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Returning 35 results for 'contents realize groups to have require'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
-foot-square section of its extradimensional chamber is reduced to 0 hit points, or when the living spell has no surface to attach to. When the living spell is destroyed, the contents of its
wearing or carrying.
Unusual Nature. The living spell doesn't require air, food, drink, or sleep.A living demiplane is a demiplane spell that has become vaguely self-aware. It is a shadowy rectangle, 5
Monsters
Mythic Odysseys of Theros
daily interplay of wild 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 might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn't require food, drink, or sleep.
PoisonRadiant
Monsters
Mythic Odysseys of Theros
mind the cycles of nature, the daily interplay of wild 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 might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn't require food, drink, or sleep.
PoisonNecrotic
Monsters
Mythic Odysseys of Theros
volcanoes, where they caper among the forces of dissolution and rebirth. During avalanches and volcanic eruptions, groups of oreads might race ahead of the destruction, dancing, singing, and doing what
mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In
Monsters
Mythic Odysseys of Theros
interplay of wild 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 might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn’t require food, drink, or sleep.
PoisonPsychic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Master of the Grave"} hit points whenever it starts its turn there.
Unusual Nature. The skull lord doesn’t require air, food, drink, or sleep.Multiattack. The skull lord makes three Bone Staff or
of events, Vecna’s warlords turned against each other, and his plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into
Backgrounds
Sword Coast Adventurer's Guide
, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for
operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn’t necessarily require you to relinquish membership
Monsters
Van Richten’s Guide to Ravenloft
. The juggernaut doesn’t require air, food, drink, or sleep.Multiattack. The juggernaut makes two attacks. It can replace one attack with Deadly Shaping if it is ready.
Executioner’s Pick
.
6
The killer appears to be an ordinary person who doesn’t realize it turns into a killer when enraged.
Relentless Methods
d8
Method
1
Artist. The killer turns its
Monsters
Mordenkainen Presents: Monsters of the Multiverse
silver cord instead of dealing damage.
Unusual Nature. The dreadnought doesn’t require air, food, drink, or sleep.Multiattack. The dreadnought makes one Bite attack and two Claw attacks.
Bite
the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Magic Items
Keys from the Golden Vault
The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil’s thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to
powder if the book rests on it long enough.
A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil’s thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to
powder if the book rests on it long enough.
A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chamber Contents Once you have a sense of the purpose of the various dungeon chambers, you can think about the contents of those areas. The Dungeon Chamber Contents table allows you to randomly roll
contents for a chamber, or you can choose contents for specific areas. If you choose contents, be sure to include an interesting, colorful assortment of things. In addition to the contents shown on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chamber Contents Once you have a sense of the purpose of the various dungeon chambers, you can think about the contents of those areas. The Dungeon Chamber Contents table allows you to randomly roll
contents for a chamber, or you can choose contents for specific areas. If you choose contents, be sure to include an interesting, colorful assortment of things. In addition to the contents shown on
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
businesses. Besides the King’s Dark Lanterns, some of Khorvaire’s more prominent espionage agencies include the following groups: Argentum. The Argentum is a ministry within the Church of the Silver
of its existence, and hardly any of its lower-level operatives realize the full implication of their service. They simply collect and pass along information, never knowing how it is used. The Trust
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
businesses. Besides the King’s Dark Lanterns, some of Khorvaire’s more prominent espionage agencies include the following groups: Argentum. The Argentum is a ministry within the Church of the Silver
of its existence, and hardly any of its lower-level operatives realize the full implication of their service. They simply collect and pass along information, never knowing how it is used. The Trust
Paladin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there.
Silver hair shining in a shaft
their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.
Adventuring
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Appendix B: Council Scorecard In the course of Tyranny of Dragons, several factions and powerful individuals might be compelled to oppose the machinations of the Cult of the Dragon. Some groups
eagerly lend their assistance. Others require more convincing. This scorecard helps track various factions’ support for the struggle against the Cult of the Dragon. If you didn’t play Hoard of the Dragon
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Appendix B: Council Scorecard In the course of Tyranny of Dragons, several factions and powerful individuals might be compelled to oppose the machinations of the Cult of the Dragon. Some groups
eagerly lend their assistance. Others require more convincing. This scorecard helps track various factions’ support for the struggle against the Cult of the Dragon. If you didn’t play Hoard of the Dragon
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
the adventures are described in the Player’s Handbook. Magic items are detailed in the Dungeon Master’s Guide, and monsters appear in the Monster Manual. The table of contents summarizes the
adventures in this anthology. Each adventure is designed for four to six characters of a particular level, but you can adjust for larger or smaller groups by changing the number of foes in an encounter and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
the adventures are described in the Player’s Handbook. Magic items are detailed in the Dungeon Master’s Guide, and monsters appear in the Monster Manual. The table of contents summarizes the
adventures in this anthology. Each adventure is designed for four to six characters of a particular level, but you can adjust for larger or smaller groups by changing the number of foes in an encounter and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to avoid contact with large, well-armed groups. A party of adventurers moving through the cavern with light sources is enough to keep the hook horrors at bay, as they click and chirp eerily to one
another from the shadows. It’s only a matter of time before the aboleth enslaves the hook horrors or drives them off. The hook horrors have yet to encounter the aboleth and thus don’t realize the danger it represents.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
a formerly peaceful polis.
