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Returning 35 results for 'contacts refuse grasping to have religion'.
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Monsters
Candlekeep Mysteries
grasping and climbing. A grippli can move as quickly on all fours as it can on two legs.
Communal Effort. Grippli rely on ambushes and guerrilla warfare to defend themselves and their settlements. They
. Grippli religion is based in animism and nature spirits; the frogfolk do not pay reverence to a single deity, but they might beseech a particular nature spirit for aid from time to time.
Backgrounds
Guildmasters’ Guide to Ravnica
animate dead, plant growth
4th
giant insect, grasping vine
5th
cloudkill, insect plague
Golgari magic is often accompanied by a sickly green glow and a rotting
stronger than members of other guilds, isolated as they are from the realities of life and death.
RYAN PANCOAST
Contacts
To the extent that the Golgari Swarm acts like a single organism
Backgrounds
Guildmasters’ Guide to Ravnica
.
Skill Proficiencies: Intimidation, Religion
Languages: Two of your choice
Equipment: An Orzhov insignia, a foot-long chain made of ten gold coins, vestments, a set of fine clothes, and
.
Contacts
The Orzhov Syndicate operates according to a strict hierarchy built on a network of connections among old, wealthy families. Your family might provide important contacts, while your family’s
Yuan-ti Malison (Type 3)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults
’t be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
)
INT
17 (+3)
WIS
11 (+0)
CHA
6 (−2)
Skills Arcana +5, History +5, Nature +5, Religion +5, Perception +2
Damage Immunities poison
Condition Immunities charmed, exhaustion
saving throws against spells and other magical effects.
Actions
Multiattack. The archivist makes two Grasping Limb attacks.
Grasping Limb. Melee Weapon Attack: +6 to hit, reach 15 ft., one target
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
)
INT
17 (+3)
WIS
11 (+0)
CHA
6 (−2)
Skills Arcana +5, History +5, Nature +5, Religion +5, Perception +2
Damage Immunities poison
Condition Immunities charmed, exhaustion
saving throws against spells and other magical effects.
Actions
Multiattack. The archivist makes two Grasping Limb attacks.
Grasping Limb. Melee Weapon Attack: +6 to hit, reach 15 ft., one target
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
breach in the west wall leads to a dark cave heaped with refuse. Murky water covers most of the floor. Stairs lead up to dry stone ledges that hug the walls. In the middle of the room, more stairs rise
depictions of grasping ghouls and is stained with dry blood. The water is 2 feet deep. The ledges and central dais are 5 feet high (3 feet higher than the water’s surface), and the chamber’s ceiling is 16
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
breach in the west wall leads to a dark cave heaped with refuse. Murky water covers most of the floor. Stairs lead up to dry stone ledges that hug the walls. In the middle of the room, more stairs rise
depictions of grasping ghouls and is stained with dry blood. The water is 2 feet deep. The ledges and central dais are 5 feet high (3 feet higher than the water’s surface), and the chamber’s ceiling is 16
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Bargaining for a Wish If your characters have access to the Wish spell—for example, because they’ve drawn the Moon card from a Deck of Many Things—Boss Augustus makes them an offer they can’t refuse
draws the Moon card. She also has contacts looking for anyone who can cast the Wish spell on their own. Once she has a target, she resorts to one of three tactics: Extortion. Wanewort scries on the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Wiggan’s cult contacts helped remove a couple of his rivals, and assured him his wealth and influence could only increase as the cult ascended to power. Among the Nettlebees, Wiggan’s secret is known only
and grandfather’s new religion, but he remains unaware of its true nature. In fact, Wiggan and Bertram don’t know the cult’s ultimate aims, only that it reveres a mighty earth power. After the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Bargaining for a Wish If your characters have access to the Wish spell—for example, because they’ve drawn the Moon card from a Deck of Many Things—Boss Augustus makes them an offer they can’t refuse
draws the Moon card. She also has contacts looking for anyone who can cast the Wish spell on their own. Once she has a target, she resorts to one of three tactics: Extortion. Wanewort scries on the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Wiggan’s cult contacts helped remove a couple of his rivals, and assured him his wealth and influence could only increase as the cult ascended to power. Among the Nettlebees, Wiggan’s secret is known only
and grandfather’s new religion, but he remains unaware of its true nature. In fact, Wiggan and Bertram don’t know the cult’s ultimate aims, only that it reveres a mighty earth power. After the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
child entwined in a pair of snakes; and a stoic woman grasping a sword and a sheaf of wheat.
