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Returning 24 results for 'comfort removal glaring to have requires'.
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Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
multiverse. They must be created from pegasi. The ritual that creates a nightmare requires the torturous removal of a pegasus’s wings, driving that noble creature to evil as it is transformed by dark
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
multiverse. They must be created from pegasi. The ritual that creates a nightmare requires the torturous removal of a pegasus’s wings, driving that noble creature to evil as it is transformed by dark
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
).
Ezzat recently summoned the marilith to guard his phylactery. A geas spell cast on it by the lich requires the demon to protect the phylactery against theft or destruction. The marilith takes out its
fragments can’t be pried from the walls, since the same magic that protects the stalagmite tower from damage prevents their removal. Phylactery Ezzat’s phylactery is a box 6 inches long, 3 inches wide, and 4
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
).
Ezzat recently summoned the marilith to guard his phylactery. A geas spell cast on it by the lich requires the demon to protect the phylactery against theft or destruction. The marilith takes out its
fragments can’t be pried from the walls, since the same magic that protects the stalagmite tower from damage prevents their removal. Phylactery Ezzat’s phylactery is a box 6 inches long, 3 inches wide, and 4
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
threshold of 10, and immunity to psychic and poison damage. Forcing open a set of barred gates requires a successful DC 28 Strength check. Two 30-foot-tall cylindrical stone towers flank each gate and watch
Firebeard’s Firebrandy, sold only at Kelvin’s Comfort, located on yer right as you enter the market square!” (If the characters arrive at a different gate, you can relocate Augrek to that gate.) B2
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
threshold of 10, and immunity to psychic and poison damage. Forcing open a set of barred gates requires a successful DC 28 Strength check. Two 30-foot-tall cylindrical stone towers flank each gate and watch
Firebeard’s Firebrandy, sold only at Kelvin’s Comfort, located on yer right as you enter the market square!” (If the characters arrive at a different gate, you can relocate Augrek to that gate.) B2
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
there. These hauntings are disturbing, and the fifth and sixth options on the table below involve body horror. Check your players’ comfort level before including these hauntings in your game; you can
requires quelling all the crypt hauntings and defeating the ghosts. When this happens, a sigh like grinding stone echoes through the crypt, and each room momentarily flickers with light. No more crypt
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
there. These hauntings are disturbing, and the fifth and sixth options on the table below involve body horror. Check your players’ comfort level before including these hauntings in your game; you can
requires quelling all the crypt hauntings and defeating the ghosts. When this happens, a sigh like grinding stone echoes through the crypt, and each room momentarily flickers with light. No more crypt
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
heterochromia iridum, eyes of two different colors, and they use only one when glaring at targets they intend to curse.
Level 3: Evil Eye You can place a minor curse with a glance. As a Bonus Action
when you finish a Short or Long Rest. Saving Throws. If a Misfortune requires a saving throw, the DC equals 8 + your Charisma or Intelligence modifier (your choice) + your Proficiency Bonus. Level 9
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
forming a spectral shadow of the soul. The light shed by an undying doesn’t generate heat, but it provides a sense of warmth and comfort. The most powerful of the undying can separate their spirits
and is freed from one curse afflicting it (councilor’s choice).
Flame Strike (5th-Level Spell; Requires a Spell Slot). The councilor chooses a point it can see within 60 feet of it. Each creature in a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
that lead to a two-story brick mansion and eastward toward a detached coach house. An arcane lock spell is cast on the gates. Forcing them open requires a successful DC 25 Strength (Athletics) check
, while picking the lock requires a successful DC 20 Dexterity check using thieves’ tools. The spell doesn’t bar members of the Gralhund family, their staff, their guards, or Lady Gralhund’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
that lead to a two-story brick mansion and eastward toward a detached coach house. An arcane lock spell is cast on the gates. Forcing them open requires a successful DC 25 Strength (Athletics) check
, while picking the lock requires a successful DC 20 Dexterity check using thieves’ tools. The spell doesn’t bar members of the Gralhund family, their staff, their guards, or Lady Gralhund’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
forming a spectral shadow of the soul. The light shed by an undying doesn’t generate heat, but it provides a sense of warmth and comfort. The most powerful of the undying can separate their spirits
and is freed from one curse afflicting it (councilor’s choice).
