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Returning 35 results for 'conditions running gods to her returner'.
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condition ranging gods to her return
condition ranging gods to her returns
conditions ranging gods to her return
conditions reining gods to her returner
conditions ranging gods to her returner
Monsters
Monster Manual
Amphibious. The frog can breathe air and water.
Standing Leap. The frog’s Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start.Bite. Melee Attack Roll
swallowed, the target isn’t Grappled but has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the frog. While swallowing the target, the frog can
Monsters
Monster Manual
Amphibious. The toad can breathe air and water.
Standing Leap. The toad’s Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start.Bite. Melee Attack Roll
conditions, and it has Total Cover against attacks and other effects outside the toad. In addition, the target takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Swallow", "rollDamageType
Monsters
Icewind Dale: Rime of the Frostmaiden
pleasure alone.
Auril was aligned with the gods Talos, Umberlee, and Malar. Together they wrought terrible destruction, inspiring fear that compelled tribute to hold their power at bay. Umberlee
Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods’ meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy
Monsters
Icewind Dale: Rime of the Frostmaiden
all forms, from art objects and flowers to skilled artisans and their wondrous works, freezing them in magical ice for her pleasure alone.
Auril was aligned with the gods Talos, Umberlee, and Malar
against Auril, who retreated to the coldest corner of Toril to escape their fury.
After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern
Monsters
Icewind Dale: Rime of the Frostmaiden
artisans and their wondrous works, freezing them in magical ice for her pleasure alone.
Auril was aligned with the gods Talos, Umberlee, and Malar. Together they wrought terrible destruction, inspiring
Toril to escape their fury.
After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods’ meddling, but the
Backgrounds
Guildmasters’ Guide to Ravnica
construction and architecture — primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders.
You have a
protocols will lead us toward progress more surely than any belief system. (Lawful)
5
Fun. I love my job! Despite the dangerous working conditions, there’s nothing I’d rather do
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Maglubiyet conquered the goblin gods, a trickster deity was determined to get the last laugh. Although Maglubiyet shattered its essence, this trickster god survives in a splintered form as possessing spirits
possesses only goblins. When bereft of a host, the spirit has a flying speed of 30 feet, it can’t be attacked, and it is immune to all damage and conditions. Acting on initiative count 20 (losing
Monsters
Fizban's Treasury of Dragons
suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie
scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon’s skull and another at the tip of the nose; the two horns
Monsters
Fizban's Treasury of Dragons
components and using Charisma as the spellcasting ability (spell save DC 15):
1/day each: calm emotions, faerie fireAncient legends suggest that when the gods came to the First World and tried to
dragons. Their descendants are now found throughout the Feywild.
Moonstone dragons are graceful and elegant creatures with opalescent scales and ruffs of emerald-green fur running down their chins
Monsters
Fizban's Treasury of Dragons
Spellcasting.Ancient legends suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic
with opalescent scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon’s skull and another at the tip of the
Monsters
Fizban's Treasury of Dragons
suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm
and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon’s skull and another at the tip of the nose; the two horns
The Great Old One
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Player’s Handbook (2014)
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known
Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.
monsters
automatically sees through visual illusions within 30 feet of it.
Prodigious Leap. The froghemoth’s Long Jump is up to 20 feet, and its High Jump is up to 10 feet with or without a running
time. A swallowed creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the froghemoth, and takes 21 (6d6);{"diceNotation":"6d6", "rollType
monsters
Alien Mind. The gug has Advantage on saving throws to avoid or end the Charmed or Frightened conditions.
Combat Reflexes. The gug has an extra Reaction that can be used only for Opportunity
prints. Victims are taken to rancid lairs marked with strange runes and sacrificed to the gugs’ wicked gods of blood, darkness, and nightmares. Dire rumors tell of lightless gug cities made of
monsters
end of its next turn.
Fortitude. One of the following conditions of the widow’s choice ends on the target: Charmed, Frightened, Grappled, Paralyzed, Poisoned, Restrained, Stunned.
Vigor. The
target regains 10 Hit Points.Once a priestess committed to healing the sick through divine rites, the Weeping Widow abandoned the gods after a personal tragedy and turned to sinister science. Believing
monsters
Prone and Restrained conditions as fibrous plant tendrils erupt from the ground. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
cultists, tearing down their shrines and cursing the gods that they believe have turned against them.