3 Organize disparate groups of bandits and criminals into a cohesive fighting force.
4 Hunt down a famous defender of the law who champions Iroas.
5
fealty. As the characters become immersed in their plans for vengeance, Mogis, acting through his agents, pushes them farther down a dark path until, at last, they realize what they have become. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to avoid contact with large, well-armed groups. A party of adventurers moving through the cavern with light sources is enough to keep the hook horrors at bay, as they click and chirp eerily to one
another from the shadows. It’s only a matter of time before the aboleth enslaves the hook horrors or drives them off. The hook horrors have yet to encounter the aboleth and thus don’t realize the danger it represents.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
a formerly peaceful polis.
3 Organize disparate groups of bandits and criminals into a cohesive fighting force.
4 Hunt down a famous defender of the law who champions Iroas.
5
fealty. As the characters become immersed in their plans for vengeance, Mogis, acting through his agents, pushes them farther down a dark path until, at last, they realize what they have become. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
individual can be a member of the faction and also a member of the clergy or a knight pledged to a specific god or temple. Members of the order act alone or in small groups. Some are Waterdavian
natives; others hail from distant settlements and have come to the city on temple business. Order of the Gauntlet support comes in these ways: If the adventurers require healing or other magic, a member
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
information about their origins, their dispositions and behaviors, and their lairs — above and beyond what is written in the Monster Manual. To give every monster such grand treatment would require
too many pages to count, so we winnowed down the list to nine groups of creatures that have a lot going for them and tend to get used often in D&D campaigns: Beholders
Goblinoids
Mind flayers
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
information about their origins, their dispositions and behaviors, and their lairs — above and beyond what is written in the Monster Manual. To give every monster such grand treatment would require
too many pages to count, so we winnowed down the list to nine groups of creatures that have a lot going for them and tend to get used often in D&D campaigns: Beholders
Goblinoids
Mind flayers
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for
secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn’t necessarily require you to relinquish membership in your faction
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trapped them. A detect magic spell reveals auras of abjuration and evocation magic around each one. It doesn’t require an ability check to realize that a humanoid head would fit nicely inside each mind
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
individual can be a member of the faction and also a member of the clergy or a knight pledged to a specific god or temple. Members of the order act alone or in small groups. Some are Waterdavian
natives; others hail from distant settlements and have come to the city on temple business. Order of the Gauntlet support comes in these ways: If the adventurers require healing or other magic, a member
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for
secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn’t necessarily require you to relinquish membership in your faction
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trapped them. A detect magic spell reveals auras of abjuration and evocation magic around each one. It doesn’t require an ability check to realize that a humanoid head would fit nicely inside each mind
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Arcane Sanctum Three invisible will-o’-wisps linger in this area in case Vertrand or Berlain require their services. 16a. Burned Library Berlain (see area 18b) lost her temper here a tenday ago
and used multiple fireball spells to destroy the room’s contents. Burned Shelves and Racks. The walls are lined with burned bookshelves and scroll racks.
Charred Furnishings. The charred remains of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Arcane Sanctum Three invisible will-o’-wisps linger in this area in case Vertrand or Berlain require their services. 16a. Burned Library Berlain (see area 18b) lost her temper here a tenday ago
and used multiple fireball spells to destroy the room’s contents. Burned Shelves and Racks. The walls are lined with burned bookshelves and scroll racks.
Charred Furnishings. The charred remains of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
assumes that the characters visit this location next. If the characters require an additional incentive to go after Amrik, Mortlock assures them that his mother values Amrik’s well-being enough to
D) usually operate as mixed groups of Banites, Bhaalites, and Myrkulites. Here are a few appropriate encounters for a party of four or five characters of 3rd to 5th level:
Abduction Squad (for 3rd