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Returning 35 results for 'conditions rarest grim to her receive'.
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Magic Items
The Book of Many Things
they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining.
Maze. You
either decrease your number of declared draws by two or receive a rare or rarer wondrous item, which appears in your hands. The DM chooses the item.
Statue. You immediately have the petrified
races
The accursed are the rarest and least understood of all the heritages of Etharis—because each accursed is effectively a heritage unto themself. Whether created by unique magic, brought to the
of the other typical senses of “curse” in the game. Rather, accursed reflects the grim sense of how most other folk in the campaign will view such a character, especially those who don
the Triage Expert feat, the creature can spend three Hit Point Dice to end one of the following conditions on itself instead of regaining Hit Points: Blinded, Deafened, Paralyzed, Poisoned, or Stunned.
Alternatively, you can cure one Grievous Wound affecting the creature (see Grim Hollow Campaign Guide).
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Semuanya’s followers believe in pushing their limits in the face of the most hostile conditions. Semuanya’s realm reflects this: a vast, densely canopied swamp that is colorful, sweet smelling, and full of
bog. Dangerous plants are also common in the deepest parts of the mire, but among them grow fruits and herbs that can be used to brew some of the rarest elixirs in the Outlands.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Semuanya’s followers believe in pushing their limits in the face of the most hostile conditions. Semuanya’s realm reflects this: a vast, densely canopied swamp that is colorful, sweet smelling, and full of
bog. Dangerous plants are also common in the deepest parts of the mire, but among them grow fruits and herbs that can be used to brew some of the rarest elixirs in the Outlands.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Adventure Background A deadly heat wave bakes an unprepared pastoral land. Crops have failed, rivers have run dry, and prospects are grim. While the reason for the unprecedented heat is unclear, the
sage Grahlista has uncovered a possible solution. The sage invites the characters to meet at her home to receive her proposal.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Adventure Background A deadly heat wave bakes an unprepared pastoral land. Crops have failed, rivers have run dry, and prospects are grim. While the reason for the unprecedented heat is unclear, the
sage Grahlista has uncovered a possible solution. The sage invites the characters to meet at her home to receive her proposal.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Conditions Don’t Stack If multiple effects impose the same condition on you, each instance of the condition has its own duration, but the condition’s effects don’t get worse. Either you have a
condition or you don’t. The Exhaustion condition is an exception; its effects get worse if you have the condition and receive it again.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Conditions Don’t Stack If multiple effects impose the same condition on you, each instance of the condition has its own duration, but the condition’s effects don’t get worse. Either you have a
condition or you don’t. The Exhaustion condition is an exception; its effects get worse if you have the condition and receive it again.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Blood and Bone benefit of the Triage Expert feat, the creature can spend three Hit Point Dice to end one of the following conditions on itself instead of regaining Hit Points: Blinded, Deafened
, Paralyzed, Poisoned, or Stunned. Alternatively, you can cure one Grievous Wound affecting the creature (see Grim Hollow Campaign Guide).
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
. Older cabins close by have been torn down to leave only stone chimneys and foundations. A grim silence hangs over the camp, and you see no one around.
The ankhegs hide underground and rely on their
tremorsense to detect prey. They burst out of the ground in the squares marked “ankheg eruption” on the map when certain conditions are met, as described in areas L3 and area L6. If you’re running this scenario for one character, only one ankheg can be encountered at a time.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
. Older cabins close by have been torn down to leave only stone chimneys and foundations. A grim silence hangs over the camp, and you see no one around.
The ankhegs hide underground and rely on their
tremorsense to detect prey. They burst out of the ground in the squares marked “ankheg eruption” on the map when certain conditions are met, as described in areas L3 and area L6. If you’re running this scenario for one character, only one ankheg can be encountered at a time.