On the south side of the ziggurat, a ramp with stairs ascends to the monument’s highest tier.
The
three statues depict Cynidicea’s ancient gods: Gorm, Usamigaras, and Madarua. A character who studies the statues and succeeds on a DC 15 Intelligence (Religion) check recognizes the lost gods—who might
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
child entwined in a pair of snakes; and a stoic woman grasping a sword and a sheaf of wheat.
On the south side of the ziggurat, a ramp with stairs ascends to the monument’s highest tier.
The
three statues depict Cynidicea’s ancient gods: Gorm, Usamigaras, and Madarua. A character who studies the statues and succeeds on a DC 15 Intelligence (Religion) check recognizes the lost gods—who might
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statue can, with a successful DC 15 Intelligence (Religion) check, ascertain that it represents Ghaunadaur, god of oozes, slimes, and all things subterranean. Locked Double Door. The doors south of the
statue refuse to budge, and no amount of force can pry them open. They’re also immune to damage from any source. A knock spell or similar magic opens the double door. The doors also swing open if a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statue can, with a successful DC 15 Intelligence (Religion) check, ascertain that it represents Ghaunadaur, god of oozes, slimes, and all things subterranean. Locked Double Door. The doors south of the
statue refuse to budge, and no amount of force can pry them open. They’re also immune to damage from any source. A knock spell or similar magic opens the double door. The doors also swing open if a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
night. Refuse and die.
This is the Dragon Queen’s will.
Characters proficient in Religion recognize the name Takhisis as one of the gods of Krynn. A cleric of Takhisis or a character who succeeds
on a DC 12 Intelligence (Religion) check recognizes a spiral symbol on the messenger’s armor as a symbol of Takhisis, the greatest of the evil gods, who is also known as the Dragon Queen. This same
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
soldiers or more-or-less reformed criminals. Networker. The Networker knows exactly who can get the party what they need. This character makes extensive use of contacts and friends to facilitate the
party’s work. A character with the criminal background likely has underworld contacts, while an urchin could be familiar with the ins and outs of the city. Interpersonal connections are typically more
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
night. Refuse and die.
This is the Dragon Queen’s will.
Characters proficient in Religion recognize the name Takhisis as one of the gods of Krynn. A cleric of Takhisis or a character who succeeds
on a DC 12 Intelligence (Religion) check recognizes a spiral symbol on the messenger’s armor as a symbol of Takhisis, the greatest of the evil gods, who is also known as the Dragon Queen. This same
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
soldiers or more-or-less reformed criminals. Networker. The Networker knows exactly who can get the party what they need. This character makes extensive use of contacts and friends to facilitate the
party’s work. A character with the criminal background likely has underworld contacts, while an urchin could be familiar with the ins and outs of the city. Interpersonal connections are typically more
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
succeeds on a DC 15 Intelligence (Religion) check discerns that these materials describe various rites practiced by Orcus worshipers. Ghostly Librarian. The spectral figure in the alcove is the Ghost of
destroy the Ogre Zombies. If the characters oblige, Melindra becomes Friendly toward them. If they refuse to help, she remains Indifferent. If the characters converse with Melindra while she is
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
succeeds on a DC 15 Intelligence (Religion) check discerns that these materials describe various rites practiced by Orcus worshipers. Ghostly Librarian. The spectral figure in the alcove is the Ghost of
destroy the Ogre Zombies. If the characters oblige, Melindra becomes Friendly toward them. If they refuse to help, she remains Indifferent. If the characters converse with Melindra while she is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
this kind of work. Characters with the criminal background excel at putting their skills and contacts to use on the church’s behalf. Prophet. The Prophet is a visionary with a more-or-less direct
connection to the divine. This character might be the driving force behind the group’s quests, steering them according to divine will. Proficiency in skills such as Insight and Religion can help reflect
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
