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Returning 35 results for 'collective within rebels'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm
creature, often referring to itself using the collective pronouns “we” and “us.”
Some mind flayer colonies use cranium rats as spies. The rats invade communities and act as
Monsters
Van Richten’s Guide to Ravenloft
. The gallows speaker targets a creature it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target takes 19 (3d12);{"diceNotation":"3d12","rollType
choice that are within 30 feet of the target, each of which takes 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Suffering Echoes","rollDamageType":"psychic"} psychic damage.Gallows
Monsters
Mordenkainen Presents: Monsters of the Multiverse
constituents. The rats become smarter as a result, and retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium
communicating telepathically “speaks” as one creature, often referring to itself using the collective pronouns “we” and “us.”
Some mind flayer colonies use cranium
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
hit points equal to 5 times the number of unconscious creatures within 30 feet of itself.Multiattack. The nightmare haunt makes two Claw attacks.
Claw. Melee Weapon Attack: +6;{"diceNotation":"1d20+6
":"recharge", "rollAction":"Tendrils of Slumber"}. The nightmare haunt creates spectral tendrils that cover the ground in a 20-foot square that it can see within 30 feet of itself for 1 minute or until it
Monsters
Guildmasters’ Guide to Ravnica
damage.
Petrifying Gaze. The medusa fixes its gaze on one creature within 60 feet of it that it can see and that can see its eyes. The target must make a DC 14 Constitution saving throw. If the saving
guildmaster of the Golgari Swarm. Ludmilla no longer has the collective power of her medusa sisters, so she's been forced to lurk in Ravnica's undercity, surrounded by hundreds of her petrified victims. She
Monsters
The Book of Many Things
"}. Malaxxix summons a vortex of whirling mezzoloths at a point it can see within 90 feet of itself. The vortex is a 30-foot-radius, 100-foot-high cylinder centered on that point. Each creature other
", "rollDamageType":"force"} force damage and has the restrained condition while within the cylinder. On a successful save, a creature takes half as much damage and is pushed to the nearest unoccupied space
Monsters
Eberron: Rising from the Last War
into an unoccupied space within 5 feet of Dyrrn, and must succeed on a DC 23 Intelligence saving throw or be stunned until this grapple ends. Dyrrn can’t use the same tentacle whip on another
target until this grapple ends. Dyrrn has two tentacle whips.
Corruption. Dyrrn targets one creature it can see within 60 feet of it. The target must succeed on a DC 23 Constitution saving throw or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
alhoon targets one creature it can see within 60 feet of it that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges are not wasted.Mind flayers that
minds are never accepted as part of the collective. For them, death means oblivion.
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Yet learning the secret of
Monsters
Infernal Machine Rebuild
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
Barrier Peaks. After constructing a new collective body from spare parts, the brains escaped (and now seek revenge against the characters if they did not aid the brains sufficiently during that
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Life in Siabsungkoh The following truths are known to those who live in Siabsungkoh or travel through these lands. Dyn Singh Merchant Collective The finest merchant families in Siabsungkoh make up
the Dyn Singh Merchant Collective. These families worked for generations to grow their businesses’ reputations and the quality of their wares. The collective sets laws for trade throughout the land
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The House’s Domain The House of Lament is both a domain and a Darklord, a collective of tortured spirits trapped within a single structure. The majority of these shades are nothing more than faint
collective spirits within the house brood amid bitter dreams. Yet when strangers enter the domain, the spirits gradually wake, energizing the one instinct they share: to add to the number of souls bound
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
in a stalemate, their victories and losses forgotten within days or weeks. Characters who interact with the factions might change this balance. But if either faction firmly controls Kalakeri, the
rival through martial skill Loyalists
+1 Evicting rebels from a community Loyalists
+1 Attaining victory over a rival through duplicity Rebels
+2 Completing a mission assigned by the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
city is the center of power and wealth. Councilors of the Trecena try to maintain order from the towers of the Crucible Court, the city’s seat of government. Within the enchanted halls of the Argent
neighborhoods and aristocratic circles provide the backdrop for political and social intrigue. Marfil Ironworks The city’s primary source of wealth is the industrial collective known as Marfil Ironworks, which
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
ultimately wake the collective spirits and sinister forces lurking in the manor, trapping the characters inside the house. Escape requires the party to defeat an ageless evil. If they don’t, they’ll become another group of lost spirits imprisoned within the House of Lament.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Independent Realms Interspersed among the fortresses of the dwarves and the settlements protected by the Lord’s Alliance are significant sites that have no collective character, except that they
of the wilder lands within and just outside their borders, and survive only through constant vigilance and the steady recruitment of new defenders. A great variety of independent nations and notable
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Hierarchy Some religious orders are viewed with suspicion by the priestly hierarchies of their faiths; others are viewed as champions who act as the gods’ hands in the world. Within a religious order
pressure to keep a low profile. 4 Rebels. You flout the dictates of your hierarchy—even if it’s for just reasons. Your superiors constantly try to rein you in. 5 Reformers. You bring a much-needed breath
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
The Noble Knife The Noble Knife is a somewhat mysterious organization known for its high level of engagement with the cultures and societies within which its members work. Having made such
knife is undertaken by a collective of artisans, and requires a range of exotic materials and components. Additionally, the act of creation takes twenty or more years off the lead artisan’s life. It goes
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Into the Doomvault The characters arrive in the Doomvault through the Bloodgate Nexus or a similar magic portal. How and why they come is up to you. Perhaps the Thayan rebels call for help, alerting
betrayal from within, as well as the escape of confined creatures. Magical white gates block corridors, preventing physical access between zones. Magical black gates are teleportation circles that connect
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
knows death in myriad forms. Such amalgamated spirits are tormented by their collective pain, endlessly moaning disjointed final thoughts as they lash out at the living. Having known untold deaths
before the start of the gallows speaker’s next turn.
