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Returning 35 results for 'consisting rebuke groups to have regarded'.
Monsters
Mythic Odysseys of Theros
can innately cast the following spells, requiring no material components:
At will: fire bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching
Rebuke (2nd-Level Spell; 1/Day). When the oread is damaged by a creature within 60 feet of the oread that it can see, the creature that damaged the oread must make a DC 14 Dexterity saving throw, taking 16
Monsters
Planescape: Adventures in the Multiverse
spell fails and has no effect.
Lightning Rebuke. When a creature within 120 feet of the hexton damages it, the hexton magically retaliates with an arc of lightning. The creature must make a DC 17
Dexterity saving throw, taking 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Lightning Rebuke", "rollDamageType":"lightning"} lightning damage on a failed save, or half as much
Backgrounds
Sword Coast Adventurer's Guide
few organizations operating in the North are described below. The Chill. The cold and mysterious Lurkwood serves as the home of numerous groups of goblinoids that have banded together into one tribe
civilization. Silent Rain. Consisting solely of elves, Silent Rain is a legendary mercenary company operating out of Evereska. Caring little for gold or fame, Silent Rain agrees only to jobs that either
Bugbear
Legacy
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Species
Volo's Guide to Monsters
.
Gang Mentality
Since bugbears aren’t a particularly fecund race, their overall population is small and spread over a wide area. Bugbears live in family groups that operate much like gangs. The
individuals in a group typically number fewer than a dozen, consisting of siblings and their mates as well as a handful of offspring and an elder or two. A gang lives in and around a small enclosure
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
16, 17, 18. Prisoner Pens Prisoners captured by the cult have been held in these dark, filthy chambers pending the day of the ritual and their eventual sacrifice. Two groups of guards patrol these
areas while the prisoners are here, each consisting of 1 dragonwing, 2 dragonclaws, and 1 guard drake. See appendix D for these creatures’ statistics. If the characters pass this way while the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
16, 17, 18. Prisoner Pens Prisoners captured by the cult have been held in these dark, filthy chambers pending the day of the ritual and their eventual sacrifice. Two groups of guards patrol these
areas while the prisoners are here, each consisting of 1 dragonwing, 2 dragonclaws, and 1 guard drake. See appendix D for these creatures’ statistics. If the characters pass this way while the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
mage; also see “Thornwell’s Offer,” above). The district is policed by a poorly trained militia consisting of some two hundred guards (LE humans) led by ten officers (LE human bandit captains) and one
commander (LE human veteran). The militia patrols in groups of at least ten, for their own protection more than anything. Larger groups of twenty or more usually include an officer. Unless you used
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
mage; also see “Thornwell’s Offer,” above). The district is policed by a poorly trained militia consisting of some two hundred guards (LE humans) led by ten officers (LE human bandit captains) and one
commander (LE human veteran). The militia patrols in groups of at least ten, for their own protection more than anything. Larger groups of twenty or more usually include an officer. Unless you used
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
. Before the door can be repaired, a second group of raiders consisting of two guards, three cultists, and three kobolds attacks. These foes can come from outside the keep, or they might be a group of
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
. Before the door can be repaired, a second group of raiders consisting of two guards, three cultists, and three kobolds attacks. These foes can come from outside the keep, or they might be a group of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
companions. Neolantin. Though they are regarded as Meletians, the people of Neolantin view themselves as citizens of Olantin—a coastal polis that long ago vanished into the sea. According to legend, an
they take special care in their sacrifices to Heliod. Oxus. Oxus is a quiet town with a notably wealthy population, consisting largely of merchants who have retired from trade with large fortunes at
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
companions. Neolantin. Though they are regarded as Meletians, the people of Neolantin view themselves as citizens of Olantin—a coastal polis that long ago vanished into the sea. According to legend, an
they take special care in their sacrifices to Heliod. Oxus. Oxus is a quiet town with a notably wealthy population, consisting largely of merchants who have retired from trade with large fortunes at
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
serves as the home of numerous groups of goblinoids that have banded together into one tribe called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and
the Chill to battle the Uthgardt, orcs, trolls of the Evermoors, and other threats to civilization.
Silent Rain. Consisting solely of elves, Silent Rain is a legendary mercenary company operating
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
serves as the home of numerous groups of goblinoids that have banded together into one tribe called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and
the Chill to battle the Uthgardt, orcs, trolls of the Evermoors, and other threats to civilization.
Silent Rain. Consisting solely of elves, Silent Rain is a legendary mercenary company operating
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Hexton Modron 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 endeavors
. If the spell is 4th level or higher, the hexton makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect.
Lightning Rebuke. When a creature within
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Hexton Modron 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 endeavors
. If the spell is 4th level or higher, the hexton makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect.