Flame Strike (5th-Level Spell; Requires a Spell Slot). The councilor chooses a point it can see within 60 feet of it. Each creature in a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
handmaidens, though they do nothing to comfort her. They are armed with longswords but don’t carry longbows. If the characters try to parley with Cinderhild, she demonstrates the impertinence and mood
is deactivated and incapacitated, although that fact isn’t readily apparent. Activating the iron golem requires one to speak the proper command word. Not even Duke Zalto knows it. Casting an identify
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
handmaidens, though they do nothing to comfort her. They are armed with longswords but don’t carry longbows. If the characters try to parley with Cinderhild, she demonstrates the impertinence and mood
is deactivated and incapacitated, although that fact isn’t readily apparent. Activating the iron golem requires one to speak the proper command word. Not even Duke Zalto knows it. Casting an identify
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
they dare to visit the surface world — at night, the better to avoid the glaring dreams and visions that would assail them during daylight. A stone giant that visits the surface for too long or is
payment to make amends, though a sack of gold is likely little comfort to those who lost loved ones, homes, and livelihoods. It’s always wise to tread softly, speak deferentially, and act respectfully
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
they dare to visit the surface world — at night, the better to avoid the glaring dreams and visions that would assail them during daylight. A stone giant that visits the surface for too long or is
payment to make amends, though a sack of gold is likely little comfort to those who lost loved ones, homes, and livelihoods. It’s always wise to tread softly, speak deferentially, and act respectfully
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Room Lady Cassalanter’s attendant, Tissina Khyret (see “Head Servants”), spends most of her time here when she’s not with her mistress. The room is furnished for comfort and includes overstuffed
Casting feature (or the Ritual Caster feat) who spends 24 hours reading the book can master the ritual described within. The ritual takes 11 minutes to cast and requires incense and a vial of unholy water
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Room Lady Cassalanter’s attendant, Tissina Khyret (see “Head Servants”), spends most of her time here when she’s not with her mistress. The room is furnished for comfort and includes overstuffed
Casting feature (or the Ritual Caster feat) who spends 24 hours reading the book can master the ritual described within. The ritual takes 11 minutes to cast and requires incense and a vial of unholy water
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
protection into their scales. Common Purpose. Dragons most often form a lauth when they identify a shared goal whose completion requires the sustained effort of a diverse group of dragons. The Lauth
group revere the long-dead Ruby Dragon. Sardior is their once and future sovereign—a leader who has departed for a time, but who will return to bring enlightenment, comfort, and salvation to dragonkind
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
protection into their scales. Common Purpose. Dragons most often form a lauth when they identify a shared goal whose completion requires the sustained effort of a diverse group of dragons. The Lauth
group revere the long-dead Ruby Dragon. Sardior is their once and future sovereign—a leader who has departed for a time, but who will return to bring enlightenment, comfort, and salvation to dragonkind
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Picking a lock requires a successful DC 15 Dexterity check using thieves’ tools. Breaking down a cell door requires a successful DC 25 Strength (Athletics) check. The Cell Occupants table lists this
. Secret Hallway This magically lit hall is concealed behind secret doors. It circumvents the audience chamber (area X18) and gently slopes down toward the east. Finding either secret door requires a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Picking a lock requires a successful DC 15 Dexterity check using thieves’ tools. Breaking down a cell door requires a successful DC 25 Strength (Athletics) check. The Cell Occupants table lists this
. Secret Hallway This magically lit hall is concealed behind secret doors. It circumvents the audience chamber (area X18) and gently slopes down toward the east. Finding either secret door requires a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
bequeath one (but no more than one) to the party. The tressym bonds with the first character to earn its trust, which requires some obvious sign of affection accompanied by a successful DC 17
little too close to the Evermoors for most merchants’ comfort. Between Olostin’s Hold and Everlund, the trail passes through an area that used to be forest and is now full of tree stumps. Efforts to turn