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Returning 35 results for 'conferred ready groups to have reality'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
and across the multiverse. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in
armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command
Monsters
Mordenkainen Presents: Monsters of the Multiverse
delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat
, ready to lay down their lives if needed.
Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when he
Monsters
Van Richten’s Guide to Ravenloft
that area.An emissary’s greater form sheds all pretense of being part of a plane’s reality and openly mocks it. A destructive titan, this form rises in a 25-foot-tall pillar of violent flesh
.
Star Spawn Emissary
Few understand the full hungry hostility of the multiverse. Star spawn emissaries are the fingers of alien realms, digits that tip the scales of reality toward terror. Heralded by
Monsters
Mordenkainen Presents: Monsters of the Multiverse
responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Abishais stand
Monsters
Planescape: Adventures in the Multiverse
Axiomatic Mind. The hexton can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The hexton has advantage on initiative rolls.
Disintegration. If the
damage on a successful one.When the armies of Mechanus mobilize against the forces of chaos, hextons are the field generals who command modron troops. These hulking hierarchs lead groups of modrons in
Monsters
Van Richten’s Guide to Ravenloft
emissaries are the fingers of alien realms, digits that tip the scales of reality toward terror. Heralded by ominous astrological events, these ravenous invaders make worlds ready for unimaginable masters or
distant, greater manifestations of themselves. Employing their malleable forms, emissaries work to undermine perceptions of order, trust, and reality on global scales, readying worlds for sanity
Monsters
Mordenkainen Presents: Monsters of the Multiverse
groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Abishais stand outside the normal hierarchy of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
reality, a group of nine mind flayer arcanists used their arcane magic and psionics to weave a new truth. These nine called themselves the Alhoon, and those who follow in their footsteps are referred to by
its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons.
Initially, an alhoon can be difficult to distinguish from a normal mind flayer. The most obvious
Backgrounds
Acquisitions Incorporated
. Maybe you hope to leverage the knowledge you gained there for an advantage at Acquisitions Incorporated. Either way, you’re now bringing your talents to the company, ready to put your skills to
employer or other groups you dealt with during your previous employment. You can communicate with your contacts, gaining information at the DM’s discretion.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases
, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering
Sorcerer
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some
chaos of Limbo, or a glimpse into the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped
reality become if beings of thought ruled the plane of thought? Left to Right: Githyanki Gish, Githyanki Supreme Commander, and Githyanki Kith'rak
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal and ready to lay down their lives for Tiamat.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
that they are acting on behalf of the Lords of Waterdeep and the Lords’ Alliance. The party is under the protection of both groups, though such warrants are no guarantee of safety in Thay. Erlanthar
adventurers are ready to depart, Nyh Ilmichh teleports with them to Nethwatch Keep in the Tharch of Lapendrar, just inside the Thayan frontier.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
offers feats for groups that use them. Chapter 2 contains patrons who can become one of the driving forces behind your group’s adventures. Chapter 3 sparkles with new magical options, including
rules on sidekicks who level up with the player characters and on supernatural environments. The chapter ends with a collection of puzzles ready to be deployed in any adventure that the DM would like to spice up with some puzzling.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
that they are acting on behalf of the Lords of Waterdeep and the Lords’ Alliance. The party is under the protection of both groups, though such warrants are no guarantee of safety in Thay. Erlanthar
adventurers are ready to depart, Nyh Ilmichh teleports with them to Nethwatch Keep in the Tharch of Lapendrar, just inside the Thayan frontier.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
too many pages to count, so we winnowed down the list to nine groups of creatures that have a lot going for them and tend to get used often in D&D campaigns: Beholders
Goblinoids
Mind flayers
spark your imagination! The lore in this chapter represents the perspective of Volo and is mostly limited to the Forgotten Realms. In the Realms and elsewhere in the D&D multiverse, reality is more
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the multiverse’s terrible fate. Vecna plans to elevate himself above all others and to rewrite the histories and details of the entire multiverse. In Vecna’s new reality, all people serve him, he has
never known defeat, and all who oppose him live in torment. By the time this adventure begins, the lich has gathered a hoard of secrets and is nearly ready to begin the Ritual of Remaking. Only the characters can stop Vecna’s evil plan.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the characters for that job. To secure the sally port, characters must battle through two groups of foes. The first fight occurs against three acolytes, three kobolds, and one ambush drake (see
appendix D), which are guarding the sally port’s 10-foot-by-20-foot ready room against exactly this type of counterattack. After characters seize the room, they discover that the door is heavily damaged. The
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the characters for that job. To secure the sally port, characters must battle through two groups of foes. The first fight occurs against three acolytes, three kobolds, and one ambush drake (see
appendix D), which are guarding the sally port’s 10-foot-by-20-foot ready room against exactly this type of counterattack. After characters seize the room, they discover that the door is heavily damaged. The
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Arriving in Vogler The characters arrive on the day of Ispin Greenshield’s funeral, which is scheduled to take place in the evening. Read or paraphrase the following text when you’re ready for the
of Vogler ply their trade.