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
located in the Hive Ward, the seediest of Sigil’s districts. In the Mortuary’s eerie yet reverent chambers, the Heralds of Dust receive, process, and lay the dead to rest on a multiversal scale
, ensuring every creature that dies in Sigil earns its obsequies. Managing the dead is grueling and thankless work, but without the Mortuary and its grim workforce—many of whom are Undead—there would be no
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
located in the Hive Ward, the seediest of Sigil’s districts. In the Mortuary’s eerie yet reverent chambers, the Heralds of Dust receive, process, and lay the dead to rest on a multiversal scale
, ensuring every creature that dies in Sigil earns its obsequies. Managing the dead is grueling and thankless work, but without the Mortuary and its grim workforce—many of whom are Undead—there would be no
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
can be distinguished. Missile weapon ranges are halved during rain. On days that receive heavy rain, there’s a 25 percent chance of a full-blown tropical storm featuring sheets of rain, high wind
, lightning, tall waves at sea, and immense surf along the coast. Guides who know the conditions in Chult recommend hunkering down and staying put on these days. Travel by river is impossible (canoes are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
can be distinguished. Missile weapon ranges are halved during rain. On days that receive heavy rain, there’s a 25 percent chance of a full-blown tropical storm featuring sheets of rain, high wind
, lightning, tall waves at sea, and immense surf along the coast. Guides who know the conditions in Chult recommend hunkering down and staying put on these days. Travel by river is impossible (canoes are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
with Karrnath left farms and cities such as Shadukar devastated and abandoned, home only to the lingering undead left behind after the Karrnathi retreat. For most, these grim reminders of war
Karrns as agents of darkness. Likewise, Thranes have bitter memories of the conflict with Aundair, and Aundairian wizards or eldritch knights receive a cold reception. For most Thranes, the war
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
with Karrnath left farms and cities such as Shadukar devastated and abandoned, home only to the lingering undead left behind after the Karrnathi retreat. For most, these grim reminders of war
Karrns as agents of darkness. Likewise, Thranes have bitter memories of the conflict with Aundair, and Aundairian wizards or eldritch knights receive a cold reception. For most Thranes, the war
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies. The
the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned. When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies. The
the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned. When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
in crisis. Strict rules of engagement prevent them from impacting local conditions or taking sides in a conflict; their mandate allows them only to extract those in danger and defend themselves if
attacked. They are among the bravest of the Citadel, and heroes who die in service to the Shieldbearers receive the city’s highest honors. Shieldbearers stand ready to make the ultimate sacrifice to save
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
to all conditions.
An amber sarcophagus has AC 16, 80 hit points, and immunity to poison and psychic damage. Destroying one causes the vestige trapped within it to disappear, leaving no trace. You
functions like a charm (see “Supernatural Gifts” in chapter 7, “Treasure,” of the Dungeon Master’s Guide). A creature doesn’t receive a dark gift if it is being manipulated or coerced, or if it declines
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, should they so choose. Ilmater’s priests take in the ill, the starving, and the injured, and his temples give most of what they receive to help offset the suffering of the world. His followers provide
succor when they can, but also use force to put an end to torture and suffering inflicted on others. Ilmater’s priests travel to places where the worst possible conditions exist, ministering to the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
to all conditions.
An amber sarcophagus has AC 16, 80 hit points, and immunity to poison and psychic damage. Destroying one causes the vestige trapped within it to disappear, leaving no trace. You
functions like a charm (see “Supernatural Gifts” in chapter 7, “Treasure,” of the Dungeon Master’s Guide). A creature doesn’t receive a dark gift if it is being manipulated or coerced, or if it declines
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
in crisis. Strict rules of engagement prevent them from impacting local conditions or taking sides in a conflict; their mandate allows them only to extract those in danger and defend themselves if
attacked. They are among the bravest of the Citadel, and heroes who die in service to the Shieldbearers receive the city’s highest honors. Shieldbearers stand ready to make the ultimate sacrifice to save
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, should they so choose. Ilmater’s priests take in the ill, the starving, and the injured, and his temples give most of what they receive to help offset the suffering of the world. His followers provide
succor when they can, but also use force to put an end to torture and suffering inflicted on others. Ilmater’s priests travel to places where the worst possible conditions exist, ministering to the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
minimum
Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better
lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
2 gp
Wealthy
4 gp
Aristocratic
10 gp minimum
Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates
as exiles, or suffer from disease. Poor. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
2 gp
Wealthy
4 gp
Aristocratic
10 gp minimum
Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates
as exiles, or suffer from disease. Poor. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
minimum
Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better
lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Oinoloth Grim specters of death, oinoloths bring pestilence wherever they go. When armies recognize their awful forms, their mere appearance causes soldiers to break ranks and flee, lest they succumb
willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Oinoloth Grim specters of death, oinoloths bring pestilence wherever they go. When armies recognize their awful forms, their mere appearance causes soldiers to break ranks and flee, lest they succumb
willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Corlie’s Briefing After the introductions, Corlie gives a grim smile. Continue reading: Corlie leads you north through the fortress. Workers repair walls, stack spears, and sharpen swords.
“Five
arranged for the characters to receive hazard pay of 1,000 GP each from the city they choose. All characters must agree on the same city patron. Show the players Map 1.1 and point out which defense zones
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Corlie’s Briefing After the introductions, Corlie gives a grim smile. Continue reading: Corlie leads you north through the fortress. Workers repair walls, stack spears, and sharpen swords.
“Five
arranged for the characters to receive hazard pay of 1,000 GP each from the city they choose. All characters must agree on the same city patron. Show the players Map 1.1 and point out which defense zones
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
possessed. His arrogance aside, Fidelio won’t possess a humanoid without its consent. If it can’t find a willing host, it offers to join the party on two conditions: the characters must seek out
“Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide) on any character who served as Fidelio’s host. For laying Fidelio’s spirit to rest, the characters should receive XP as if they had defeated the ghost in combat.