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Returning 35 results for 'consisting rolling gnarled to have religious'.
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consisting rolling guarded to have religious
Magic Items
Baldur’s Gate: Descent into Avernus
creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.
New Personality. You gain new personality traits, determined by rolling once on each of the
misquote) religious texts.
6
I anger quickly when I witness cruelty or injustice.
7
My praise and trust are earned and never given freely.
8
I like everything clean and organized
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Delight can have multiple geographical features, which you can determine by rolling more than once on the table. Geographical Features d8 Feature 1 A colossal, gnarled tree, its trunk riddled with
Geographical Features A small Domain of Delight might have only one prominent geographical feature, which you can determine randomly by rolling on the Geographical Features table. A large Domain of
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Delight can have multiple geographical features, which you can determine by rolling more than once on the table. Geographical Features d8 Feature 1 A colossal, gnarled tree, its trunk riddled with
Geographical Features A small Domain of Delight might have only one prominent geographical feature, which you can determine randomly by rolling on the Geographical Features table. A large Domain of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
cooperated survived and grew, so cooperation has become the central tenet in Tletepec. Offerings and Celebrations Offerings are an integral part of life and religious celebrations in Tletepec. Twice a year
shrine at the nearest volcano, accompanied by a priest to perform the offering. Villagers with individual requests might follow the caravan to make their own offerings. These offerings—typically consisting
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
fertile farmland, tall pines, and aspen groves. In the south lies Therpena, consisting of wide coastal beaches, plains, and forested mountains below the Shattered Peaks. The southernmost extent is called
Appearances matter in Castinella, with each province having developed a distinctive style. As religious fervor grew, so did the cathedrals. Each region built extravagant places of worship to demonstrate
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
cooperated survived and grew, so cooperation has become the central tenet in Tletepec. Offerings and Celebrations Offerings are an integral part of life and religious celebrations in Tletepec. Twice a year
shrine at the nearest volcano, accompanied by a priest to perform the offering. Villagers with individual requests might follow the caravan to make their own offerings. These offerings—typically consisting
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
veteran). Reporting to them is a fighting force comprised of eight veterans and twenty-four guards. This is supplemented by a religious corps of six acolytes led by Sister Cyas (LG female Chondathan
human priest of Helm). Technically, the religious templars are part of the fighting force, but in practice, they spend most of their time tending the sick and wounded. Finally, the fort is supported by
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
veteran). Reporting to them is a fighting force comprised of eight veterans and twenty-four guards. This is supplemented by a religious corps of six acolytes led by Sister Cyas (LG female Chondathan
human priest of Helm). Technically, the religious templars are part of the fighting force, but in practice, they spend most of their time tending the sick and wounded. Finally, the fort is supported by
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy. Those who follow the Way of Mercy might be members of a religious order, administering to the
of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table. Wood Elf Monk of Mercy Merciful Mask d6 Mask Appearance 1 Raven 2 Blank and white 3
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy. Those who follow the Way of Mercy might be members of a religious order, administering to the
of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table. Wood Elf Monk of Mercy Merciful Mask d6 Mask Appearance 1 Raven 2 Blank and white 3
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Undersigil’s forlorn archways become their next tombs, entangled in gnarled roots of razorvine. The wretched weed assumes their shapes and creeps to the surface as thorny razorvine blights (see Morte’s
stubborn believers who refuse to renounce their allegiances. Within Nowhere’s dark warrens, criminals peddle seedy wares to dwindling factions, some consisting of just one member. Grungy alleys become
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Undersigil’s forlorn archways become their next tombs, entangled in gnarled roots of razorvine. The wretched weed assumes their shapes and creeps to the surface as thorny razorvine blights (see Morte’s
stubborn believers who refuse to renounce their allegiances. Within Nowhere’s dark warrens, criminals peddle seedy wares to dwindling factions, some consisting of just one member. Grungy alleys become
