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Returning 35 results for 'conditions replaced glory to have rogues'.
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conditions replaces glory to have rogues
conditions replace glory to have rogues
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Equipment. Verminaard wears plate, +2;+2 plate armor and wields the mace Nightbringer, which grants him darkvision as well as immunity to fire damage and to the charmed and frightened conditions (included
banish evil forces from the lands of Krynn, Verminaard was tempted by Takhisis and her promises of glory. Corrupted by the Dragon Queen, Verminaard rose to become one of her champions, claiming
Magic Items
The Book of Many Things
feet.
Beast. You immediately transform into a random Beast with a CR of 5 or lower. Your game statistics—including your ability scores, hit points, and possible actions—are replaced by the
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
spells
You curse a creature that you can see within range. The target’s face is replaced with completely smooth skin, sealing the creature’s eyes, nose, and mouth. The creature has the Blinded
and Incapacitated conditions and begins Suffocation;suffocating.
At the end of each of its turns, the target can attempt a Constitution saving throw to end the spell. Also, the Heal spell ends the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
dwarf kings of Delzoun, seeking glory and treasure. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur’s Gate. Clerics in the service of gods wield mace and spell, questing
and sleepy villages follow tales of strange, glorious, faraway places. Good maps and clear trails can take even an inexperienced youth with dreams of glory far across the world, but these paths are
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
dwarf kings of Delzoun, seeking glory and treasure. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur’s Gate. Clerics in the service of gods wield mace and spell, questing
and sleepy villages follow tales of strange, glorious, faraway places. Good maps and clear trails can take even an inexperienced youth with dreams of glory far across the world, but these paths are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
heroes who wage eternal battle on fields of glory. Any creature, other than a construct or undead, that is killed by an attack or a spell while on Ysgard is restored to life at dawn the next day. The
creature has all its hit points restored, and all conditions and afflictions it suffered before its death are removed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
heroes who wage eternal battle on fields of glory. Any creature, other than a construct or undead, that is killed by an attack or a spell while on Ysgard is restored to life at dawn the next day. The
creature has all its hit points restored, and all conditions and afflictions it suffered before its death are removed.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
the Realms, fighters dare the crypts of the fallen dwarf kings of Delzoun, seeking glory and treasure. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur’s Gate. Clerics
. Good maps and clear trails can take even an inexperienced youth with dreams of glory far across the world, but these paths are never safe. Travelers in the Realms face fell magic and deadly monsters
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the fallen dwarf kings of Delzoun, looking for glory and treasure. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur’s Gate. Clerics wield mace and spell in the service of
backcountry farmsteads and sleepy villages follow tales that take them to strange, glorious, faraway places. Good maps and clear trails can carry even an inexperienced youth with dreams of glory far
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the fallen dwarf kings of Delzoun, looking for glory and treasure. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur’s Gate. Clerics wield mace and spell in the service of
backcountry farmsteads and sleepy villages follow tales that take them to strange, glorious, faraway places. Good maps and clear trails can carry even an inexperienced youth with dreams of glory far
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
the Realms, fighters dare the crypts of the fallen dwarf kings of Delzoun, seeking glory and treasure. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur’s Gate. Clerics
. Good maps and clear trails can take even an inexperienced youth with dreams of glory far across the world, but these paths are never safe. Travelers in the Realms face fell magic and deadly monsters
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. The journey to Revel’s End by sea is 350 miles, which a sailing ship can cover in three days under normal conditions. Twenty-five guards and six cooks are bound for the prison, including any
is over. The players can make up whatever names they like for their cover. Those are the names of the guards or cooks they’ve replaced.
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. The journey to Revel’s End by sea is 350 miles, which a sailing ship can cover in three days under normal conditions. Twenty-five guards and six cooks are bound for the prison, including any
is over. The players can make up whatever names they like for their cover. Those are the names of the guards or cooks they’ve replaced.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. The journey to Revel’s End by sea is 350 miles, which a sailing ship can cover in three days under normal conditions. Twenty-five guards and six cooks are bound for the prison, including any
is over. The players can make up whatever names they like for their cover. Those are the names of the guards or cooks they’ve replaced.
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. The journey to Revel’s End by sea is 350 miles, which a sailing ship can cover in three days under normal conditions. Twenty-five guards and six cooks are bound for the prison, including any
is over. The players can make up whatever names they like for their cover. Those are the names of the guards or cooks they’ve replaced.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
dress up for the duchess’s ball, but the hags don’t bestow their favors freely. Their gifts comes with strict conditions, such as a requirement to leave the ball by midnight or a demand to humiliate
others to his will.
3 The party runs afoul of the city watch and learns that their captain has been replaced by a devil who’s transforming them into a brutal force.
4 People are being
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
dress up for the duchess’s ball, but the hags don’t bestow their favors freely. Their gifts comes with strict conditions, such as a requirement to leave the ball by midnight or a demand to humiliate
others to his will.
