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Returning 23 results for 'continue reflects gar to have respective'.
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Monsters
Princes of the Apocalypse
Amphibious. Gar can breathe air and water.
Legendary Resistance (2/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a 9th-level spellcaster. His
, hold person, protection from poison
3rd level (3 slots): call lightning, sleet storm, tidal wave*
4th level (3 slots): control water, ice storm
5th level (1 slot): scrying
Water Walk. Gar can
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
from their respective temples. Reaver Ambush This is the camp of water cult reavers, described in the “Early Investigations” section of chapter 3. The camp is here only until the characters defeat Jolliver Grimjaw (chapter 3) or Gar Shatterkeel (chapter 4).
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
from their respective temples. Reaver Ambush This is the camp of water cult reavers, described in the “Early Investigations” section of chapter 3. The camp is here only until the characters defeat Jolliver Grimjaw (chapter 3) or Gar Shatterkeel (chapter 4).
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
throne.
Gar Shatterkeel uses this chamber as his personal retreat, where he reflects on the future of his cult. The water here radiates divination magic under the scrutiny of a detect magic spell. Once
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
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
ship, and then another band of pirates left him to die at sea, where he lost his arm to a shark. Gar sees the elemental power of water as the only thing of value in his life and has gathered others
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
throne.
Gar Shatterkeel uses this chamber as his personal retreat, where he reflects on the future of his cult. The water here radiates divination magic under the scrutiny of a detect magic spell. Once
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
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
ship, and then another band of pirates left him to die at sea, where he lost his arm to a shark. Gar sees the elemental power of water as the only thing of value in his life and has gathered others
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
elemental prophets was driven to seek out the ancient altar by dreams or visions. One by one, Aerisi Kalinoth, Vanifer, Gar Shatterkeel, and Marlos Urnrayle claimed their weapons and became the leaders of
their respective cults. The four prophets established themselves in the ruins of dwarven Tyar-Besil and occupied the Haunted Keeps that guard access to the vast dungeon. Lunatics, outlaws, power
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
elemental prophets was driven to seek out the ancient altar by dreams or visions. One by one, Aerisi Kalinoth, Vanifer, Gar Shatterkeel, and Marlos Urnrayle claimed their weapons and became the leaders of
their respective cults. The four prophets established themselves in the ruins of dwarven Tyar-Besil and occupied the Haunted Keeps that guard access to the vast dungeon. Lunatics, outlaws, power
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
continue up the path and leave the slow, shambling zombies behind. If the characters turn and fight, this is the first combat encounter in the adventure. Here are the steps you should follow to run it
fight until they’re all defeated. Tip: Undead Fortitude. The zombies’ Undead Fortitude trait reflects how hard it is to kill these walking corpses. When this trait prevents a zombie from dying, give the
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
continue up the path and leave the slow, shambling zombies behind. If the characters turn and fight, this is the first combat encounter in the adventure. Here are the steps you should follow to run it
initiative count, the character can choose from the actions on their character sheet. The zombies fight until they’re all defeated. Tip: Undead Fortitude. The zombies’ Undead Fortitude trait reflects how
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
continue up the path and leave the slow, shambling zombies behind. If the characters turn and fight, this is the first combat encounter in the adventure. Here are the steps you should follow to run it
fight until they’re all defeated. Tip: Undead Fortitude. The zombies’ Undead Fortitude trait reflects how hard it is to kill these walking corpses. When this trait prevents a zombie from dying, give the
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
continue up the path and leave the slow, shambling zombies behind. If the characters turn and fight, this is the first combat encounter in the adventure. Here are the steps you should follow to run it
initiative count, the character can choose from the actions on their character sheet. The zombies fight until they’re all defeated. Tip: Undead Fortitude. The zombies’ Undead Fortitude trait reflects how
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Favor Heliod seeks out champions in the mortal world because he believes that a great champion reflects well on him. The ruler of the gods, as he imagines himself, should have champions who represent
yourself to him as a champion, he will not desert you—as long as you remain faithful and your actions continue to reflect well on him. Heliod’s Favor d6 Circumstance
1 You were born at noon on
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Favor Heliod seeks out champions in the mortal world because he believes that a great champion reflects well on him. The ruler of the gods, as he imagines himself, should have champions who represent
yourself to him as a champion, he will not desert you—as long as you remain faithful and your actions continue to reflect well on him. Heliod’s Favor d6 Circumstance
1 You were born at noon on
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
from area E11, those creatures take up arms on their respective sides. The salamanders and azers attack the efreeti until he retreats, then turn on each other. Survivors might be influenced to
continue to help the characters as described in area E11. None of the armor and weapons currently being forged here is near enough to completion to be used effectively. An iron talking tube runs between the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
from area E11, those creatures take up arms on their respective sides. The salamanders and azers attack the efreeti until he retreats, then turn on each other. Survivors might be influenced to
continue to help the characters as described in area E11. None of the armor and weapons currently being forged here is near enough to completion to be used effectively. An iron talking tube runs between the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. On the smallest scale, these are local gang bosses, pirate captains, and brigands. A leader in art or culture is a virtuoso whose work reflects the spirit of the age and changes the way people think
event on a grand scale, since it will take time to come true (or be averted). Imagine that a world-shaking prophecy comes to light. If events continue on their present course, the prophecy will come
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, and immunity to poison and psychic damage. The noise of breaking down the doors can be heard by all creatures on the tomb’s lower level. These creatures remain in their respective locations but are
-foot-tall statue made of lustrous black rock reflects the torchlight. The statue depicts a giant, his face frozen in determination and his arms bracing the ceiling. A hole in the statue’s chest exposes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. On the smallest scale, these are local gang bosses, pirate captains, and brigands. A leader in art or culture is a virtuoso whose work reflects the spirit of the age and changes the way people think
event on a grand scale, since it will take time to come true (or be averted). Imagine that a world-shaking prophecy comes to light. If events continue on their present course, the prophecy will come
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, and immunity to poison and psychic damage. The noise of breaking down the doors can be heard by all creatures on the tomb’s lower level. These creatures remain in their respective locations but are
-foot-tall statue made of lustrous black rock reflects the torchlight. The statue depicts a giant, his face frozen in determination and his arms bracing the ceiling. A hole in the statue’s chest exposes
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. G18: Lake A placid lake fed by a forest stream to the north reflects the colorful sky. Gossamer-winged dragonflies dance among the tall reeds and plants at the shore, and the lake’s surface ripples
respective impressions, the sundial glows, and every creature in the center of the maze is transported to area P1 of the Palace of Spires (detailed in the following section). The leaves are then consumed
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. G18: Lake A placid lake fed by a forest stream to the north reflects the colorful sky. Gossamer-winged dragonflies dance among the tall reeds and plants at the shore, and the lake’s surface ripples
respective impressions, the sundial glows, and every creature in the center of the maze is transported to area P1 of the Palace of Spires (detailed in the following section). The leaves are then consumed