Corruption Runs Deep. With each passing year, the land grows more and more tortured. Natural animals
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
factions devoted to ancient gods. Meanwhile, an ageless evil of unknown origin lurks in the bowels of the dilapidated ziggurat. Called Zargon the Returner, the tentacled, one-eyed creature preys on the
characters. If, on completing the adventure, you wish to extend it further, consult the “Extending the Adventure” section at the end of this chapter. Martin Mottet Isolated for centuries, the masked citizens of Cynidicea
seek to appease old gods, restless spirits, and ancient evils
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
), while others are akin to gods or primordial beings of the Elemental Planes. Some are thought to be imprisoned, while others are said to be slumbering until they awaken in some apocalyptic cataclysm
-Ortheel, the Elf-Eater; Kezef, the Chaos Hound; Kyuss, the Worm That Walks; the Queen of Chaos; Tharizdun, the Chained God; Tyranthraxus, the Flamed One; and Zargon, the Returner. They are all forces of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
), while others are akin to gods or primordial beings of the Elemental Planes. Some are thought to be imprisoned, while others are said to be slumbering until they awaken in some apocalyptic cataclysm
-Ortheel, the Elf-Eater; Kezef, the Chaos Hound; Kyuss, the Worm That Walks; the Queen of Chaos; Tharizdun, the Chained God; Tyranthraxus, the Flamed One; and Zargon, the Returner. They are all forces of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
factions devoted to ancient gods. Meanwhile, an ageless evil of unknown origin lurks in the bowels of the dilapidated ziggurat. Called Zargon the Returner, the tentacled, one-eyed creature preys on the
characters. If, on completing the adventure, you wish to extend it further, consult the “Extending the Adventure” section at the end of this chapter. Martin Mottet Isolated for centuries, the masked citizens of Cynidicea
seek to appease old gods, restless spirits, and ancient evils
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
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->Vecna: Eve of Ruin
demiplanes in any order, so read through all three—the “Torment of Kas,” “Neverwinter’s New King,” and “Dead Gods” sections—before running this chapter. Once the characters dismantle the three
Running This Chapter The characters can return to the sanctum in Sigil to rest and confer with Alustriel and Tasha before they head to the Cave of Shattered Reflection. If the characters don’t return
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
demiplanes in any order, so read through all three—the “Torment of Kas,” “Neverwinter’s New King,” and “Dead Gods” sections—before running this chapter. Once the characters dismantle the three
Running This Chapter The characters can return to the sanctum in Sigil to rest and confer with Alustriel and Tasha before they head to the Cave of Shattered Reflection. If the characters don’t return
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
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->D&D Beyond Basic Rules
Running Combat This section builds on the combat rules in Playing the Game and offers tips for keeping the game running smoothly when a fight breaks out. Rolling Initiative Combat starts when—and
monsters. If you aren’t using miniatures or other visual aids, one way to track your monsters is to assign them unique features. For example, imagine that you’re running an encounter with three Ogres
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Running Combat This section builds on the combat rules in Playing the Game and offers tips for keeping the game running smoothly when a fight breaks out. Rolling Initiative Combat starts when—and
monsters. If you aren’t using miniatures or other visual aids, one way to track your monsters is to assign them unique features. For example, imagine that you’re running an encounter with three Ogres
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
deity interacts with the mortal world. Beyond the gods, tools for running nautical odysseys and descents into the Underworld appear in this chapter, along with an adventure that explores the machinations
Creating Theros Adventures Can the gods determine my fate?” Elspeth asked. “What is truly the extent of their power? Can they make what I want happen—if only I please them enough?”
“If you want a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
deity interacts with the mortal world. Beyond the gods, tools for running nautical odysseys and descents into the Underworld appear in this chapter, along with an adventure that explores the machinations
Creating Theros Adventures Can the gods determine my fate?” Elspeth asked. “What is truly the extent of their power? Can they make what I want happen—if only I please them enough?”
“If you want a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Pharaoh Ankhtepot’s ka—can lead adventurers to explore mysterious sites as they seek hiding places undisturbed for centuries. Consider running a tour of the domain’s most intriguing locales
course of their adventures, characters can learn the truth of Ankhtepot’s origins and Har’Akir’s original gods. How they use these discoveries is up to them, but each discovery should bring the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
effect--in most cases, all in the span of seconds. Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away, and
spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
effect--in most cases, all in the span of seconds. Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away, and
spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Pharaoh Ankhtepot’s ka—can lead adventurers to explore mysterious sites as they seek hiding places undisturbed for centuries. Consider running a tour of the domain’s most intriguing locales
course of their adventures, characters can learn the truth of Ankhtepot’s origins and Har’Akir’s original gods. How they use these discoveries is up to them, but each discovery should bring the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Disaster Strikes As volcanic eruptions shake the earth, the ancient Twin Gods Observatory topples When a character climbs to at least half the height of the observatory—whether using the steps or
of the situation and track their movement through the tower. Twin Gods Observatory will collapse after 6 rounds or whenever feels appropriately dramatic. Emphasize the tower’s precarious state by
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
effect — in most cases, all in the span of seconds. Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away
spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Legend of the Nine Gods Stories of Omu’s nine trickster gods died with the Omuans who worshiped them. As characters explore the gods’ shrines, the players piece together fragments of the following
legend, which provides clues on how to enter the Tomb of the Nine Gods. Long ago, the god Ubtao hardened his heart and vowed to weep for the people of Omu no longer. The rains stopped, the jungle