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Returning 35 results for 'continue reminding gives to have religion'.
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Monsters
Eberron: Rising from the Last War
Specialties table, or roll for one. The specialty determines additional spells the magewright knows, including ones that can be cast only as rituals. The specialty also gives the magewright more
: speak with dead.
Deception (+3), Religion (+4)
8
Oracle
Guidance. Ritual only: augury, divination (1 hour).
History (+4), Religion (+4)
Monsters
Bigby Presents: Glory of the Giants
as his hunting grounds. Stone giants can become mesmerized by the demon lord’s mazes and enter his service. These giants can continue pursuing art by crafting mazes, while satiating their
bloodlust by hunting in them.
Baphomet rewards his most faithful cultists with transformation into demonic stalkers. Such a giant grows an elaborate crown of six horns, and Baphomet gives the stone giant a magic glaive and the ability to call up horns of stone from the earth.
Monsters
Guildmasters’ Guide to Ravnica
let go of the fortunes they amassed in life. Addicted to power and prestige, these patriarchs continue to dominate the guild and accumulate even larger fortunes.
Mostly Unanimous. The ghosts of the
his will.
Grandfather Karlov. The head of the council, who gives final approval to its decisions and breaks ties within the group, is Karlov, known as Grandfather. In life, Karlov was the greediest of
Backgrounds
Guildmasters’ Guide to Ravnica
by reminding them of death’s inevitable approach.
Personality Traits
d8
Personality Trait
1
Remember, I could kill you in your sleep. Or put centipedes in your bedroll
.
Ideals
d6
Ideal
1
Guild. My guild is all that really matters. (Any)
2
Stoicism. All of us are part of the cyclical march of nature, which will continue with
Monsters
Fizban's Treasury of Dragons
Responsibility. Having knowledge and power gives one a responsibility to those who have less of either. (Lawful)
5
Noble Obligation. My superior experience, intellect, and insight give me a duty to
connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s
Monsters
Fizban's Treasury of Dragons
power gives one a responsibility to those who have less of either. (Lawful)
5
Noble Obligation. My superior experience, intellect, and insight give me a duty to mediate disputes when I can. (Good
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
memories. The characters might have more work to do to finally lay the gwishin to rest, such as reminding the city of Dae Won-Ha’s historic role in the city’s ascent to prosperity. Kun Ahn-Jun can help the
restoring knowledge of Dae Won-Ha’s deeds. If the characters don’t follow through with their promise to the gwishin, the fog and mysterious attacks continue across the city. Once the gwishin is put to
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
get into places their normal forms couldn’t enter.
Their immunity to poison gives all yuan-ti a tactical advantage in dealing with other creatures. A pureblood serving as a food taster for a
Trait
1
I see omens in every event and action. The serpent gods continue to advise us.
2
I have very high standards for food, drink, and physical pleasures.
