe. An Aberration hit with this greataxe takes an extra 1d12 slashing damage. If the Aberration is currently grappling a creature, the Aberration must succeed on a DC 15 Strength saving throw or release each creature it is grappling.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Flayer Slayer Weapon (Greataxe), Rare (Requires Attunement) Carvings of decapitated mind flayers adorn this greataxe’s metal blade. You gain a +1 bonus to attack and damage rolls made with this
greataxe. An Aberration hit with this greataxe takes an extra 1d12 slashing damage. If the Aberration is currently grappling a creature, the Aberration must succeed on a DC 15 Strength saving throw or release each creature it is grappling.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration
. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration
. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction
when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell’s magic requires concentration (explained in chapter 10). If your concentration is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction
when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell’s magic requires concentration (explained in chapter 10). If your concentration is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
release an overlord, but they help to sustain it. To release an overlord, the Lords of Dust must ensure that the Prophecy unfolds along a specific path. Often, following this path requires specific
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
release an overlord, but they help to sustain it. To release an overlord, the Lords of Dust must ensure that the Prophecy unfolds along a specific path. Often, following this path requires specific
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Tentacle Rod Rod, Rare (Requires Attunement) This rod ends in three rubbery tentacles. While holding the rod, you can take a Magic action to direct the tentacles to stretch outward, each one
three tentacles, the target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Tentacle Rod Rod, Rare (Requires Attunement) This rod ends in three rubbery tentacles. While holding the rod, you can take a Magic action to direct the tentacles to stretch outward, each one
three tentacles, the target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
make the claw release whatever it’s holding.
2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 10 (2d8 + 1) piercing damage.
attacks are magical.
Prone Deficiency. If the Scavenger rolls over and falls prone, it can’t right itself and is incapacitated until flipped upright.
Action Stations
Helm (Requires 1 Crew and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
make the claw release whatever it’s holding.
2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 10 (2d8 + 1) piercing damage.
attacks are magical.
Prone Deficiency. If the Scavenger rolls over and falls prone, it can’t right itself and is incapacitated until flipped upright.
Action Stations
Helm (Requires 1 Crew and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Mace of Terror Weapon (mace), rare (requires attunement) This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Mace of Terror Weapon (Mace), Rare (Requires Attunement) This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and
expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
release with your Reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell’s magic requires Concentration, which you can maintain up
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
from its chains and returned to the Material Plane. Otherwise, Zariel will release the chains but leave Elturel in Avernus with no hope of salvation. To Destroy a Demon Lord Baphomet and Yeenoghu are
Elturel for it. From within the shield, the pit fiend Gargauth begs and sobs and promises the world to the characters if they spare its life and find a way to restore the devil to its former glory. These
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Mace of Terror Weapon (mace), rare (requires attunement) This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
release with your Reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell’s magic requires Concentration, which you can maintain up
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
giving its name. Coaxing a hint from a spirit requires a successful DC 15 Charisma (Persuasion or Intimidation) check. Consider hints like “A is the first letter in the alphabet” and “The gemstones, in
order, will help for a spell.” Releasing the Spirits If the characters don’t attempt to remove gems from the room, or if they spend too long deliberating, create a new trigger to release the spirits
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
release with your Reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell’s magic requires Concentration, which you can maintain up