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Returning 35 results for 'conviction release ghostly to her related'.
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Magic Items
Dungeon Master’s Guide
) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a
save, you are possessed by the creature, which controls you like a puppet. As a Magic action, the possessing creature can release you and appear in the closest unoccupied space to you. On a
Demonomicon of Iggwilv
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Tasha’s Cauldron of Everything
charges).
Abyssal Reference. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival) check related to the Abyss. When you
possessing creature can release you as an action, appearing in the closest unoccupied space. On a successful save, the fiend can’t try to possess you again for 7 days.
When the tome is discovered
monsters
it ends its turn inside an object.Multiattack. The hearse makes two Ghostly Coachman attacks. It can replace one of the attacks with a use of Trample, if available.
Ghostly Coachman. Melee or Ranged
Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Ghostly Coachman"}, reach 10 ft. or range 60 ft. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction
Halfling
Legacy
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Species
Basic Rules (2014)
, go talk to the farmers and herders and you’ll find good, solid folk. Not that there’s anything wrong with the barons and soldiers—you have to admire their conviction. And by
more like closely related families than true subraces. Choose one of these subraces or one from another source.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
escaping his undead existence. However, he can’t grasp even its basic workings and is frustrated by every delay and malfunction related to the device. FOUNDATIONS OF HORROR
Three years after the 1983
release of the adventure Ravenloft, the sequel adventure, Ravenloft II: The House on Gryphon Hill, debuted. The adventure pulled back the Mists on the domain of Mordent, a realm of terrors beyond Barovia
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
escaping his undead existence. However, he can’t grasp even its basic workings and is frustrated by every delay and malfunction related to the device. FOUNDATIONS OF HORROR
Three years after the 1983
release of the adventure Ravenloft, the sequel adventure, Ravenloft II: The House on Gryphon Hill, debuted. The adventure pulled back the Mists on the domain of Mordent, a realm of terrors beyond Barovia
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
storm, so do domains create inescapable spaces where horror adventures unfold. Domains Are Themed. Each domain reflects its Darklord and facilitates horror tales related to that villain. Just as
creepy manors suit ghostly inhabitants, so does each domain inspire and encourage a distinct type of terror. Details on how to create your own domains appear in chapter 2, while chapter 3 describes some of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
thing and glows with a sickly light.
A character who studies the blister and succeeds on a DC 14 Wisdom (Perception) check realizes that the movement within the mass is the shifting of tiny, ghostly
. The spirit encourages the characters to destroy any other spirit blisters they see and release the spirits brooding within. It knows that the blisters are vulnerable to flames and divine light. After conversing with the characters, the spirit vanishes.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
storm, so do domains create inescapable spaces where horror adventures unfold. Domains Are Themed. Each domain reflects its Darklord and facilitates horror tales related to that villain. Just as
creepy manors suit ghostly inhabitants, so does each domain inspire and encourage a distinct type of terror. Details on how to create your own domains appear in chapter 2, while chapter 3 describes some of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
thing and glows with a sickly light.