The characters can explore Vogler as they please. Individuals or small groups could peruse the market, observe villagers preparing for the Kingfisher Festival, or find the
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
circumstance, as described in the text.
When a creature’s name appears in bold type, that’s a visual clue pointing you to its stat block as a way of saying, “Hey, DM, get this creature’s stat block ready
. You’re going to need it.” All monster stat blocks referenced in this adventure can be found in the Monster Manual. You can make the adventure easier or harder, or adjust it for smaller or larger groups of player characters, by adjusting the number of monsters or by adding or removing encounters.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Small Groups Most of the time, each player runs one character. The game plays best that way, without overwhelming anyone. But if your group is small, players can control more than one character. Or
can be a good idea in a game that features nonstop peril and a high rate of character death. If your group agrees to the premise, have each player keep one or two additional characters on hand, ready
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Battle Begins When the characters are ready, Darrett or a militia member guides them into line with the other Vogler troops. Read the following description: After much laughter and jostling, the
among several mounted soldiers. The mock Istarian troops assault the hill. Around you, the Vogler militia charges to meet them.
As the two groups charge, have each character make a Wisdom
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
instructions for how to challenge the player characters with adversaries that are a good test of their abilities, plus dozens of ready-to-use monster descriptions. It also provides a sampling of magic items that
that characters can become associated with. Appendix D explores the multitude of worlds and alternate dimensions of reality, called the planes of existence. Finally, players can use the character
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
revelation, the characters receive a message via a Sending spell from Alustriel offering to provide more help once the characters are ready. If the characters don’t plan to return to Sigil, encourage them to
Shattered Reflection, the characters must first destroy these demiplanes, which are the lich-god’s early attempts to remake reality. The demiplanes are harbingers of what’s to come if Vecna isn’t stopped
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
ready, nervously eyeing the gate and their stern captain.
The Trade Gate has been closed at the orders of Captain Oklid Narnhelm (neutral, human veteran). He’s on the scene with his eight Kalaman
appearance of other people. When large groups started showing up, Narnhelm closed the gate to prevent disguised enemies from slipping inside. A character can convince Narnhelm to open the gate through
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Factions of Sigil On the Outer Planes, belief shapes reality. Cosmic concepts such as law and chaos can imbue true believers with newfound power, and when enough creatures unite under one ideology
individuals known as factols. These leaders embody their groups’ philosophies and serve different roles depending on their factions’ needs. Factols and their delegates also represent their factions
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
setting that includes a mountainous region has a ready-to-use location for the dwarven stronghold in The Forge of Fury.
Dragonlance. On Krynn, Khundrukar can be placed anywhere in the Kharolis
cleared of its inhabitants when the Kingdom of Galifar invaded that land. The aggressors left the place unoccupied after their victory. Since then, it has fallen into the hands of various groups of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
sidebar on the last page? And after all the time you’re going to put in getting ready to run this adventure? Outrageous! Someone needs to teach these people a lesson.
If you’re running the adventure for
larger or smaller groups, you can adjust the encounters using the guidelines given in chapter 3, “Creating Adventures,” in the Dungeon Master’s Guide. Or maybe you’ll adjust them anyway to keep things
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ancient Blue Dragon Ancient blue dragons think beyond dominating groups of short-lived servants. Instead, they seek to claim their places above other dragons and their world’s most powerful
inhabitants. If world domination seems too tedious or cliché, these dragons might seek to seize control of extraplanar realms, multiworld empires, or forces of reality—like life, storms, or time itself
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
reality, a group of nine mind flayer arcanists used their arcane magic and psionics to weave a new truth. These nine called themselves the Alhoon, and those who follow in their footsteps are referred
. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons. Initially, an alhoon can be difficult to distinguish from a normal mind flayer. The most obvious
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Wizardly Groups Many wizardly groups exist in the Forgotten Realms, but two, in particular, stand out. The Red Wizards The most infamous group of wizards in the Realms are the Red Wizards of Thay
frequently wear magic rings that allow a War Wizards to know where they’ve gone and to scry upon them. Removing such a ring, even for innocent reasons, can call a cadre of battle-ready War Wizards to
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
alliance intent on unleashing a draconic apocalypse upon Faerûn. The Cult of the Dragon, the Red Wizards of Thay, and a conspiracy of other villains plot to reshape the world, making it ready for the
—yet they need not do so alone. Groups like the Harpers, the Lord’s Alliance, and even the wicked Zhentarim might be rallied to oppose the Cult of the Dragon, but only if clever souls convince them to
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
alliance intent on unleashing a draconic apocalypse upon Faerûn. The Cult of the Dragon, the Red Wizards of Thay, and a conspiracy of other villains plot to reshape the world, making it ready for the
them—yet they need not do so alone. Groups like the Harpers, the Lord’s Alliance, and even the wicked Zhentarim might be rallied to oppose the Cult of the Dragon, but only if clever souls convince