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Returning 15 results for 'conflicted weapon revelations'.
Other Suggestions:
conflicted weapon revelation
Monsters
Van Richten’s Guide to Ravenloft
Nature. The emissary doesn’t require air, food, drink, or sleep.Multiattack. The emissary makes three attacks.
Lashing Maw. Melee Weapon Attack: +11;{"diceNotation":"1d20+11","rollType":"to hit
-shattering revelations and cascading apocalypses. Only when truly threatened, or when their foes have lost all hope, do emissaries reveal their actual, impossible forms.
Forms of the Emissary
Star spawn
Monsters
Van Richten’s Guide to Ravenloft
emissary makes three attacks.
Lashing Maw. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit","rollAction":"Lashing Maw"} to hit, reach 15 ft., one target. Hit: 20 (2d10 + 7
undermine perceptions of order, trust, and reality on global scales, readying worlds for sanity-shattering revelations and cascading apocalypses. Only when truly threatened, or when their foes have
Backgrounds
Guildmasters’ Guide to Ravnica
me with conflicted feelings.
5
I helped a minor Gruul chieftain acquire an Izzet weapon.
6
Roll an additional Izzet contact; you can decide if the contact is an ally or a rival.
7
;elemental weapon, glyph of warding
4th
conjure minor elementals, divination, Otiluke’s resilient sphere
5th
animate objects, conjure elemental
Your spells
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
place of its bite or horns.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit
: 10 (1d12 + 4) bludgeoning damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Fire Breath (Recharge 5–6). The dragon head exhales fire in a 15
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
place of its bite or horns.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit
: 10 (1d12 + 4) bludgeoning damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Fire Breath (Recharge 5–6). The dragon head exhales fire in a 15
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
of fire and the idea of fire: flame used as a weapon, as a force that holds darkness at bay, as a destructive power and force for change. It is home to all manner of fire elementals and also to
what is possible. Some can look upon Xoriat and see it as a place of revelations; but most mortals who come to close to Xoriat fall prey to madness. Xoriat is the source of many aberrations, along with the terrifying daelkyr.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
of fire and the idea of fire: flame used as a weapon, as a force that holds darkness at bay, as a destructive power and force for change. It is home to all manner of fire elementals and also to
what is possible. Some can look upon Xoriat and see it as a place of revelations; but most mortals who come to close to Xoriat fall prey to madness. Xoriat is the source of many aberrations, along with the terrifying daelkyr.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
malleable forms, emissaries work to undermine perceptions of order, trust, and reality on global scales, readying worlds for sanity-shattering revelations and cascading apocalypses. Only when truly
, drink, or sleep.
Actions
Multiattack. The emissary makes three attacks.
Lashing Maw. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) acid
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
malleable forms, emissaries work to undermine perceptions of order, trust, and reality on global scales, readying worlds for sanity-shattering revelations and cascading apocalypses. Only when truly
, drink, or sleep.
Actions
Multiattack. The emissary makes three attacks.
Lashing Maw. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) acid
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
yugoloth), which hold information pertinent to Annam’s activities. 3 Explore the ruins of an ancient temple to Annam, looking for records of revelations or prophecies. 4 Follow a devastating storm across
steal a powerful magical weapon before enemies can use it against the giant’s forces. 4 Gather information on enemy troop numbers, placements, composition, or supply routes. 5 Protect the giant’s
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
yugoloth), which hold information pertinent to Annam’s activities. 3 Explore the ruins of an ancient temple to Annam, looking for records of revelations or prophecies. 4 Follow a devastating storm across
steal a powerful magical weapon before enemies can use it against the giant’s forces. 4 Gather information on enemy troop numbers, placements, composition, or supply routes. 5 Protect the giant’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
cast and its spell slot is not expended, but the action is lost. Fernia, the Sea of Fire This plane encompasses both the raw elemental power of fire and its versatility: flame used as a weapon, as a
that hurts the eyes, lap against shores of chitin. Some can look upon Xoriat and see it as a place of revelations, but most mortals who come too close to Xoriat fall prey to madness. Xoriat is the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
cast and its spell slot is not expended, but the action is lost. Fernia, the Sea of Fire This plane encompasses both the raw elemental power of fire and its versatility: flame used as a weapon, as a
that hurts the eyes, lap against shores of chitin. Some can look upon Xoriat and see it as a place of revelations, but most mortals who come too close to Xoriat fall prey to madness. Xoriat is the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
repair the stables yet, since they have little need for mounts here. K6. Armory Weapon racks along the walls of this armory hold spears. Barrels full of crossbow bolts and arrows stand near the doors
. Drosnin’s favored technique is enthusiastic, relentless oratory. As long as the characters don’t attack, she launches into an exhaustive sermon about the “truth of the deep waters” and the “great revelations
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
repair the stables yet, since they have little need for mounts here. K6. Armory Weapon racks along the walls of this armory hold spears. Barrels full of crossbow bolts and arrows stand near the doors
. Drosnin’s favored technique is enthusiastic, relentless oratory. As long as the characters don’t attack, she launches into an exhaustive sermon about the “truth of the deep waters” and the “great revelations