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Returning 35 results for 'constructed religion gar to have respectively'.
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construct region gar to have respectively
construct relation gar to have respectively
construct religions gar to have respectively
construct religion gar to have respectively
construct religious gar to have respectively
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
these creatures is completely encrusted in barnacles. The other creature’s legs have split into shadowy tentacles, and it emanates a menacing inky aura.
The creatures, respectively, are one drowned
been created to pose a serious threat to settlements along the coastline. Until then, they await the command of their master, Gar Shatterkeel. The drowned master holds a short, slender metal wand in
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
these creatures is completely encrusted in barnacles. The other creature’s legs have split into shadowy tentacles, and it emanates a menacing inky aura.
The creatures, respectively, are one drowned
been created to pose a serious threat to settlements along the coastline. Until then, they await the command of their master, Gar Shatterkeel. The drowned master holds a short, slender metal wand in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
)
CHA
16 (+3)
Skills Deception +5, Religion +2, Stealth +2
Senses passive Perception 10
Languages Aquan, Common
Challenge 2 (450 XP)
Spellcasting. The priest is a 5th-level
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Gar Shatterkeel Gar Shatterkeel is the water prophet of Elemental Evil and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and provides no impediment. Underwater Passage. If the characters explore beneath the water, read the following: Forty feet beneath the water, the walls are constructed of worked stone. Red and black
crawls up to the landing and joins the battle. P6. Yngukulub the Devourer An aboleth named Yngukulub the Devourer has allied itself with Gar Shatterkeel and the Cult of the Crushing Wave. Deranged kuo-toa
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
)
CHA
16 (+3)
Skills Deception +5, Religion +2, Stealth +2
Senses passive Perception 10
Languages Aquan, Common
Challenge 2 (450 XP)
Spellcasting. The priest is a 5th-level
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Gar Shatterkeel Gar Shatterkeel is the water prophet of Elemental Evil and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
4. Elf Quarters The tunnel leading to this area rises 20 feet to end in a rickety wooden door, constructed by the elves to keep some of the ettin smell out. This area sits atop an open bluff, with
of the cavern, showing a young female human holding a basin. A successful DC 15 Intelligence (Religion) check recognizes the shrine of Eldath, goddess of waterfalls. Water flows from cracks in the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
4. Elf Quarters The tunnel leading to this area rises 20 feet to end in a rickety wooden door, constructed by the elves to keep some of the ettin smell out. This area sits atop an open bluff, with
of the cavern, showing a young female human holding a basin. A successful DC 15 Intelligence (Religion) check recognizes the shrine of Eldath, goddess of waterfalls. Water flows from cracks in the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and provides no impediment. Underwater Passage. If the characters explore beneath the water, read the following: Forty feet beneath the water, the walls are constructed of worked stone. Red and black
crawls up to the landing and joins the battle. P6. Yngukulub the Devourer An aboleth named Yngukulub the Devourer has allied itself with Gar Shatterkeel and the Cult of the Crushing Wave. Deranged kuo-toa
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
12, and chapter 17, respectively.
Library The library on the second floor of this observatory holds books of extraterrestrial esoterica, plus astronomical references like star charts, almanacs, and
tale of how it was designed, financed, and finally constructed—at great cost. This story always ends with a suggestion that visitors should help address the observatory’s perpetual financial woes with a modest donation.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
12, and chapter 17, respectively.