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the priests and a sure sign that something unwelcome has made its way into this most sacred of places. Check for a random encounter once every hour of travel in the Iron Tabernacle by rolling a d20
unless attacked) 16 Patrol consisting of six shield dwarf veterans 17 1 shield dwarf priest and 1d4 + 1 shield dwarf acolytes 18 1d6 + 1 gargoyles 19 1 grick alpha and 1d4 + 1 gricks 20 1d4 rust monsters
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
plunder its hoard: 4d6 × 1,000 gp, 5d6 × 100 pp, 3d6 500 gp gems, and 1d6 magic items (determine each one by rolling on Magic Item Table C in chapter 7 of the Dungeon Master’s Guide). Demons One or
of the Underdark” in chapter 2) 5–6 3d6 exotic fungi (choose from the varieties in “Fungi of the Underdark” in chapter 2) Gnoll Pack A hunting pack consisting of one gnoll pack lord and 3d6 gnolls
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the priests and a sure sign that something unwelcome has made its way into this most sacred of places. Check for a random encounter once every hour of travel in the Iron Tabernacle by rolling a d20
unless attacked) 16 Patrol consisting of six shield dwarf veterans 17 1 shield dwarf priest and 1d4 + 1 shield dwarf acolytes 18 1d6 + 1 gargoyles 19 1 grick alpha and 1d4 + 1 gricks 20 1d4 rust monsters
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
plunder its hoard: 4d6 × 1,000 gp, 5d6 × 100 pp, 3d6 500 gp gems, and 1d6 magic items (determine each one by rolling on Magic Item Table C in chapter 7 of the Dungeon Master’s Guide). Demons One or
of the Underdark” in chapter 2) 5–6 3d6 exotic fungi (choose from the varieties in “Fungi of the Underdark” in chapter 2) Gnoll Pack A hunting pack consisting of one gnoll pack lord and 3d6 gnolls
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
give chase. After rolling initiative, each participant in the chase can take one action and move on its turn. Itzmin begins 120 feet ahead of the pursuers. Track the distance between Itzmin and the
religious procession blocks your way. Make a DC 10 Intelligence (Religion) check to recognize their customs and move respectfully among them. On a success, a thankful cleric casts bless on you. On a failed
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
give chase. After rolling initiative, each participant in the chase can take one action and move on its turn. Itzmin begins 120 feet ahead of the pursuers. Track the distance between Itzmin and the
religious procession blocks your way. Make a DC 10 Intelligence (Religion) check to recognize their customs and move respectfully among them. On a success, a thankful cleric casts bless on you. On a failed
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
otter, a fawn, a sugar glider, a wombat, or a beautiful butterfly. 2 Ancient. This archfey appears to be eons old. They might have gnarled skin like teakwood and long, gray hair that looks like
oversized elf heads with fangs, or any other horrific form you can imagine. Personality If you haven’t already settled on a personality for your archfey, you can determine it randomly by rolling on the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
stage if the trip is a matter of following a clear path to a well-known destination. A journey consisting of three stages makes for a satisfying trek. For example, the characters might travel along a
rolling on the Weather table, adjusting for the terrain and season as appropriate. Roll 1d20 three times to determine the temperature, the wind, and the precipitation. Weather has no significant game
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
otter, a fawn, a sugar glider, a wombat, or a beautiful butterfly. 2 Ancient. This archfey appears to be eons old. They might have gnarled skin like teakwood and long, gray hair that looks like
oversized elf heads with fangs, or any other horrific form you can imagine. Personality If you haven’t already settled on a personality for your archfey, you can determine it randomly by rolling on the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
stage if the trip is a matter of following a clear path to a well-known destination. A journey consisting of three stages makes for a satisfying trek. For example, the characters might travel along a
rolling on the Weather table, adjusting for the terrain and season as appropriate. Roll 1d20 three times to determine the temperature, the wind, and the precipitation. Weather has no significant game
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
rules such as Bright Light.
Getting Started
To begin, read the following boxed text aloud:
You travel along a well-kept trail east of the Keep on the Borderlands. Gnarled tree roots and
encounter on the trail. Alternatively, you can forgo rolling and simply choose an encounter from the table.
Theater of the Mind. While the “Bandit Ambush” encounter later in this region uses a map
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
traditions, but they know little of the deed’s religious ties or the god Habbakuk. If the characters agree, Ishvern leads them to the shrine’s entrance. Yearkal’s Return. If the characters know of
: Altar Room A long room stretches ahead, its walls carved with motifs of rolling waves. A ceiling supported by twin pillars glows with faint blue light.