3
I prefer to be alone
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Cultist Doomsayer and Fanatic Cultists devote themselves to their faith’s leaders and otherworldly masters. While this zeal grants cultists no magical powers, it gives them remarkable resolve in the
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
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
adventurers infiltrate the Sacred Stone Monastery, the cult gives Wiggan a mission. He and his family must play the parts of meek halflings, lure the party to their isolated ranch, and kill the characters
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->Dragonlance: Shadow of the Dragon Queen
: Warriors of Krynn game, continue with the following section. WARRIORS OF KRYNN: SCENARIO 12
As the characters near the gates of Kalaman, a contingent of the city’s defenders emerges to clear the
approaches the characters and gives them something he found amid the rubble of the flying citadel. If there is a good cleric or paladin among the characters, this item is a talisman of pure good in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
What the Dead See In the wake of the battle with the Returned, the characters have an opportunity to continue along their way. Before they can, though, all of them witness an incredible sight: an
for the gleaming golden mask. Seconds later, things return to normal. Any character who succeeds on a DC 12 Intelligence (Religion) check recognizes it as a sign from Phenax, but its exact meaning is
Compendium
- Sources->Dungeons & Dragons->Monster Manual
gives them remarkable resolve in the face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices. Cultist Medium or Small
10 +0 +0
Wis 11 +0 +2
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
monstrous options include a bugbear, wereboar, or nycaloth. If a character knocks on the door, the guard slides open the window and gruffly gives a number, expecting the proper response. The guard
gives a different number each time someone knocks. Any proper response grants a single character entry, and the guard only allows one member to enter at a time. Characters who provide incorrect answers
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, or roll for one. The specialty determines additional spells the magewright knows, including ones that can be cast only as rituals. The specialty also gives the magewright more proficiencies
) 7 Medium Minor illusion. Ritual only: speak with dead. Deception (+3), Religion (+4) 8 Oracle Guidance. Ritual only: augury, divination (1 hour). History (+4), Religion (+4)
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
evening, so the characters should have no trouble finding her once the job is completed. If the characters accept her quest, Dannika gives them her lantern (see appendix D) and explains how it works
. She then tells them she’s been looking all over town and hasn’t found any chwingas. She suggests the characters might have better luck in one of the other settlements. She could continue the search
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
high or low esteem? Or does your adventuring party stand out from the larger order for some reason? Is your behavior in line with the expectations of your religion, or is it unorthodox in some way
hierarchy’s expectations. As long as you stay in line, no one gives you trouble. 3 Troublemakers. You attract unwanted attention to your order or hierarchy from outside, so you are under a great deal of
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
) check to notice that the goats are getting restless. This gives those on guard three rounds to wake up any sleepers and take precautions. After three rounds, the ogres, numbering three plus one per
PHANDALIN
Since this adventure and the ones that follow were designed to continue the story of Dragon of Icespire Peak, there’s a good chance your players have already interacted with the NPCs in the town
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
or to inspire those of your own design. Horror Character Personality Traits d12 Personality Trait
1 I had an encounter that I believe gives me a special affinity with a supernatural
, faith, family, or teacher to continue a vaunted legacy.
9 Promise. My life is no longer my own. I must fulfill the dream of someone who’s gone.
10 Revelation. I need to know what lies
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
of mist and branches suddenly gives way to black clouds boiling far above. There is a clearing here, next to a river that widens to form a small lake several hundred feet across. Five colorful round
insults. Otherwise, the characters are offered flasks of wine and invited to join the reverie. If the characters linger at the camp, continue with “A Vistana’s Tale” below. If they seem in a hurry to leave
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, History, Nature, and Religion. Diplomat. Negotiating treaties, de-escalating conflicts, and issuing ultimatums are tasks that fall within the purview of the Diplomat, who typically puts their high
land and bringing fugitives to justice. Fighters and paladins make natural Marshals, many being former soldiers who continue fighting the Last War in different venues. They often have reasonable
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
copy of a rare and valuable reference book, which gives you a benefit while you and the book are in your Bastion. You can choose one of the following options (your DM might make more options available
(Religion) check you make when you take the Study action to recall lore about deities, rites and prayers, hierarchies, holy symbols, and the practices of secret cults. Enlarging the Facility. You can
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
and loss, or as an antihero, a monstrous character gives a player a chance to take on an unusual challenge in the campaign. Before allowing monstrous characters in your campaign, consider the following
guise. A creative tie between a monstrous character and the rest of the party helps make for a memorable campaign. The Monstrous Origin table gives a number of ideas for adding a monstrous character
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Flumph The mysterious flumphs drift through the Underdark, propelled through the air by the jets whose sound gives them their name. A flumph glows faintly, reflecting its moods in its color. Soft
sentient beings of great intelligence and wisdom, possessing advanced knowledge of religion, philosophy, mathematics, and countless other subjects. Flumphs are sensitive to the emotional states of nearby
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
trunk of the tree, the satyrs gambol ahead of you, elated to be back in their safe haven. Suddenly, the tree seems to come awake. It gives off a guttural noise—and then it speaks!
