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Returning 35 results for 'consuming repeat guild to have race'.
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Monsters
Guildmasters’ Guide to Ravnica
throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw
medusas of Ravnica, often called gorgons, are a monstrous race of creatures that appear superficially similar to human women. In place of hair, a gorgon has a writhing mass of black, serpentine
Monsters
Guildmasters’ Guide to Ravnica
poisoned for 1 minute. At the end of each of the poisoned target's turns, it must repeat the save, taking 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Toxic Touch","rollDamageType
interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also
Monsters
Eberron: Rising from the Last War
be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Changelings are a humanoid race of shapechangers who conceal
Monsters
Guildmasters’ Guide to Ravnica
Twist","rollDamageType":"psychic"} psychic damage and be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
gloamwings. They are fearsome agents of House Dimir, protecting the territory and interests of that guild — particularly the neighborhood of Nightveil, from which the specters get their name
Centaur
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Species
Guildmasters’ Guide to Ravnica
freedom to travel. As much as they can, centaurs run — in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them
as well as the guild as a whole. Their love of history and tradition also means that centaurs are more likely than most other Ravnicans to join the same guild that their parents did.
Centaur Names
Monsters
Guildmasters’ Guide to Ravnica
creatures that can’t reproduce. A few multiply and become part of the guild’s standard menagerie.
Creating a Krasis
To create a krasis, choose the appropriate stat block: category 1
3) or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw
Monsters
Guildmasters’ Guide to Ravnica
reproduce. A few multiply and become part of the guild’s standard menagerie.
Creating a Krasis
To create a krasis, choose the appropriate stat block: category 1 (Medium), category 2 (Large), or
minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes
Monsters
Guildmasters’ Guide to Ravnica
creatures that can’t reproduce. A few multiply and become part of the guild’s standard menagerie.
Creating a Krasis
To create a krasis, choose the appropriate stat block: category 1
3) or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw
Monsters
Eberron: Rising from the Last War
blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Possession (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction
guide the quori race, and the Devourer of Dreams — the personal emissary of the Dreaming Dark — is of this order. Although the kalaraqs never fight one another overtly, each has its own agenda, and
Monsters
Van Richten’s Guide to Ravenloft
obeys Isolde’s spoken commands. If the target suffers any harm from Isolde or another creature or receives a suicidal command from Isolde, the target can repeat the saving throw, ending the
vengeance have become all-consuming.
Roleplaying Isolde
The Carnival is the closest thing Isolde has to a family and a home, and she expects everyone who works for her to carry their weight. She
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"psychic"} psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting (Psionics). The elder
, rewriting their thoughts and authoring their dreams.
An elder brain sustains itself by consuming the brains of other creatures. If its mind flayer servants don’t bring meals directly to it, the
classes
Hunters can be attributed, directly or indirectly, to the Devourer Guild, who are accused of being monstrous cannibals.
The truth is barely any better. Devourers have spent their days consuming the
flesh and blood of the monsters they slay, and, over time, their metabolism has changed to tolerate this disgusting practice. Devourers adopt mutations shortly after consuming their prey.
spells
You cause a creature that you can see within range to burst into consuming, relentless flames. The target must make a Dexterity saving throw. On a failed save, the target takes 2d8 Fire damage and
damage again at the start of each of its turns. The target, or another creature within reach of the target, can take an action to allow the target to repeat the saving throw, ending the spell on a
Monsters
Mordenkainen's Fiendish Folio Volume 1
damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. While poisoned this way, the target is paralyzed. The target can repeat the saving throw at the end
heart, consuming it and killing the host unless they are quickly destroyed. After gorging themselves on the host's body over several days, the maggots emerge as juvenile assassin bugs, ready to
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Race and Class Each guild description in chapter 2 provides suggested races and classes for characters belonging to that guild. Some races have strong traditions that direct them toward certain
guilds, but exceptions exist. If you choose a class or a race that’s not typical for your guild, you might have trouble finding a role in the guild — or, more accurately, your superiors might have trouble
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Race and Class Each guild description in chapter 2 provides suggested races and classes for characters belonging to that guild. Some races have strong traditions that direct them toward certain
guilds, but exceptions exist. If you choose a class or a race that’s not typical for your guild, you might have trouble finding a role in the guild — or, more accurately, your superiors might have trouble
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
descriptions in chapter 2 and choose one that appeals to you. Read the descriptions of races and classes in this chapter. Guild membership recommendations are provided for each race and class, should
Player’s Handbook or another source instead of one of the guild backgrounds in chapter 2. Your guildless character can be of any class, race, and alignment. At the DM’s option, you might have contacts
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
descriptions in chapter 2 and choose one that appeals to you. Read the descriptions of races and classes in this chapter. Guild membership recommendations are provided for each race and class, should
Player’s Handbook or another source instead of one of the guild backgrounds in chapter 2. Your guildless character can be of any class, race, and alignment. At the DM’s option, you might have contacts
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
