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Returning 34 results for 'contracts wearing reciting'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
save DC 16):
At will: darkness, detect magic, dispel magic, invisibility (self only), suggestion
3/day: lightning bolt
Teleport. The yagnoloth teleports, along with any equipment it is wearing or
writing of contracts for their fellow yugoloths. Once a yagnoloth is hired, it communicates its employer’s desires to the yugoloths it commands.
Although they are entrusted with leading lesser
Monsters
Mordenkainen Presents: Monsters of the Multiverse
save DC 10):
At will: darkness, fear
Teleport. The dhergoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.A kind of yugoloth
, dhergoloths rush into battle like whirlwinds of destruction, lashing out with the five sets of claws that extend from their squat, barrel-shaped bodies. They take contracts to put down uprisings, clear out
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cult Adventures The Cult Adventure Hooks table offers suggestions for story opportunities involving the cults. Cult Adventure Hooks d8 Adventure Hook 1 Children throughout town begin reciting
gone missing over the course of months. The authorities hire mercenary help after an aberration attacks while wearing the signet ring of a missing caravan master.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cult Adventures The Cult Adventure Hooks table offers suggestions for story opportunities involving the cults. Cult Adventure Hooks d8 Adventure Hook 1 Children throughout town begin reciting
gone missing over the course of months. The authorities hire mercenary help after an aberration attacks while wearing the signet ring of a missing caravan master.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Yagnoloth Anyone who would contract yugoloths for a task usually ends up dealing with a yagnoloth. Cunning negotiators, these strange Fiends handle the writing of contracts for their fellow yugoloths
contracts they negotiate but always include a loophole to escape their obligations if the situation warrants. A yagnoloth has one arm of human size and one giant-sized arm. During negotiations, the yagnoloth
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Yagnoloth Anyone who would contract yugoloths for a task usually ends up dealing with a yagnoloth. Cunning negotiators, these strange Fiends handle the writing of contracts for their fellow yugoloths
contracts they negotiate but always include a loophole to escape their obligations if the situation warrants. A yagnoloth has one arm of human size and one giant-sized arm. During negotiations, the yagnoloth
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
contracts to put down uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their gleeful laughter rising above their victims’ screams. Since
Charisma as the spellcasting ability (spell save DC 10):
At will: darkness, fear
Teleport. The dhergoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
contracts to put down uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their gleeful laughter rising above their victims’ screams. Since
Charisma as the spellcasting ability (spell save DC 10):
At will: darkness, fear
Teleport. The dhergoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Dhergoloth Dhergoloths rush into battle like whirlwinds of destruction, lashing out with five sets of claws, which extend from their squat, barrel-shaped bodies. They take contracts to put down
movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage.
Teleport. The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Dhergoloth Dhergoloths rush into battle like whirlwinds of destruction, lashing out with five sets of claws, which extend from their squat, barrel-shaped bodies. They take contracts to put down
movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage.
Teleport. The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to Baphomet, which emerge from the helm as two will-o’-wisps that attempt to disrupt the ritual by attacking the individuals reciting the prayer and holding the sword. When the character holding the
military precision. In the next breath, the character sees massive groups of disfigured monsters loping across a blighted landscape, tearing at screaming enemies. The character wearing the helm can’t
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to Baphomet, which emerge from the helm as two will-o’-wisps that attempt to disrupt the ritual by attacking the individuals reciting the prayer and holding the sword. When the character holding the
military precision. In the next breath, the character sees massive groups of disfigured monsters loping across a blighted landscape, tearing at screaming enemies. The character wearing the helm can’t
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
myriad hazards that can thwart lesser captains. A merrenoloth can hold its own in a fight, but it prefers to avoid combat when possible. In fact, it typically specifies in its contracts that it is under
Weapons. The merrenoloth’s weapon attacks are magical.
Teleport. As a bonus action, the merrenoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
arcanaloth appears well groomed, clothing itself in fine robes. Highly intelligent spellcasters who hunger for knowledge and power, arcanaloths command units of lesser yugoloths and maintain the contracts
target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Teleport. The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
myriad hazards that can thwart lesser captains. A merrenoloth can hold its own in a fight, but it prefers to avoid combat when possible. In fact, it typically specifies in its contracts that it is under
Weapons. The merrenoloth’s weapon attacks are magical.
Teleport. As a bonus action, the merrenoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
arcanaloth appears well groomed, clothing itself in fine robes. Highly intelligent spellcasters who hunger for knowledge and power, arcanaloths command units of lesser yugoloths and maintain the contracts
target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Teleport. The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
services. Just make sure that staff and intern contracts have strong language regarding the risk of friendly fire. But in the small print, way down there at the bottom. No wizard will ever take offense
displays an illusory image of you wearing nothing but a strategically placed scarf.
4 A franchise staff member has gained a huge inheritance and retired. A note signed by you indicates that you
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
services. Just make sure that staff and intern contracts have strong language regarding the risk of friendly fire. But in the small print, way down there at the bottom. No wizard will ever take offense
displays an illusory image of you wearing nothing but a strategically placed scarf.