At the rear of the chamber stands an altar
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
traditions, but they know little of the deed’s religious ties or the god Habbakuk. If the characters agree, Ishvern leads them to the shrine’s entrance. Yearkal’s Return. If the characters know of
: Altar Room A long room stretches ahead, its walls carved with motifs of rolling waves. A ceiling supported by twin pillars glows with faint blue light.
At the rear of the chamber stands an altar
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Oak Tree A tremendous oak tree stretches hundreds of feet into the air, rising high above the surrounding canopy. Easily fifty feet wide at the base, its trunk is gnarled, covered with creeping
. Trapped Hollow. The satyrs’ treasure is tucked into a hollow formed by the elm’s gnarled roots and guarded by a hidden noose snare. A creature that steps close enough to search the root hollow must
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Oak Tree A tremendous oak tree stretches hundreds of feet into the air, rising high above the surrounding canopy. Easily fifty feet wide at the base, its trunk is gnarled, covered with creeping
. Trapped Hollow. The satyrs’ treasure is tucked into a hollow formed by the elm’s gnarled roots and guarded by a hidden noose snare. A creature that steps close enough to search the root hollow must
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are rolling grass-covered hills recently claimed by the orcs of the Iceshield clan. They dwell in lodges made from timber cut from the forest. Elves and centaurs regularly emerge from the High Forest
hunting for food. They have no treasure to speak of, though each carries a sack containing 1d4 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. Reghed Nomads
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
lid frozen shut. Dealing 5 damage or more to the lid forces it open. The chest contains 1,500 sp, 450 gp, and 1d3 magic items, determined by rolling on Magic Item Table C in chapter 7 of the Dungeon
surrounding Grandfather Tree. Characters who venture into the forest on foot in search of the tree should encounter one or more patrols, each consisting of 3d6 Tree Ghost tribal warriors and an Uthgardt
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
remaining) are fighting off an attacking force of Zhents consisting of three thugs (each with 20 hit points remaining). The Zhents are trying to get to area G16, but the guards are blocking them. If the
bunk beds for the junior staff. A total of nine maids, cooks, and valets (commoners) are holed up here, waiting for someone to rescue them. They are armed with improvised weapons (rolling pins, mops, brooms, and the like) that are treated as clubs.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
remaining) are fighting off an attacking force of Zhents consisting of three thugs (each with 20 hit points remaining). The Zhents are trying to get to area G16, but the guards are blocking them. If the
bunk beds for the junior staff. A total of nine maids, cooks, and valets (commoners) are holed up here, waiting for someone to rescue them. They are armed with improvised weapons (rolling pins, mops, brooms, and the like) that are treated as clubs.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
pillars are spaced throughout this musty room, the ceiling of which is only ten feet high. In the flickering light, you see two massive, rolling constructs roving the space.
The room’s ceiling is 10
east wall. T22: Vortex Bridge A dull roar fills this hexagonal chamber. A bridge consisting of engraved, colored limestone tiles stretches between two ledges. A pitch-black vortex of energy churns
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
pillars are spaced throughout this musty room, the ceiling of which is only ten feet high. In the flickering light, you see two massive, rolling constructs roving the space.
The room’s ceiling is 10
east wall. T22: Vortex Bridge A dull roar fills this hexagonal chamber. A bridge consisting of engraved, colored limestone tiles stretches between two ledges. A pitch-black vortex of energy churns
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
incoherent, self-aggrandizing speech to a group of sycophantic underlings consisting of ten human bandits and two duergar who have never seen Xanathar’s true form. These minions clutch tankards of Wyrmwizz
radiation found in the Underdark. A creature that ends its turn in the room must succeed on a DC 13 Constitution saving throw or suffer a random form of short-term madness, determined by rolling on the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the grapple.
Rolling Hills (Recharge 6). The cradle magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet
threatened but also if the scion’s sleep is troubled by nightmares. When roused, the cradle takes on a vaguely giant-shaped form consisting of air, water, and ice whirling in fury. If the cradle is