Library The library on the second floor of this observatory holds books of extraterrestrial esoterica, plus astronomical references like star charts, almanacs, and
tale of how it was designed, financed, and finally constructed—at great cost. This story always ends with a suggestion that visitors should help address the observatory’s perpetual financial woes with a modest donation.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, strength, or intellect, respectively, to achieve the inquisition’s goals. Members of the Order of Tristian, which is represented by a tome, endeavor to use knowledge and cunning to alter their
12 (+1)
INT
19 (+4)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws Int +7, Wis +6, Cha +5
Skills Arcana +10, History +7, Nature +7, Religion +10
Condition Immunities charmed, frightened
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, strength, or intellect, respectively, to achieve the inquisition’s goals. Members of the Order of Tristian, which is represented by a tome, endeavor to use knowledge and cunning to alter their
12 (+1)
INT
19 (+4)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws Int +7, Wis +6, Cha +5
Skills Arcana +10, History +7, Nature +7, Religion +10
Condition Immunities charmed, frightened
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and
how to use a skill associated with an ability. Strength
Athletics Dexterity
Acrobatics Sleight of Hand Stealth Intelligence
Arcana History Investigation Nature Religion
Wisdom
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and
how to use a skill associated with an ability. Strength
Athletics Dexterity
Acrobatics Sleight of Hand Stealth Intelligence
Arcana History Investigation Nature Religion
Wisdom
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and
how to use a skill associated with an ability. Strength Athletics Dexterity Acrobatics Sleight of Hand Stealth Intelligence Arcana History Investigation Nature Religion Wisdom Animal Handling Insight
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and
how to use a skill associated with an ability. Strength Athletics Dexterity Acrobatics Sleight of Hand Stealth Intelligence Arcana History Investigation Nature Religion Wisdom Animal Handling Insight
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
properly, two characters must each take the Study action and make a DC 10 Intelligence (Religion) check. On a successful check, the couple departs the temple with cheer. On a failed check, the couple
gatehouse, read the following boxed text aloud:
This gatehouse consists of a broad stone archway framed by a squat building constructed along the keep’s inner wall. Battlements line its flat roof, atop
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
open into areas 22e and 22f, respectively. Dwarves used to fill barrels of ale and roll them down this hall to be stored in the secret chambers. Pit Traps. The Melairkyn dwarves built three 20-foot-deep
constructed the pit covers so that they won’t open if an object is rolled over them. A character can circumvent the traps by climbing into an empty barrel and rolling down the hall or climbing onto a barrel
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
open into areas 22e and 22f, respectively. Dwarves used to fill barrels of ale and roll them down this hall to be stored in the secret chambers. Pit Traps. The Melairkyn dwarves built three 20-foot-deep
constructed the pit covers so that they won’t open if an object is rolled over them. A character can circumvent the traps by climbing into an empty barrel and rolling down the hall or climbing onto a barrel
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
trait can tell the passage isn’t natural and was constructed using magic (no check required). I2: Hall of Histories Bright murals cover the walls of this broad, pillared hall, depicting people through
a seed.” A character who succeeds on a DC 12 Intelligence (History or Religion) check recognizes these statues as devout figures from local legends who earned the favor of the gods. If Ollin is with
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
trait can tell the passage isn’t natural and was constructed using magic (no check required). I2: Hall of Histories Bright murals cover the walls of this broad, pillared hall, depicting people through
a seed.” A character who succeeds on a DC 12 Intelligence (History or Religion) check recognizes these statues as devout figures from local legends who earned the favor of the gods. If Ollin is with
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(Acrobatics) check. K3. Courtyard Two rickety wooden bridges loom over this area at heights of thirty feet and fifty feet, respectively. The higher bridge is missing a large section of its middle, and
have picked the skulls clean. The walkway was shoddily constructed and shows signs of having been repaired many times after being damaged by wind. If more than 200 pounds is placed on the outermost half
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(Acrobatics) check. K3. Courtyard Two rickety wooden bridges loom over this area at heights of thirty feet and fifty feet, respectively. The higher bridge is missing a large section of its middle, and