Suffering Echoes. The gallows speaker targets a creature it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
death. Outraged, the celebrity’s followers rioted, and as the news spread, their outrage inspired a revolution. Within a week, the nation’s government had crumbled, its defenders fleeing before an army
forgiveness and outlining concessions and a way for the nation to move forward. The rebels agreed to further negotiation. At that moment, Harkon Lukas ended his ploy, bursting from his crimson coffin in
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Ergothian Empire in western Ansalon. Vinas Solamnus, head of the Ergothian imperial guard, was sent to eastern Ergoth to put down a massive rebellion. However, Solamnus learned of the rebels’ grievances
and, won over to their cause, he and the rebels marched on the Ergothian capital of Daltigoth. The capital fell, and Vinas Solamnus was crowned king of a new independent nation on the eastern plains
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
motes of their movement. Perhaps they were rebels, or members of a union or some clandestine organization. Regardless, their rivals didn’t get where they are by being oblivious or merciful. Conspiracy
within Mandorcai’s Mansion. You and others sought the tools and rites to prod the power within, to draw it out and make it yours. But what lies within the mansion refuses to ever serve again.
3
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants
within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
motes of their movement. Perhaps they were rebels, or members of a union or some clandestine organization. Regardless, their rivals didn’t get where they are by being oblivious or merciful. Conspiracy
realize just how little separated commoners from patriars. Slowly you worked to upend the old families’ control over the city — but then someone noticed. 2 You knew something powerful lurked within
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
attack the minds of dreamers afflicted by the Wicked Slumber. Nightmare haunts appear as horrifying shadow creatures with forms evocative of their victims’ deepest fears. Due to the collective trauma
5 times the number of unconscious creatures within 30 feet of itself.
Actions
Multiattack. The nightmare haunt makes two Claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers. Cranium
, fear, and other base emotions. A swarm of cranium rats communicating telepathically “speaks” as one creature, often referring to itself using the collective pronouns “we” and “us.” Some mind flayer
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon
to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically “speaks” as one creature, often referring to itself using the collective pronouns “we” and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Battle Command. Choose one creature within 30 feet of the drow that the drow can see. If the chosen creature can see or hear the drow, that creature can use its reaction to make one melee attack or
weapon.
House captains will do anything to protect their family—whether that’s their birth house or their platoon of scrappy rebels. I’d do anything for my (sometimes infuriating) mother and for my chosen family, so I admire their dedication.
TASHA
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
through a barred grate to the busy street above. As they trim its barbed branches, something shudders within. 5 Three sahuagin emerge from a wide pipe. “Polluters!” shouts one of them, addressing the
stubborn believers who refuse to renounce their allegiances. Within Nowhere’s dark warrens, criminals peddle seedy wares to dwindling factions, some consisting of just one member. Grungy alleys become
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
they don’t, they join groups of another sort, such as mercenary companies or cults. Simic hybrids are all created within the Simic Combine, so it’s rare for them not to be part of it.
Renown As you
will use to judge whether you earn an increase in your renown score. The various ranks within the guilds describe the range of tasks you might perform, from testing experimental Izzet weaponry to leading
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
elder brain and the rest of the illithids in the colony learn of it immediately. The colony relies on a collective memory, composed from the knowledge, experiences, and skills of all of its members
and stored within the elder brain. In some ways, a mind flayer colony is like a great library of lore stored within its members’ minds, with the elder brain as its librarian. Each individual illithid
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
emptiness. Within spare, meandering row houses, the majority of the populace slump against walls or sprawl against each other where they fell. These people lie trapped within a collective dream world created
by the city’s ruler, Tsien Chiang. Within this shared dream they labor ceaselessly, ever striving to create the impossible, perfect city of a perfectionist mastermind. Within the dreaming domain of
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, the original guildmaster of the Golgari Swarm. Ludmilla no longer has the collective power of her medusa sisters, so she’s been forced to lurk in Ravnica’s undercity, surrounded by hundreds of her
) slashing damage.
Petrifying Gaze. The medusa fixes its gaze on one creature within 60 feet of it that it can see and that can see its eyes. The target must make a DC 14 Constitution saving throw. If
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
has always been. Its strength lies in its numbers. The conclave clings to the ideal of a peaceful collective in which individual desires are subordinate to the good of the whole group. The guild wants
to see this beloved community grow, flourish, and thrive in peace. But as much as it values peace within the community, it displays incredible ferocity when that harmony is threatened. Selesnya’s
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
target is within 5 feet of any of the angel’s allies, the target takes an extra 2 (1d4) radiant damage.
Battlefield Inspiration. The angel chooses up to three creatures it can see within 30 feet of
a group of guildless rebels, Nevena has distanced herself from the Boros Legion’s leadership and independently pursues her own vision of justice and punishment. Nevena’s willful independence is a