from its dangers. Chapter 11: Moon. A ruthless thieves’ guild called the Moonstalkers strikes from a hidden lair, but its leaders hide a terrible secret. Chapter 12: Comet. A destructive comet called
the All-Consuming Star travels on a wandering course through the multiverse. In its wake, it has spawned an apocalyptic cult bent on bringing an end to all space and time. Chapter 13: Star. This
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
to the dragonmark houses and can be taken by a character of any race. Dragonmarks and Their Houses Dragonmark House Race Guild Specialties Detection Medani Half-elf Bodyguards, investigation, risk
Creating a Dragonmarked Character Dragonmarks manifest on certain members of a few species, represented in the rules by variant race options: For humans and half-orcs, a dragonmark is a variant race
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
to the dragonmark houses and can be taken by a character of any race. Dragonmarks and Their Houses Dragonmark House Race Guild Specialties Detection Medani Half-elf Bodyguards, investigation, risk
Creating a Dragonmarked Character Dragonmarks manifest on certain members of a few species, represented in the rules by variant race options: For humans and half-orcs, a dragonmark is a variant race
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
from its dangers. Chapter 11: Moon. A ruthless thieves’ guild called the Moonstalkers strikes from a hidden lair, but its leaders hide a terrible secret. Chapter 12: Comet. A destructive comet called
the All-Consuming Star travels on a wandering course through the multiverse. In its wake, it has spawned an apocalyptic cult bent on bringing an end to all space and time. Chapter 13: Star. This
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
dragonmarked houses or house members with eccentric interests and deep pockets. Guilder. Every dragonmarked house is more than a single family. Each house encompasses at least one guild that operates just
like a traditional craft or trade guild, and hundreds of people associate with these guilds while having no other relationship to the houses that oversee them. The Guilder is among these, perhaps being a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
dragonmarked houses or house members with eccentric interests and deep pockets. Guilder. Every dragonmarked house is more than a single family. Each house encompasses at least one guild that operates just
like a traditional craft or trade guild, and hundreds of people associate with these guilds while having no other relationship to the houses that oversee them. The Guilder is among these, perhaps being a
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Devourer Guild Gain Power by Consuming Monster Flesh Folk in Etharis don’t always speak highly of Monster Hunters, and many consider them to be just as depraved and inhuman as the evils they
vanquish. Many of the appalling tales about Monster Hunters can be attributed, directly or indirectly, to the Devourer Guild, who are accused of being monstrous cannibals.
The truth is barely any better
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
suggested characteristics (personality traits, ideals, bonds, and flaws). Each guild entry also provides personal contacts; suggestions for your alignment, race, and class; and a list of spells that you can
selfish egotists hoping to direct the guild’s actions toward promoting their own interests. Most rebels are typical members of the guild in terms of race and class, but they vary from type when it comes to
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
suggested characteristics (personality traits, ideals, bonds, and flaws). Each guild entry also provides personal contacts; suggestions for your alignment, race, and class; and a list of spells that you can
selfish egotists hoping to direct the guild’s actions toward promoting their own interests. Most rebels are typical members of the guild in terms of race and class, but they vary from type when it comes to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of the warehouse. Each wears a hooded cloak and wields a shortsword. The corpses belong to five human Zhentarim sellswords (the same ones who kidnapped Floon and Renaer) and seven human Xanathar Guild
thugs, all of them clad in leather armor. Each Zhent has a black tattoo of a winged snake on his neck or forearm, and one of the Xanathar Guild members has a black tattoo on the palm of his right
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of the warehouse. Each wears a hooded cloak and wields a shortsword. The corpses belong to five human Zhentarim sellswords (the same ones who kidnapped Floon and Renaer) and seven human Xanathar Guild
thugs, all of them clad in leather armor. Each Zhent has a black tattoo of a winged snake on his neck or forearm, and one of the Xanathar Guild members has a black tattoo on the palm of his right
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Blackguard Blackguard
Medium humanoid (any race), any non-good alignment
Armor Class 18 (plate)
Hit Points 153 (18d8 + 72)
Speed 30 ft.
STR
18(+4)
DEX
11(+0)
CON
18(+4
from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success.
[Tooltip Not Found]
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Attitude and Race Each ship’s crew and passengers have an attitude that guides how they interact with the characters. Friendly ships seek to trade or share news, neutral ones attack if they feel
table to determine the nature of the crew. The race chosen or rolled need not be the only one found on the ship, and you might use a table multiple times to make a ship’s crew and passengers more
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Attitude and Race Each ship’s crew and passengers have an attitude that guides how they interact with the characters. Friendly ships seek to trade or share news, neutral ones attack if they feel
table to determine the nature of the crew. The race chosen or rolled need not be the only one found on the ship, and you might use a table multiple times to make a ship’s crew and passengers more
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Kraken Priest Kraken Priest
Medium humanoid (any race), any evil alignment
Armor Class 10
Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 30 ft.
STR
12(+1)
DEX
10(+0)
CON
(which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Kraken Priest Kraken Priest
Medium humanoid (any race), any evil alignment
Armor Class 10
Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 30 ft.
STR
12(+1)
DEX
10(+0)
CON
(which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Blackguard Blackguard
Medium humanoid (any race), any non-good alignment
Armor Class 18 (plate)
Hit Points 153 (18d8 + 72)
Speed 30 ft.
STR
18(+4)
DEX
11(+0)
CON
18(+4
from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success.
[Tooltip Not Found]