have picked the skulls clean. The walkway was shoddily constructed and shows signs of having been repaired many times after being damaged by wind. If more than 200 pounds is placed on the outermost half
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Vogler’s Crossing South of Vogler, an incomplete stone bridge begins to stretch across the Vingaard River. Half-constructed before the Cataclysm using techniques lost in the ages since, the bridge
fish in its mouth. Many locals rub it for luck before seeking the morning catch. A cleric of Habbakuk or a character who succeeds on a DC 12 Intelligence (Religion) check recognizes the carving as a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Vogler’s Crossing South of Vogler, an incomplete stone bridge begins to stretch across the Vingaard River. Half-constructed before the Cataclysm using techniques lost in the ages since, the bridge
fish in its mouth. Many locals rub it for luck before seeking the morning catch. A cleric of Habbakuk or a character who succeeds on a DC 12 Intelligence (Religion) check recognizes the carving as a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
evil and bellicose, Drexa believes he should be one of the leaders of the Crushing Wave. He resents that such a position wasn’t given to him. Those who look likely to overthrow Gar Shatterkeel, or who
(Religion) check to identify this obscure deity. The “crystal” is worthless glass. Any creature that removes or destroys the stone must succeed on a DC 15 Wisdom saving throw or be subjected to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
) check can tell this was a holy site whose upper levels were constructed to burn like a massive beacon. Dragon Army Excavation At the base of the spire’s remains stand a dozen ragged canvas tents in the
cleric of Sirrion or a character who succeeds on a DC 14 Intelligence (Religion) check recognizes the symbols on the altar as holy to Sirrion, god of creativity and change. A character who speaks an
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
evil and bellicose, Drexa believes he should be one of the leaders of the Crushing Wave. He resents that such a position wasn’t given to him. Those who look likely to overthrow Gar Shatterkeel, or who
(Religion) check to identify this obscure deity. The “crystal” is worthless glass. Any creature that removes or destroys the stone must succeed on a DC 15 Wisdom saving throw or be subjected to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
). These locations are keyed to map 2.2, map 2.3, and map 2.4, respectively. Most of these descriptions highlight what the areas contain if a devil attack has not taken place there. Based on the encounters
remains consecrated to Torm. A creature that touches the altar and succeeds on a DC 15 Charisma (Religion) check regains all its hit points. This check can be attempted only once for any creature. Though
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
). These locations are keyed to map 2.2, map 2.3, and map 2.4, respectively. Most of these descriptions highlight what the areas contain if a devil attack has not taken place there. Based on the encounters
remains consecrated to Torm. A creature that touches the altar and succeeds on a DC 15 Charisma (Religion) check regains all its hit points. This check can be attempted only once for any creature. Though
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
) check can tell this was a holy site whose upper levels were constructed to burn like a massive beacon. Dragon Army Excavation At the base of the spire’s remains stand a dozen ragged canvas tents in the
cleric of Sirrion or a character who succeeds on a DC 14 Intelligence (Religion) check recognizes the symbols on the altar as holy to Sirrion, god of creativity and change. A character who speaks an
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
.
Clearing the dust from the furniture shows that all the pieces are constructed of heavily lacquered wood. Half are afflicted with dry rot, but the other pieces are in good condition. The side table
haven as its guardians are released. Guardian Battle. Three stone golems (carved to resemble an 8-foot-tall crowned dwarf, a 10-foot-tall crowned elf, and a 12-foot-tall crowned human, respectively
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
.
Clearing the dust from the furniture shows that all the pieces are constructed of heavily lacquered wood. Half are afflicted with dry rot, but the other pieces are in good condition. The side table
haven as its guardians are released. Guardian Battle. Three stone golems (carved to resemble an 8-foot-tall crowned dwarf, a 10-foot-tall crowned elf, and a 12-foot-tall crowned human, respectively
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, preferably in twos or threes. Any cleric who examines the chapel’s decor can attempt a DC 10 Intelligence (Religion) check to identify the deities that were once revered here: Oghma (god of
The chalice, knife, and censer are human-made art objects worth 150 gp, 60 gp, and 120 gp, respectively. Awarding Experience Points Divide 150 XP equally among the characters if the party defeats the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic. Bottle
(Cantrip) or Spell Scroll (Level 1) is a magic item that bears the words of a cantrip or level 1 spell, respectively, determined by the scroll’s creator. If the spell is on your class’s spell list