“Pardon my rudeness
Eternal Spring is being sullied, tainted by blood lust.” He begs the characters to continue on their journey, which is taking them toward the pool, and do whatever necessary to make the pool pure and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
.
Two hezrous break off from this melee to attack the characters. The other fiends continue fighting Lucille. By the time the characters deal with the hezrous attacking them, Lucille has destroyed the
remaining hezrous or sent them scrambling away in search of easier prey. Lucille turns toward the characters, gives them a curt nod, and takes to the air. Characters can attack the pit fiend, which has
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Score Mod Save
Int 16 +3 +6
Wis 18 +4 +7
Cha 15 +2 +2
Skills Arcana +6, Perception +7, Religion +6
Senses Darkvision 90 ft.; Passive Perception 17
Languages Common
+3 +6
Cha 14 +2 +2
Skills Insight +6, Perception +6, Religion +4
Gear Splint Armor
Senses Passive Perception 16
Languages Common
CR 8 (XP 3,900; PB +3)
Actions
Multiattack
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Soldier Intelligence Acolyte, Criminal, Sage Wisdom Acolyte, Sage Charisma Acolyte Record Your Feat. A background gives you a feat, which grants your character particular capabilities. Feats are
detailed in “Feats”. Write the feat on your character sheet. Note Proficiencies. Your background gives proficiency in two skills and with one tool. Record this information on your character sheet. Your
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
across the forest peninsula locals call the Harvest Peninsula. At the height of its prosperity, Kalakeri was a robust center of art, commerce, and religion, with foreign merchants spreading wild tales of
monstrous forms afflicting her siblings. Both sides continue to escalate their atrocities against one another, drawing the powerful and the innocent alike into their squabbles. As Arijani and Reeva host
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
place in Edgin’s crew. He performs best under pressure, instinctively unleashing his magic in dire moments. How he will continue to unlock his potential and what he will do with his volatile gift are
)
INT
16 (+3)
WIS
12 (+1)
CHA
17 (+3)
Saving Throws Con +4, Cha +6
Skills Arcana +6, Deception +6, History +6, Religion +6, Survival +4
Senses darkvision 60 ft., passive Perception 11
Compendium
- Sources->Dungeons & Dragons->Monster Manual
site’s ruins as they continue their own studies. Sphinxes of secrets fiercely guard their dwellings and research. Sphinx of Secrets Large Celestial, Lawful Neutral
AC 16 Initiative +5 (15)
HP 136
Cha 18 +4 +4
Skills History +7, Perception +7, Religion +7
Resistances Necrotic, Radiant
Immunities Psychic; Charmed, Frightened
Senses Truesight 60 ft.; Passive Perception 17
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Your Feat. A background gives you a feat, which grants your character particular capabilities. Feats are detailed in chapter 5. Write the feat on your character sheet. Note Proficiencies. Your background
gives proficiency in two skills and with one tool. Record this information on your character sheet. Your class also gives proficiencies. Check your class description in chapter 3 and note the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
succeeds on a DC 14 Intelligence (Religion) check realizes the water creatures are defenders of the temple. A character who uses an action and succeeds on a DC 16 Charisma (Intimidation or Persuasion) check
boat and a guide who can take them upriver to search for Amanisha. Before the characters leave, Plabon gives one of them a small shankha shell from the temple. This shell functions as a stone of good luck.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Dwarvish into its back. A successful DC 16 Intelligence (Arcana or Religion) check allows a character to recognize the profane symbols as being related to Demogorgon. A search of the platform uncovers a
successful DC 12 Intelligence (Arcana or Religion) check reveals that the second head is a conduit for the curse’s magic, and that removing it and returning it to Stonespeaker Hgraam in Cairngorm