A character who studies the blister and succeeds on a DC 14 Wisdom (Perception) check realizes that the movement within the mass is the shifting of tiny, ghostly
. The spirit encourages the characters to destroy any other spirit blisters they see and release the spirits brooding within. It knows that the blisters are vulnerable to flames and divine light. After conversing with the characters, the spirit vanishes.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the poisoned condition and resistance to poison damage. They have a +4 bonus to Intelligence (History) checks related to the origin of stonework. Their attacks with picks or hammers are treated as a
the stone slab in area 2. If approached, the handlers refer characters to Moghadam in area 1. If combat breaks out, they flee to area 2 and release the umber hulks, ordering them to dispose of the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the poisoned condition and resistance to poison damage. They have a +4 bonus to Intelligence (History) checks related to the origin of stonework. Their attacks with picks or hammers are treated as a
the stone slab in area 2. If approached, the handlers refer characters to Moghadam in area 1. If combat breaks out, they flee to area 2 and release the umber hulks, ordering them to dispose of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
discern information about demons or a Wisdom (Survival) check related to the Abyss. When you do so, you gain Advantage on the check. Containment. The first ten pages of the Demonomicon are blank. As a
20 Charisma saving throw. On a failed save, you are possessed by the creature, which controls you like a puppet. As a Magic action, the possessing creature can release you and appear in the closest
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
discern information about demons or a Wisdom (Survival) check related to the Abyss. When you do so, you gain Advantage on the check. Containment. The first ten pages of the Demonomicon are blank. As a
20 Charisma saving throw. On a failed save, you are possessed by the creature, which controls you like a puppet. As a Magic action, the possessing creature can release you and appear in the closest
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
information about demons or a Wisdom (Survival) check related to the Abyss. When you do so, you can add double your proficiency bonus to the check. Fiendish Scourging. Your magic causes pain to fiends. While
the creature, which controls you like a puppet. The possessing creature can release you as an action, appearing in the closest unoccupied space. On a successful save, the fiend can’t try to possess you
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
information about demons or a Wisdom (Survival) check related to the Abyss. When you do so, you can add double your proficiency bonus to the check. Fiendish Scourging. Your magic causes pain to fiends. While
the creature, which controls you like a puppet. The possessing creature can release you as an action, appearing in the closest unoccupied space. On a successful save, the fiend can’t try to possess you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
initiation, in which the initiate is mystically identified with a god, or a handful of related gods. Mystery cults are intensely personal, concerned with the initiate’s relationship with the divine
Philosophies Not all divine powers need to be derived from deities. In some campaigns, believers hold enough conviction in their ideas about the universe that they gain magical power from that conviction. In
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
initiation, in which the initiate is mystically identified with a god, or a handful of related gods. Mystery cults are intensely personal, concerned with the initiate’s relationship with the divine
Philosophies Not all divine powers need to be derived from deities. In some campaigns, believers hold enough conviction in their ideas about the universe that they gain magical power from that conviction. In
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
so on a successful check. A character who has proficiency in smith’s tools or tinker’s tools has advantage on the check. Ghostly Reservoir. A perpetually wailing slurry of ghosts, specters, and other
overtake the Heralds of Dust exorcist (see the appendix) tasked with guarding this vault. If the characters don’t intervene, the Undead might destabilize the vault’s magic and release other creatures
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
so on a successful check. A character who has proficiency in smith’s tools or tinker’s tools has advantage on the check. Ghostly Reservoir. A perpetually wailing slurry of ghosts, specters, and other
overtake the Heralds of Dust exorcist (see the appendix) tasked with guarding this vault. If the characters don’t intervene, the Undead might destabilize the vault’s magic and release other creatures
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
something else entirely. Both Konrad and Rugga are in constant agony. They can communicate telepathically out to a range of 60 feet. Their communications consist of pleas to release them from their torment
vines by attacking their root in the center of the room. Treat the root as an immobile, Medium object with AC 15 and 100 hit points. When the root is reduced to 0 hit points, the vines release spores
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
something else entirely. Both Konrad and Rugga are in constant agony. They can communicate telepathically out to a range of 60 feet. Their communications consist of pleas to release them from their torment
vines by attacking their root in the center of the room. Treat the root as an immobile, Medium object with AC 15 and 100 hit points. When the root is reduced to 0 hit points, the vines release spores
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
by a pile of rubble.
Though this area appears dangerous at first glance, a dwarf or any character who has a background or a proficiency related to stonework can tell that it’s stable. Ten years
it. The first time a character tries to damage the sealed door or open it with an ability check or magic, or if a character touches any of the indentations, the ghostly figure of an elf steps through
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
only a few seconds before she dies and turns to dust; with her dying breath, she implores the characters in Loross (the dead Netherese tongue) to “destroy the crown … release my memories … let me have
tuned, and a spectral orchestra materializes from out of the corpses onstage. The ghostly musicians hold their instruments and stare expectantly at their conductor. These spirits can’t be turned or
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
by a pile of rubble.
