Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'conquest remaining grasp to her returner'.
Other Suggestions:
conquest reminding grave to her return
conquest repairing grave to her return
conquest remaining group to her return
Magic Items
Dungeon Master’s Guide
Crafted and wielded by Orcus, this ghastly wand slips from the demon lord’s grasp from time to time. When it does, it magically appears wherever the demon lord senses an opportunity to achieve
following day, remaining until Orcus dismisses them.
Sentience. The Wand of Orcus is a sentient Chaotic Evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and
Monsters
Icewind Dale: Rime of the Frostmaiden
hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
1st level (2 slots): detect magic, disguise self, magic
missile*
2nd level (2 slots): invisibility, levitate, phantasmal force
*See “Actions” below.Shocking Grasp (Cantrip). Melee Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
Monsters
Waterdeep: Dragon Heist
":"Special Equipment"} to determine how many charges the staff has remaining.
Magic Resistance. While wearing his robe of the archmagi, Manshoon has advantage on saving throws against spells and other
":"Spellcasting"} to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, mage
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
Plane in the stasis of undeath. Orcus allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal
, remaining until Orcus dismisses them.
Sentience. The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
together the dead conquered the souls of Har’Akir. The ages have marched ever on. Ankhtepot has known treachery and conquest. He has known divinity and rule. But now he knows only boredom and despair
. His sole remaining desire is to recover his lost ka, which he knows remains somewhere in Har’Akir. With it, he hopes to become mortal again, die, and face his original gods’ judgment once more. Whether this means peace or oblivion is meaningless to him. Ankhtepot seeks only an end.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
characters of all levels, though unseasoned adventurers determined to face the Returner in combat are almost certainly doomed to fail. Characters killed by Zargon might be resurrected on the Infinite
chosen! Praise the Returner!” shouts the cultist on the altar with glee as they melt into an amorphous blob of chattering teeth and darting eyes.
Treasure. The twelve cultists each wear a gold mask of
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
battle or illness, but an orc can live to about 40, remaining healthy almost up until the end. Luthic’s divine blessing can further extend an orc’s life, though Gruumsh is never happy when
rangers might be familiar with many of these symbols, enabling them to keep their charges from inadvertently stumbling into a tribe’s territory.
Colors of Conquest
Three colors have special meaning
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
ship’s computer, the robots picked off the remaining crew and passengers until one lone survivor managed to shut down the computer and every system in its grasp. Shortly after, the ship crash-landed
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
ship’s computer, the robots picked off the remaining crew and passengers until one lone survivor managed to shut down the computer and every system in its grasp. Shortly after, the ship crash-landed
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
characters of all levels, though unseasoned adventurers determined to face the Returner in combat are almost certainly doomed to fail. Characters killed by Zargon might be resurrected on the Infinite
chosen! Praise the Returner!” shouts the cultist on the altar with glee as they melt into an amorphous blob of chattering teeth and darting eyes.
Treasure. The twelve cultists each wear a gold mask of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
together the dead conquered the souls of Har’Akir. The ages have marched ever on. Ankhtepot has known treachery and conquest. He has known divinity and rule. But now he knows only boredom and despair
. His sole remaining desire is to recover his lost ka, which he knows remains somewhere in Har’Akir. With it, he hopes to become mortal again, die, and face his original gods’ judgment once more. Whether this means peace or oblivion is meaningless to him. Ankhtepot seeks only an end.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statue of a cloaked female dwarf, her face half hidden under a cowl. In one outstretched hand, she holds an alien skull, yellowed with age. The statue depicts Deep Duerra, the duergar god of conquest
spell or similar magic reveals its magical properties. A creature with the skull in its possession is invisible to mind flayers, as is anything the creature is wearing or carrying. The skull crumbles to dust and is destroyed 1d10 days after leaving the statue’s grasp.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statue of a cloaked female dwarf, her face half hidden under a cowl. In one outstretched hand, she holds an alien skull, yellowed with age. The statue depicts Deep Duerra, the duergar god of conquest
spell or similar magic reveals its magical properties. A creature with the skull in its possession is invisible to mind flayers, as is anything the creature is wearing or carrying. The skull crumbles to dust and is destroyed 1d10 days after leaving the statue’s grasp.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
in Intelligence or Charisma saving throws (your choice). Tireless Spirit Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use. Rapid
, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Orcus Wand, Artifact (Requires Attunement) Crafted and wielded by Orcus, this ghastly wand slips from the demon lord’s grasp from time to time. When it does, it magically appears wherever the
can’t use it again until the next dawn. While holding the wand, Orcus can summon any kind of Undead, not just skeletons and zombies. These Undead don’t perish at dawn the following day, remaining until
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
in Intelligence or Charisma saving throws (your choice). Tireless Spirit Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use. Rapid
, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Orcus Wand, Artifact (Requires Attunement) Crafted and wielded by Orcus, this ghastly wand slips from the demon lord’s grasp from time to time. When it does, it magically appears wherever the
can’t use it again until the next dawn. While holding the wand, Orcus can summon any kind of Undead, not just skeletons and zombies. These Undead don’t perish at dawn the following day, remaining until
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, the illithids might move in en masse and attempt to turn the remaining followers into thralls. The process of transforming a creature into a thrall requires the entire colony’s energy and attention
otherwise remaining inactive. A thrall-to-be is first rendered docile through psionic means. Using a low-power version of its Mind Blast ability, the mind flayer bombards the victim with energy that
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, the illithids might move in en masse and attempt to turn the remaining followers into thralls. The process of transforming a creature into a thrall requires the entire colony’s energy and attention
otherwise remaining inactive. A thrall-to-be is first rendered docile through psionic means. Using a low-power version of its Mind Blast ability, the mind flayer bombards the victim with energy that
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(see “Wyrmdoom Crag”). You can add additional prisoners to the cellblock, at your discretion. The remaining cells are otherwise empty. X29. Deep Duerra’s Temple When one or more characters enter the
with a jagged black crown on his brow and a spiky black gauntlet on one hand. His crown and gauntlet are made of chardalyn. DEEP DUERRA
Deep Duerra is a lawful evil god of conquest and psionic power
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. Grasp of Hadar Prerequisite: eldritch blast cantrip Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you
possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of each dwarf protrudes from the wall. Three of these hands grasp copper tankards.
