Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 21 results for 'collectively reapers grinding to have require'.
Other Suggestions:
collective reapers gaining to have require
collectively reapers gaining to have require
collective reapers grinding to have require
collectively reappears granting to have requires
collectively reappears gaining to have requires
Monsters
Bigby Presents: Glory of the Giants
gains temporary hit points equal to the damage dealt.Death giant reapers wield massive scythes and wear armor that resembles the carapaces of giant insects. They wield the magic of shadow, which lets
traveled to the Shadowfell in search of a way to preserve their collapsing empire. Desperate to save themselves and their way of life, they collectively made a bet with the Raven Queen, a mysterious
Monsters
Guildmasters’ Guide to Ravnica
, they can collectively take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Obzedat
Orzhov oligarchs, and his many centuries as a spirit have not diminished his hunger for more wealth.
Undead Nature. An Obzedat ghost doesn’t require air, food, drink, or sleep.
The Ghost
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
assumes that the characters visit this location next. If the characters require an additional incentive to go after Amrik, Mortlock assures them that his mother values Amrik’s well-being enough to
, casting darkness spells to confound foes and facilitate escape.
Revenge Squad (for 5th-level characters). A black gauntlet of Bane comes after the characters with two reapers of Bhaal and a master of souls, who commands an undead force of six skeletons or four zombies.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
assumes that the characters visit this location next. If the characters require an additional incentive to go after Amrik, Mortlock assures them that his mother values Amrik’s well-being enough to
, casting darkness spells to confound foes and facilitate escape.
Revenge Squad (for 5th-level characters). A black gauntlet of Bane comes after the characters with two reapers of Bhaal and a master of souls, who commands an undead force of six skeletons or four zombies.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
collectively made a bet with the Raven Queen, a mysterious god of death and memory who dwells on that plane. Accounts of that bet and its outcome vary: some say the Raven Queen answered every riddle the
denying that death giants can make excellent use of it.
—Bigby
Death Giant Reaper Death giant reapers wield massive scythes and wear armor that resembles the carapaces of giant insects. They wield the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
only to feed and spread. 2 The larvae of another creature and require electrically charged environs to reproduce. 3 Seeking to escape some catastrophe or terror lurking in the depths. 4 Supernaturally
connected to ravenous alien beings and serve as their feeding appendages. 5 Vestiges of an ancient evil that will return if grells collectively consume enough creatures. 6 Without souls, but convinced
Compendium
- Sources->Dungeons & Dragons->Monster Manual
only to feed and spread. 2 The larvae of another creature and require electrically charged environs to reproduce. 3 Seeking to escape some catastrophe or terror lurking in the depths. 4 Supernaturally
connected to ravenous alien beings and serve as their feeding appendages. 5 Vestiges of an ancient evil that will return if grells collectively consume enough creatures. 6 Without souls, but convinced
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
similar origins with nowhere else to go. The largest and most influential are those of the fifteen founding civilizations collectively known as the Dawn Incarnates. Spanning more than a dozen feet in
. The Dawn Incarnates know everything that transpires in the Preserve of the Ancestors, which is why they require the Speakers for the Ancestors to meet there. While they do not interfere in the day-to
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
collectively made a bet with the Raven Queen, a mysterious god of death and memory who dwells on that plane. Accounts of that bet and its outcome vary: some say the Raven Queen answered every riddle the
denying that death giants can make excellent use of it.
—Bigby
Death Giant Reaper Death giant reapers wield massive scythes and wear armor that resembles the carapaces of giant insects. They wield the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
similar origins with nowhere else to go. The largest and most influential are those of the fifteen founding civilizations collectively known as the Dawn Incarnates. Spanning more than a dozen feet in
. The Dawn Incarnates know everything that transpires in the Preserve of the Ancestors, which is why they require the Speakers for the Ancestors to meet there. While they do not interfere in the day-to
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
their banes into personal boons—these sorcerers are known collectively as the Wretched.
Level 3: Bad Luck Charm You have the ability to cast a sliver of your curse onto another temporarily. As a
spell doesn’t require Concentration, and its range changes to 60 feet for that casting. Level 14: Terrifying Visage As a Bonus Action, you can adopt the terrifying visage of the being that cursed your
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Obzedat ghost doesn’t require air, food, drink, or sleep. The Ghost Council’s Traits Ideal: “Influence is measured in power, status, and money, but mostly money.”
Bond: “Gather as much as you can while
each other, they can collectively take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Obzedat ghost doesn’t require air, food, drink, or sleep. The Ghost Council’s Traits Ideal: “Influence is measured in power, status, and money, but mostly money.”
Bond: “Gather as much as you can while
each other, they can collectively take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
sound of steel grinding flesh and bone, rising and falling at intervals. The noise means that Thayans here fail to perceive sounds of combat from nearby areas. Glyph Keys. Every one of the Red Wizards
howling specter emerges from the mirror to attack. Once they have collectively called forth five undead, the mirrors all become dormant for 1 hour. White Gates. The corridor leading west has a white gate
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
sound of steel grinding flesh and bone, rising and falling at intervals. The noise means that Thayans here fail to perceive sounds of combat from nearby areas. Glyph Keys. Every one of the Red Wizards
howling specter emerges from the mirror to attack. Once they have collectively called forth five undead, the mirrors all become dormant for 1 hour. White Gates. The corridor leading west has a white gate
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Eliander uses this cell to conduct meetings that require the utmost secrecy. The jail is used to hold prisoners with sentences of up to a year, but those facing longer terms or sentenced to hard labor are
the docks, built along the shores of a secluded bay, are a handful of buildings known collectively as Crabber’s Cove. The buildings are weathered, abandoned by the residents of Saltmarsh years ago
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Eliander uses this cell to conduct meetings that require the utmost secrecy. The jail is used to hold prisoners with sentences of up to a year, but those facing longer terms or sentenced to hard labor are
the docks, built along the shores of a secluded bay, are a handful of buildings known collectively as Crabber’s Cove. The buildings are weathered, abandoned by the residents of Saltmarsh years ago
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Vaasa, known collectively to most Faerûnians as the Cold Lands, rest near the Great Glacier in the cold, dry environs of the northeast. Few outside the region have much interest in what goes on here
lizards” they blame for their time of oppression in Abeir. Gilgeam wants nothing short of a complete return to Unther’s former glory. This achievement will require utterly destroying Tymanther, of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Vaasa, known collectively to most Faerûnians as the Cold Lands, rest near the Great Glacier in the cold, dry environs of the northeast. Few outside the region have much interest in what goes on here
lizards” they blame for their time of oppression in Abeir. Gilgeam wants nothing short of a complete return to Unther’s former glory. This achievement will require utterly destroying Tymanther, of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
in an endless tumult, like winter grinding its teeth in anticipation of its next freezing assault. Between these formidable obstacles lies windswept tundra dotted with settlements and the occasional
miners haunt the caves and tunnels under Kelvin’s Cairn, rarely emerging except to trade ore for food. Most of Icewind Dale’s inhabitants, however, live in ten permanent settlements collectively known
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
in an endless tumult, like winter grinding its teeth in anticipation of its next freezing assault. Between these formidable obstacles lies windswept tundra dotted with settlements and the occasional
miners haunt the caves and tunnels under Kelvin’s Cairn, rarely emerging except to trade ore for food. Most of Icewind Dale’s inhabitants, however, live in ten permanent settlements collectively known