Lightning Rebuke. When a creature within
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature
, groups of oreads might race ahead of the destruction, dancing, singing, and doing what they can to maximize the impending devastation. Honor Among Fey. Hearkening back to some ages-old conflict, oreads
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature
, groups of oreads might race ahead of the destruction, dancing, singing, and doing what they can to maximize the impending devastation. Honor Among Fey. Hearkening back to some ages-old conflict, oreads
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
merchants. Books and literacy are also common throughout the land, and the work of scribes, cartographers, musicians, and storytellers is well regarded. The people of Meletis believe themselves to be the
inheritors of a heroic tradition, and each person owes it to themselves and to society to strive for greatness. Beyond Meletis’s common folk, a few groups that hold noteworthy standing are detailed here
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
merchants. Books and literacy are also common throughout the land, and the work of scribes, cartographers, musicians, and storytellers is well regarded. The people of Meletis believe themselves to be the
inheritors of a heroic tradition, and each person owes it to themselves and to society to strive for greatness. Beyond Meletis’s common folk, a few groups that hold noteworthy standing are detailed here
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
gruesome rite that fuses them into an amalgam that is regarded as an avatar of their fearsome god. A troll amalgam is a misshapen mass of rubbery flesh, claws, and faces. If a creature tries to attack
Resistance (Spell Scarred Only). The mutate has advantage on saving throws against spells and other magical effects.
Psychic Rebuke (Psionic Mirror Only). If the mutate takes psychic damage, each
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
others of their kind. If two groups of firenewts come upon each other, it’s likely that they’re in competition for the same territory, and a bloody battle is the usual result. ’Tis always a fight to death
rebuke, scorching ray
Imix’s Blessing. When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.
Actions
Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
gruesome rite that fuses them into an amalgam that is regarded as an avatar of their fearsome god. A troll amalgam is a misshapen mass of rubbery flesh, claws, and faces. If a creature tries to attack
Resistance (Spell Scarred Only). The mutate has advantage on saving throws against spells and other magical effects.
Psychic Rebuke (Psionic Mirror Only). If the mutate takes psychic damage, each
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
others of their kind. If two groups of firenewts come upon each other, it’s likely that they’re in competition for the same territory, and a bloody battle is the usual result. ’Tis always a fight to death
rebuke, scorching ray
Imix’s Blessing. When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.
Actions
Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
is true for other Uthgardt. Though they comport themselves in seemingly disparate groups honoring different totems, Uthgardt have much in common. What follows is what I have learned of the people who
bands, groups of tribesfolk that number between a dozen and a hundred, usually twenty to fifty. These bands generally consist of several family groups, each led by a matriarch or patriarch. In many ways
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
area of the docks around the three ships is patrolled by two groups of Dran Enterprises operatives, each consisting of four guards and four mastiffs. Crates and equipment piled along the docks can
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
area of the docks around the three ships is patrolled by two groups of Dran Enterprises operatives, each consisting of four guards and four mastiffs. Crates and equipment piled along the docks can
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
is true for other Uthgardt. Though they comport themselves in seemingly disparate groups honoring different totems, Uthgardt have much in common. What follows is what I have learned of the people who
bands, groups of tribesfolk that number between a dozen and a hundred, usually twenty to fifty. These bands generally consist of several family groups, each led by a matriarch or patriarch. In many ways
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Human Ethnicities in Faerûn Nine human ethnicities in Faerûn are detailed in the Player’s Handbook. Several other noteworthy groups of humans are discussed here. Some are significant minorities in
deep respect for nature, and are primarily farmers, worshiping the goddess they call the Earthmother and keeping to old druidic ways. Ffolk shipwrights are well regarded, having proven their ability to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Human Ethnicities in Faerûn Nine human ethnicities in Faerûn are detailed in the Player’s Handbook. Several other noteworthy groups of humans are discussed here. Some are significant minorities in
deep respect for nature, and are primarily farmers, worshiping the goddess they call the Earthmother and keeping to old druidic ways. Ffolk shipwrights are well regarded, having proven their ability to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
that you have a party consisting of three to five adventurers. If the party contains fewer than three characters, apply the next highest multiplier on the Encounter Multipliers table. For example
, apply a multiplier of 1.5 when the characters fight a single monster, and a multiplier of 5 for groups of fifteen or more monsters. If the party contains six or more characters, use the next lowest
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
that you have a party consisting of three to five adventurers. If the party contains fewer than three characters, apply the next highest multiplier on the Encounter Multipliers table. For example
, apply a multiplier of 1.5 when the characters fight a single monster, and a multiplier of 5 for groups of fifteen or more monsters. If the party contains six or more characters, use the next lowest
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
will emerge from the Nine Hells. Cult Structure The cult has a simple hierarchical structure, consisting of initiates on the bottom, four ranks for cultists, and one highest rank for “Wearers of Purple
(third rank), and dragonsoul (fourth rank). Statistics for those four ranking cultists are found in appendix D. Cult operation groups are assembled to match their assigned tasks. They vary in size, from a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
will emerge from the Nine Hells. Cult Structure The cult has a simple hierarchical structure, consisting of initiates on the bottom, four ranks for cultists, and one highest rank for “Wearers of Purple
(third rank), and dragonsoul (fourth rank). Statistics for those four ranking cultists are found in appendix D. Cult operation groups are assembled to match their assigned tasks. They vary in size, from a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
aren’t a particularly fecund race, their overall population is small and spread over a wide area. Bugbears live in family groups that operate much like gangs. The individuals in a group typically number
fewer than a dozen, consisting of siblings and their mates as well as a handful of offspring and an elder or two. A gang lives in and around a small enclosure, often a natural cave or an old bear den