The stone pillar has copper pipes running through it. These pipes connect to the vats in area 22c. When the brewery
over the years. (One can be found in area 14b.) The three remaining tankards are worth 5 gp each. 22b. “Brewers Only!” Nestled between areas 22a and 22c is a 10-foot-high, 10-foot-square room. A
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
left. The lantern has 2 hours of fuel remaining. Assuming the characters interrupted the ritual, the lid of the sarcophagus is only slightly open, and the chime must be struck once more to open the lid
. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
statistics). Roll 2d10 to determine how many charges the staff has remaining.
Magic Resistance. While wearing his robe of the archmagi, Manshoon has advantage on saving throws against spells and
prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): detect
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of each dwarf protrudes from the wall. Three of these hands grasp copper tankards.
The stone pillar has copper pipes running through it. These pipes connect to the vats in area 22c. When the brewery
over the years. (One can be found in area 14b.) The three remaining tankards are worth 5 gp each. 22b. “Brewers Only!” Nestled between areas 22a and 22c is a 10-foot-high, 10-foot-square room. A
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
left. The lantern has 2 hours of fuel remaining. Assuming the characters interrupted the ritual, the lid of the sarcophagus is only slightly open, and the chime must be struck once more to open the lid
. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
statistics). Roll 2d10 to determine how many charges the staff has remaining.
Magic Resistance. While wearing his robe of the archmagi, Manshoon has advantage on saving throws against spells and
prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): detect
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. Grasp of Hadar Prerequisite: eldritch blast cantrip Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you
possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(see “Wyrmdoom Crag”). You can add additional prisoners to the cellblock, at your discretion. The remaining cells are otherwise empty. X29. Deep Duerra’s Temple When one or more characters enter the
with a jagged black crown on his brow and a spiky black gauntlet on one hand. His crown and gauntlet are made of chardalyn. DEEP DUERRA
Deep Duerra is a lawful evil god of conquest and psionic power
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Having claimed their position of power through conquest, they put great emphasis on military power and martial skill. These values persist throughout the region, reinforced in the Great Kingdom by strict
Kingdom, with their king and prelate remaining distant from the common people they rule. The independent states of the Iron League are more egalitarian, sharing that trait with the peoples of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Having claimed their position of power through conquest, they put great emphasis on military power and martial skill. These values persist throughout the region, reinforced in the Great Kingdom by strict
Kingdom, with their king and prelate remaining distant from the common people they rule. The independent states of the Iron League are more egalitarian, sharing that trait with the peoples of the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
ascertain the cause of the spell’s failure with a successful DC 18 Intelligence (Arcana) check. The Mad Mage’s mind blank spell has a remaining duration of 3d6 hours, after which his madness can be cured
. Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): mirror image, misty step, web
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
angel Zariel when she assembled her army of Hellriders to attack Avernus. Through the gate we went, tearing through devils like a song through air. Victory was within our grasp until some of the
characters feels important. Any remaining memories return at once when Lulu regains all her spellcasting abilities. When the time comes for Lulu to recall a lost memory, roll a d6 and consult the Lulu’s
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
ascertain the cause of the spell’s failure with a successful DC 18 Intelligence (Arcana) check. The Mad Mage’s mind blank spell has a remaining duration of 3d6 hours, after which his madness can be cured
. Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): mirror image, misty step, web
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters negotiate for more than Jalester’s goodwill, they’re also promised a luck blade with no wishes remaining. Jalester neglects to mention, however, that this weapon belongs to Mirt the Moneylender
from time to time. Lady Wylynd believes it’s her family’s responsibility to free the dragon from Shar’s evil grasp one way or another. She asks Helion to meet with the adventurers and convince them to