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Returning 35 results for 'conviction remaining giant to have rebuke'.
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Monsters
Keys from the Golden Vault
isn’t incapacitated.Fiendish Rebuke (3/Day). Immediately after a creature within 5 feet of Sythian hits him with an attack roll, Sythian forces that creature to make a DC 14 Constitution saving
throw. The creature takes 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Fiendish Rebuke", "rollDamageType":"fire"} fire damage on a failed saving throw, or half as much damage on a
Monsters
Bigby Presents: Glory of the Giants
grapple ends, the target has the restrained condition. The maw can have only one creature grappled in this way at a time.Fanged Rebuke. In response to taking damage, the maw makes one Bite attack
attention of the demon lord Yeenoghu, known as the Beast of Butchery. A cruel hill giant sometimes turns to Yeenoghu for help in expanding the reach of its malevolence. Occasionally a hill giant consumes an
Magic Items
Waterdeep: Dungeon of the Mad Mage
) check recognizes it as an uven (“enemy” in Giant) rune that confers great power.
While holding the shield, you benefit from the following properties.
Winter’s Friend. You are immune to
cold damage.
Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.
Bane. You can cast the bane spell from
Monsters
Bigby Presents: Glory of the Giants
Blood Rune. The fomorian has a blood rune inscribed on an effigy or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Corrupting Hex
action and Poisoning Rebuke reaction.
The object bearing the blood rune has AC 15; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end
Monsters
Fizban's Treasury of Dragons
; preference for volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced
adventurers in the hopes of pitting them against fire giant rivals.
Hoarded Histories
Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually
Backgrounds
Guildmasters’ Guide to Ravnica
Riots, with your own performance.
Skill Proficiencies: Acrobatics, Performance
Languages: Choose either Abyssal or Giant
Tool Proficiencies: One type of musical instrument
Spell Level
Spells
Cantrip
fire bolt, vicious mockery
1st
burning hands, dissonant whispers, hellish rebuke
2nd
crown of madness, enthrall,
Monsters
Fizban's Treasury of Dragons
volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes
of pitting them against fire giant rivals.
Hoarded Histories
Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places
Magic Items
The Book of Many Things
takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly
Donjon*
14
Door
15
Dragon
16
Elemental
17
Euryale*
18
Expert
19
Fates*
20
Fey
21
Fiend
22
Flames*
23
Fool*
24
Gem*
25
Giant
26
Monsters
Curse of Strahd
has additional protection in the form of a giant crystal heart hidden inside Castle Ravenloft.
Any damage that Strahd takes is transferred to the Heart of Sorrow (see chapter 4, area K20). If the
, provided it has at least 1 hit point remaining. Strahd can, as a bonus action on his turn, break his link to the Heart of Sorrow so that it no longer absorbs damage dealt to him. Strahd can
Staff of Swarming Insects
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
.
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5
for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.
Drow Arachnomancer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
Change Shape (Recharges after a Short or Long Rest). The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true
form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
twenty giant spider eggs in the northeast corner. Half of the eggs are empty sacs left behind by spiders that have already hatched. (If left alone, the remaining eggs here will hatch in a few days.)
21. Giant Spider Hatchery Webs. Thick webs fill the corners, shroud the ceiling, and smother the rotted remains of old furnishings.
Spiders and Eggs. Four giant spiders guard a large cluster of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
twenty giant spider eggs in the northeast corner. Half of the eggs are empty sacs left behind by spiders that have already hatched. (If left alone, the remaining eggs here will hatch in a few days.)
21. Giant Spider Hatchery Webs. Thick webs fill the corners, shroud the ceiling, and smother the rotted remains of old furnishings.
Spiders and Eggs. Four giant spiders guard a large cluster of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and
barbarian fell against the giant horde. His bones are under that boulder over there.”
— Elder Zelane of Istivin, recounting the Giant Wars
Old as Legend. In remote regions of the world, the last
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and
barbarian fell against the giant horde. His bones are under that boulder over there.”
— Elder Zelane of Istivin, recounting the Giant Wars
Old as Legend. In remote regions of the world, the last
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Maw of Yeenoghu Hill giants are known for their voracious appetites, which can attract the attention of the demon lord Yeenoghu, known as the Beast of Butchery. A cruel hill giant sometimes turns to
Yeenoghu for help in expanding the reach of its malevolence. Occasionally a hill giant consumes an evil artifact that transforms the giant into a fiendish form. Once in a while, Yeenoghu whispers
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Maw of Yeenoghu Hill giants are known for their voracious appetites, which can attract the attention of the demon lord Yeenoghu, known as the Beast of Butchery. A cruel hill giant sometimes turns to
Yeenoghu for help in expanding the reach of its malevolence. Occasionally a hill giant consumes an evil artifact that transforms the giant into a fiendish form. Once in a while, Yeenoghu whispers
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
“giant vultures” circling above the wreck are six vrocks that attack anyone who gets within 50 feet of the command deck. If three vrocks are killed, the remaining ones flee and don’t return.
Arrival at the Wreck When the characters arrive at the wreck, read or paraphrase the following boxed text to the players: A towering wreck rises from the scorched hellscape. It looks like a giant
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
“giant vultures” circling above the wreck are six vrocks that attack anyone who gets within 50 feet of the command deck. If three vrocks are killed, the remaining ones flee and don’t return.