Though this area appears dangerous at first glance, a dwarf or any character who has a background or a proficiency related to stonework can tell that it’s stable. Ten years
it. The first time a character tries to damage the sealed door or open it with an ability check or magic, or if a character touches any of the indentations, the ghostly figure of an elf steps through
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
: Cinerary Rotunda Glossy urns and cinerary boxes line the walls of this vaulted rotunda. Drifting in the center of the room above a drain is a ghostly, transparent, humanoid figure. The figure is clad
no clues related to the ghost in this room. To regain its identity, the ghost must hear its full name: Chanelle Hallwinter. If a character speaks this name aloud within 20 feet of the ghost, the
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
: Cinerary Rotunda Glossy urns and cinerary boxes line the walls of this vaulted rotunda. Drifting in the center of the room above a drain is a ghostly, transparent, humanoid figure. The figure is clad
no clues related to the ghost in this room. To regain its identity, the ghost must hear its full name: Chanelle Hallwinter. If a character speaks this name aloud within 20 feet of the ghost, the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
only a few seconds before she dies and turns to dust; with her dying breath, she implores the characters in Loross (the dead Netherese tongue) to “destroy the crown … release my memories … let me have
tuned, and a spectral orchestra materializes from out of the corpses onstage. The ghostly musicians hold their instruments and stare expectantly at their conductor. These spirits can’t be turned or
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
inside you, yearning for release.” “Tell me a tale of your past. What should I know of you?” Award each character inspiration once they’ve all answered the questions. Stores Security Level: Red (Cadet
there ever since.
Mister Blip is a walking encyclopedia of knowledge on all subjects related to spelljamming. Chances are if you have a question, he’s got a dozen different answers for it—and usually
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
inside you, yearning for release.” “Tell me a tale of your past. What should I know of you?” Award each character inspiration once they’ve all answered the questions. Stores Security Level: Red (Cadet
there ever since.
Mister Blip is a walking encyclopedia of knowledge on all subjects related to spelljamming. Chances are if you have a question, he’s got a dozen different answers for it—and usually
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Encounters table presents a range of creatures of the Giant type that are not encompassed by the ordning, along with related creatures that might be pursuing their own schemes or working as part of a giant’s
tempest spirit* (attitude: 1d6) searching for lost magical knowledge
10 1 spectral cloud* (attitude: 1d12) wandering with a ghostly green lantern
*See chapter 6. Too much of the legacy of my
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Encounters table presents a range of creatures of the Giant type that are not encompassed by the ordning, along with related creatures that might be pursuing their own schemes or working as part of a giant’s
tempest spirit* (attitude: 1d6) searching for lost magical knowledge
10 1 spectral cloud* (attitude: 1d12) wandering with a ghostly green lantern
*See chapter 6. Too much of the legacy of my
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
orange lightning release a deluge of fiery droplets. Any creature caught in the burning rain takes 2d6 fire damage at the start of each of its turns. The droplets ignite any flammable objects that
intent of making it linger in the area and perform an act related to its associated emotion. The effect lasts 24 hours. The following list notes some of the most common emotional echoes, where they tend to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
orange lightning release a deluge of fiery droplets. Any creature caught in the burning rain takes 2d6 fire damage at the start of each of its turns. The droplets ignite any flammable objects that
intent of making it linger in the area and perform an act related to its associated emotion. The effect lasts 24 hours. The following list notes some of the most common emotional echoes, where they tend to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, which contains the following features: If he hasn’t already been drawn elsewhere, a portly halfling stands atop a stool and cooks at an iron stove. A green, ghostly hand floats above a trellis table
lever is an action that causes both clamps to release the floor, which is then magically driven upward into the ceiling. Creatures standing on the floor are knocked prone and must make a DC 20