marks the end of all things. But his mind is broken and filled with hatred for those who refuse to follow his commands. Because of his obsession with destroying demons, the characters might be able to
)
WIS
18 (+4)
CHA
13 (+1)
Saving Throws Dex +4, Con +7, Wis +7
Skills Insight +7, Religion +6
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
marks the end of all things. But his mind is broken and filled with hatred for those who refuse to follow his commands. Because of his obsession with destroying demons, the characters might be able to
)
WIS
18 (+4)
CHA
13 (+1)
Saving Throws Dex +4, Con +7, Wis +7
Skills Insight +7, Religion +6
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
this kind of work. Characters with the criminal background excel at putting their skills and contacts to use on the church’s behalf. Prophet. The Prophet is a visionary with a more-or-less direct
connection to the divine. This character might be the driving force behind the group’s quests, steering them according to divine will. Proficiency in skills such as Insight and Religion can help reflect
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
experts share contacts, exchange resources such as materials or tools, and leverage their collective influence to affect politics for their benefit. Alternatively, merchants and other business owners
existing enchanted items and might be willing to buy or trade adventurers’ spoils. 4 Moneychangers. These merchants deal in all forms of currency, acting as bankers, loan agents, and crucial contacts for
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
experts share contacts, exchange resources such as materials or tools, and leverage their collective influence to affect politics for their benefit. Alternatively, merchants and other business owners
existing enchanted items and might be willing to buy or trade adventurers’ spoils. 4 Moneychangers. These merchants deal in all forms of currency, acting as bankers, loan agents, and crucial contacts for
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
ministrant with a staff of knights and syndics. These sites are centers of commerce clothed in the trappings of religion, where lowly borrowers come to seek atonement for their sins — atonement that is
racketeering, bringing with them the underlying threat that those who refuse to pay for protection become targets of the Orzhov’s thugs and enforcers. The Azorius are the greatest threat to Orzhov’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
The Ordning Each of the main giant races — the cloud giant, fire giant, frost giant, hill giant, stone giant, and storm giants — are related by common elements of history, religion, and culture. They
automatically revere their kind’s primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
ministrant with a staff of knights and syndics. These sites are centers of commerce clothed in the trappings of religion, where lowly borrowers come to seek atonement for their sins — atonement that is
racketeering, bringing with them the underlying threat that those who refuse to pay for protection become targets of the Orzhov’s thugs and enforcers. The Azorius are the greatest threat to Orzhov’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
is, tales of overcrowding, starvation, and disease. Although we at the Voice of Breland sympathize with all who suffer, we refuse to ignore the deadly threat in our midst. The majority of Cyrans who
of Vol religion is practiced openly. Residents are circumspect about their activities, and undead servants are largely kept off the streets. But if you’re a follower of the faith, it’s a place where
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
is, tales of overcrowding, starvation, and disease. Although we at the Voice of Breland sympathize with all who suffer, we refuse to ignore the deadly threat in our midst. The majority of Cyrans who
of Vol religion is practiced openly. Residents are circumspect about their activities, and undead servants are largely kept off the streets. But if you’re a follower of the faith, it’s a place where
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
The Ordning Each of the main giant races — the cloud giant, fire giant, frost giant, hill giant, stone giant, and storm giants — are related by common elements of history, religion, and culture. They
automatically revere their kind’s primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, Kedjou flounders, then suggests it could be nothing more than overgrown rats. Summoning Secrets During the conversation with Kedjou, characters who have proficiency in the Arcana or Religion skill catch
group. Any character who later spends at least 15 minutes investigating Kedjou’s notes can make a DC 14 Intelligence (Arcana or Religion) check. If the check succeeds, the character realizes the