3 The party runs afoul of the city watch and learns that their captain has been replaced by a devil who’s transforming them into a brutal force.
4 People are being
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy
violence. Other modrons hunt down such rogues.
A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Forgotten Realms is one such setting, and that’s where the story in this adventure takes place. In the Realms, knights dare the crypts of the fallen dwarf kings of Delzoun, seeking glory and treasure
. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur’s Gate. Clerics in the service of gods wield mace and spell, questing against the terrifying powers that threaten the land
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Forgotten Realms is one such setting, and that’s where the story in this adventure takes place. In the Realms, knights dare the crypts of the fallen dwarf kings of Delzoun, seeking glory and treasure
. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur’s Gate. Clerics in the service of gods wield mace and spell, questing against the terrifying powers that threaten the land
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, or druids. Their focus is on martial excellence, and their spiritual leaders are bards, who tell tales of past glory. Among the Dhakaan, goblinoids work together. Hobgoblins are the strategists and
exceptional goblins join the khesh’dar (“silent folk”), learning the skills of rogues, monks, or rangers. The khesh’dar spread agents across the Five Nations, and one can never know when a city goblin might
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy
violence. Other modrons hunt down such rogues.
A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, or druids. Their focus is on martial excellence, and their spiritual leaders are bards, who tell tales of past glory. Among the Dhakaan, goblinoids work together. Hobgoblins are the strategists and
exceptional goblins join the khesh’dar (“silent folk”), learning the skills of rogues, monks, or rangers. The khesh’dar spread agents across the Five Nations, and one can never know when a city goblin might
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
glory faded. Arayat grew up on the streets until luck brought him to the Radiant Citadel. He soon joined the Shieldbearers, which gave him meaning and purpose. Defying the odds, Arayat has survived
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stone frame.
Statue. Standing in front of the mirror is an unfinished 8-foot-tall statue of a merfolk blowing a conch shell, its lower body replaced by a misshapen block of chiseled granite. (This
statue is a shapechanged roper.)
Tridents. Four tridents hang on the north and east walls between the arrow slits. They fly off the walls and attack if certain conditions are met.
The tridents animate
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stone frame.
Statue. Standing in front of the mirror is an unfinished 8-foot-tall statue of a merfolk blowing a conch shell, its lower body replaced by a misshapen block of chiseled granite. (This
statue is a shapechanged roper.)
Tridents. Four tridents hang on the north and east walls between the arrow slits. They fly off the walls and attack if certain conditions are met.
The tridents animate
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
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
to conquer the world already. The reason is that they have no interest in ruling this world; they want to return it to the state of unnatural glory that existed before. Their only interest in humanoids
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
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
to conquer the world already. The reason is that they have no interest in ruling this world; they want to return it to the state of unnatural glory that existed before. Their only interest in humanoids
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
glory faded. Arayat grew up on the streets until luck brought him to the Radiant Citadel. He soon joined the Shieldbearers, which gave him meaning and purpose. Defying the odds, Arayat has survived
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most
created from slaves put to death specifically to serve a greater purpose.
Creature of Ritual. A mummy obeys the conditions and parameters laid down by the rituals that created it, driven only to punish
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most
created from slaves put to death specifically to serve a greater purpose.
Creature of Ritual. A mummy obeys the conditions and parameters laid down by the rituals that created it, driven only to punish
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
tempted by Takhisis and her promises of glory. Corrupted by the Dragon Queen, Verminaard rose to become one of her champions, claiming command of the fiercest among the Dragon Armies. Verminaard’s
and frightened conditions (included above).
Actions
Multiattack. Verminaard makes two Nightbringer attacks and uses Malediction.
Nightbringer. Melee Weapon Attack: +15 to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
tempted by Takhisis and her promises of glory. Corrupted by the Dragon Queen, Verminaard rose to become one of her champions, claiming command of the fiercest among the Dragon Armies. Verminaard’s
and frightened conditions (included above).
Actions
Multiattack. Verminaard makes two Nightbringer attacks and uses Malediction.
Nightbringer. Melee Weapon Attack: +15 to hit, reach 5 ft., one
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
sacrifices, both great and small. He offers strength to those who must surrender themselves for a great cause and is the patron of martyrs and heroes who seek no glory.
Morael’s former mistress
the Arch Seraph’s followers. Rogues, assassins, and other shadowy warriors may whisper prayers to Venin so that her darkness may conceal their deeds.
Suzanne Helmigh
Sitri Arch Daemon of
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Ember Emperor Ariakas,
Glory to the Dragon Queen’s name! Our designs on Abanasinia unfold according to your plans. This is no thanks to the so-called “adviser” I’ve been saddled with, the dragon
replaced my bed linens with its hide.
I will complete our queen’s work with the troops at my disposal, but when I return to Neraka, I would have this viper reassigned. I recommend to Icewall.
By Her