Arrival at the Wreck When the characters arrive at the wreck, read or paraphrase the following boxed text to the players: A towering wreck rises from the scorched hellscape. It looks like a giant
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
frost giant lies in a heap next to a smashed stasis pod. A character who succeeds on a DC 10 Wisdom (Survival) check finds deep claw marks in the walls leading to area 18b, just like those in area 11. A
monstrous corpses lie on the floor of this room: an especially large owlbear and the umber hulk that broke the pods and killed the frost giant, chuul, and owlbear in the other rooms. After breaking a second
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
spool of catgut to sew up one of the openings. A second bullywug stands at the foot of the ladder to steady it. Huddled nearby are three giant frogs whose long tongues snap up passing insects.
The two
bullywugs (neutral) watch the characters warily but pose no threat. The three giant frogs are here to prevent anyone from stealing the balloon. (Another one of Bavlorna’s balloons was stolen recently
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
frost giant lies in a heap next to a smashed stasis pod. A character who succeeds on a DC 10 Wisdom (Survival) check finds deep claw marks in the walls leading to area 18b, just like those in area 11. A
monstrous corpses lie on the floor of this room: an especially large owlbear and the umber hulk that broke the pods and killed the frost giant, chuul, and owlbear in the other rooms. After breaking a second
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
spool of catgut to sew up one of the openings. A second bullywug stands at the foot of the ladder to steady it. Huddled nearby are three giant frogs whose long tongues snap up passing insects.
The two
bullywugs (neutral) watch the characters warily but pose no threat. The three giant frogs are here to prevent anyone from stealing the balloon. (Another one of Bavlorna’s balloons was stolen recently
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
minions. A paladin might have no qualms about putting a hag coven to the sword, but her conviction falters if she must first fight through a crowd of innocent farmers that the hag has compelled to defend
her a visit. The weird magic at a hag’s disposal means that she might have almost any type of creature helping or serving her — fey, giant, undead, and so on. Even a creature much more powerful than
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes. Rebuke the Violent. You can use your Channel Divinity to
rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
many as two dozen Humanoids might live alongside the giants. Animal companions, elementals, and even a dragon might also dwell in a giant steading. Any of the locations described in chapter 4 might
serve as a giant steading, and you can use the tables in chapter 3 to help you populate the site. The Steadings table suggests adventure hooks you might use to bring characters to such a place
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
9. Boss Hark’s Cave This 10-foot-high cave contains Hark, the goblin boss, two female goblins (bodyguards) named Ratcha and Zukluk, and seven giant rats (Hark’s beloved pets). When the characters
clubs, two daggers, and six wooden shields. Hark’s Larder At the north end of the cave is a smaller cave where Boss Hark keeps prisoners before feeding them to his giant rats. Cowering in the back of this
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
many as two dozen Humanoids might live alongside the giants. Animal companions, elementals, and even a dragon might also dwell in a giant steading. Any of the locations described in chapter 4 might
serve as a giant steading, and you can use the tables in chapter 3 to help you populate the site. The Steadings table suggests adventure hooks you might use to bring characters to such a place
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
information, Hekaton (or Serissa) leaves Imperator Uthor in charge of Maelstrom and sets out with four storm giant bodyguards named Nimir, Orlekto, Shaldoor, and Vaasha (see appendix D for statistics
) to confront Iymrith. The characters are invited to join them. King Hekaton has 330 hit points at full health but otherwise has the statistics of a typical storm giant. If Serissa leads the attackers
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Corrupting Hex action and Poisoning Rebuke reaction.
The object bearing the blood rune has
Deep Crawler Huge Giant, Any Alignment
Armor Class 14 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 30 ft., climb 30 ft.
STR
23 (+6)
DEX
15 (+2)
CON
20 (+5)
INT
9 (−1)
WIS
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
9. Boss Hark’s Cave This 10-foot-high cave contains Hark, the goblin boss, two female goblins (bodyguards) named Ratcha and Zukluk, and seven giant rats (Hark’s beloved pets). When the characters
clubs, two daggers, and six wooden shields. Hark’s Larder At the north end of the cave is a smaller cave where Boss Hark keeps prisoners before feeding them to his giant rats. Cowering in the back of this
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
for them, so ’tis also one for ye.
— Elminster
Giant Striders. Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them — borne out by the creatures
’ ability to send a gout of flame against distant enemies. Called giant striders, these monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
information, Hekaton (or Serissa) leaves Imperator Uthor in charge of Maelstrom and sets out with four storm giant bodyguards named Nimir, Orlekto, Shaldoor, and Vaasha (see appendix D for statistics
) to confront Iymrith. The characters are invited to join them. King Hekaton has 330 hit points at full health but otherwise has the statistics of a typical storm giant. If Serissa leads the attackers
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Redbrands at the Sleeping Giant. Investigate Tresendar Manor. The characters decide to investigate Tresendar Manor. Skip the encounter below and go straight to “Redbrands’ Hideout.” Redbrand Confrontation
locations in the town. If the characters confront the Redbrands at the Sleeping Giant, read: The Sleeping Giant is a ramshackle taproom at the east end of town. Several disheveled, surly humans linger
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Redbrands at the Sleeping Giant. Investigate Tresendar Manor. The characters decide to investigate Tresendar Manor. Skip the encounter below and go straight to “Redbrands’ Hideout.” Redbrand Confrontation
locations in the town. If the characters confront the Redbrands at the Sleeping Giant, read: The Sleeping Giant is a ramshackle taproom at the east end of town. Several disheveled, surly humans linger