4 A franchise staff member has gained a huge inheritance and retired. A note signed by you indicates that you
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
character who spends at least 1 minute reciting a dull monologue, soliloquy, or poem within 10 feet of the door causes the door to yawn out of boredom, enabling one creature to slip through its mouth
moon prop in storage. If I were to stand behind it while wearing my sun mask, the moon would eclipse the sun. Were this configuration to occur in Endelyn’s presence, she would know her doom is at hand
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
character who spends at least 1 minute reciting a dull monologue, soliloquy, or poem within 10 feet of the door causes the door to yawn out of boredom, enabling one creature to slip through its mouth
moon prop in storage. If I were to stand behind it while wearing my sun mask, the moon would eclipse the sun. Were this configuration to occur in Endelyn’s presence, she would know her doom is at hand
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The attached outer structures (areas 19a through 19d) have 10-foot-high walls and 20-foot-high domed roofs. All outer doors are held shut with arcane lock spells that only drow wearing the obsidian
structure has an arcane lock spell cast on it that only drow wearing the obsidian insignia scarabs of House Freth can ignore. This chamber contains stone shelves lined with provisions for the guards of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The attached outer structures (areas 19a through 19d) have 10-foot-high walls and 20-foot-high domed roofs. All outer doors are held shut with arcane lock spells that only drow wearing the obsidian
structure has an arcane lock spell cast on it that only drow wearing the obsidian insignia scarabs of House Freth can ignore. This chamber contains stone shelves lined with provisions for the guards of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
with anything it was wearing or carrying. Any creature that falls into the vortex has little chance of surviving. If someone throws one end of a rope into its space, the creature can grab hold of it
has no reason to trust the characters, refuses to emerge from his hiding place. A character can earn the butler’s trust and coax him out by reciting Demitasse’s rhyme (see area P19) and then sharing a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hollow-eyed early retirees — before marking it up to sell to optimistic would-be heroes. Scalm Shilvin, a neutral female tiefling spy, is the shop’s slick, tail-coat-wearing tiefling proprietor. She made
, there’s usually multiple veteran mercenaries here swapping stories and waiting for contracts. While anyone can pay Garmult to study in the House of Mastery, only those who’ve earned membership in the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
early retirees — before marking it up to sell to optimistic would-be heroes. Scalm Shilvin, a neutral female tiefling spy, is the shop’s slick, tail-coat-wearing tiefling proprietor. She made a decent
for contracts. While anyone can pay Garmult to study in the House of Mastery, only those who’ve earned membership in the Bannerless Legion are welcome to socialize and find work here. Those who come
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
with anything it was wearing or carrying. Any creature that falls into the vortex has little chance of surviving. If someone throws one end of a rope into its space, the creature can grab hold of it
has no reason to trust the characters, refuses to emerge from his hiding place. A character can earn the butler’s trust and coax him out by reciting Demitasse’s rhyme (see area P19) and then sharing a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hollow-eyed early retirees — before marking it up to sell to optimistic would-be heroes. Scalm Shilvin, a neutral female tiefling spy, is the shop’s slick, tail-coat-wearing tiefling proprietor. She made
, there’s usually multiple veteran mercenaries here swapping stories and waiting for contracts. While anyone can pay Garmult to study in the House of Mastery, only those who’ve earned membership in the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
early retirees — before marking it up to sell to optimistic would-be heroes. Scalm Shilvin, a neutral female tiefling spy, is the shop’s slick, tail-coat-wearing tiefling proprietor. She made a decent
for contracts. While anyone can pay Garmult to study in the House of Mastery, only those who’ve earned membership in the Bannerless Legion are welcome to socialize and find work here. Those who come
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
reciting the rhyme, “Neither gleaming sword nor magic tome can soothe the soul like hearth and home.” This rhyme is known to Zorhanna, Eliphas, the winter wolves, and Paliset Hall’s staff. The fey
spacious and nicely appointed. A man wearing a rich-blue coat sits on the edge of a narrow bed. His trimmed white beard darkens at its roots, and kindly wrinkles frame his brow and eyes.
“Looking to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
reciting the rhyme, “Neither gleaming sword nor magic tome can soothe the soul like hearth and home.” This rhyme is known to Zorhanna, Eliphas, the winter wolves, and Paliset Hall’s staff. The fey
spacious and nicely appointed. A man wearing a rich-blue coat sits on the edge of a narrow bed. His trimmed white beard darkens at its roots, and kindly wrinkles frame his brow and eyes.
“Looking to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
an alcove and putting on her Black Viper mask and hood. She is wearing a sleek black leather suit, and a frilly ball gown lies at her feet. Esvele has slipped away from her overbearing parents
signed contract inside each one. These contracts outline the terms of loans made by Victoro to various nobles, merchants, and guilds. The drawer also has a secret compartment that characters can find
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
an alcove and putting on her Black Viper mask and hood. She is wearing a sleek black leather suit, and a frilly ball gown lies at her feet. Esvele has slipped away from her overbearing parents
signed contract inside each one. These contracts outline the terms of loans made by Victoro to various nobles, merchants, and guilds. The drawer also has a secret compartment that characters can find
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
that the three are reciting has quelled the barlgura and rendered it unconscious. If any of them stop chanting, the demon awakes and becomes enraged, though it remains bound within the circle. Whenever
the spell of the same name in the Player’s Handbook. Additionally, a creature wearing a teleporter ring (see “Teleporter Rings”) can use this circle to access the teleportation circle in Manshoon’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
that the three are reciting has quelled the barlgura and rendered it unconscious. If any of them stop chanting, the demon awakes and becomes enraged, though it remains bound within the circle. Whenever
the spell of the same name in the Player’s Handbook. Additionally, a creature wearing a teleporter ring (see “Teleporter Rings”) can use this circle to access the teleportation circle in Manshoon’s