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Returning 35 results for 'conviction robe genies to her remains'.
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Monsters
The Book of Many Things
Euryale’s story and unwavering conviction.
These medusas are divinely empowered champions, drawing their power from a cosmic truth, the will of a deity, or the primal forces of nature. They
martyrs’ remains until the martyrs are called back to life to oppose a world-changing foe.
2
Gather the lost shards of a dead god’s petrified body, and reunite them on the altar in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the statue’s feet
Robed Figure. Kneeling before the statue is a humanoid figure in a purple and black robe.
The kneeling figure is an empty robe that collapses into a pile on the floor if it is
disturbed or targeted by a dispel magic spell. The skeletons lying at the statue’s feet are the remains of long-dead adventurers placed here as a warning not to disturb the 7-foot-tall statue. A character who succeeds on a DC 15 Intelligence (Religion) check can ascertain that the statue depicts Shar.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the statue’s feet
Robed Figure. Kneeling before the statue is a humanoid figure in a purple and black robe.
The kneeling figure is an empty robe that collapses into a pile on the floor if it is
disturbed or targeted by a dispel magic spell. The skeletons lying at the statue’s feet are the remains of long-dead adventurers placed here as a warning not to disturb the 7-foot-tall statue. A character who succeeds on a DC 15 Intelligence (Religion) check can ascertain that the statue depicts Shar.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
marked on Map: Temple of Orcus is Difficult Terrain. Skeletal Remains The skeletal remains of the original cultists are marked on Map: Temple of Orcus. Searching a cultist’s remains requires a Search
action and yields a tattered crimson Robe, a rusty Shortsword, an old Shortbow, a Quiver with 1d10 Arrows, and 1d10 GP.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
a blue wizard’s robe and clutching a wand to its chest. The skeleton is all that remains of a wizard who froze to death. It poses no threat. Treasure The skeleton clutches a wand of secrets.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
a blue wizard’s robe and clutching a wand to its chest. The skeleton is all that remains of a wizard who froze to death. It poses no threat. Treasure The skeleton clutches a wand of secrets.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
marked on Map: Temple of Orcus is Difficult Terrain. Skeletal Remains The skeletal remains of the original cultists are marked on Map: Temple of Orcus. Searching a cultist’s remains requires a Search
action and yields a tattered crimson Robe, a rusty Shortsword, an old Shortbow, a Quiver with 1d10 Arrows, and 1d10 GP.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
beyond, reaching distant Zakhara, Kara-Tur, and even Maztica. His work focused on conjuration and elemental evocation, so he often kept elementals and genies for company. Xonthal prized solitude, so he
been up to in the intervening decades, or whether he’s even still alive. Some think he must have become a lich, while others believe he’s just dead. All that’s certain is that the hedge maze remains a frustrating barrier, and the spells and wards protecting the tower against entry remain as powerful as ever.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
beyond, reaching distant Zakhara, Kara-Tur, and even Maztica. His work focused on conjuration and elemental evocation, so he often kept elementals and genies for company. Xonthal prized solitude, so he
been up to in the intervening decades, or whether he’s even still alive. Some think he must have become a lich, while others believe he’s just dead. All that’s certain is that the hedge maze remains a frustrating barrier, and the spells and wards protecting the tower against entry remain as powerful as ever.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
exhaustion and his sleep is troubled (since he doesn’t know that the ghost of Thalivar possesses him each night when he sleeps). Gallio wears an ink-stained robe and his curly black hair is tousled. His
finish the job. Gallio has not seen any spirits, but he doesn’t doubt the word of his underlings. He remains in his study (area H3) while the characters explore. Gallio can recount the history of the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
exhaustion and his sleep is troubled (since he doesn’t know that the ghost of Thalivar possesses him each night when he sleeps). Gallio wears an ink-stained robe and his curly black hair is tousled. His
finish the job. Gallio has not seen any spirits, but he doesn’t doubt the word of his underlings. He remains in his study (area H3) while the characters explore. Gallio can recount the history of the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
T11. Ritual Chamber Rusty shackles dangle from this chamber’s walls. In the middle of the room sit two stone slabs. Draped over the northern slab is a human skeleton wearing a dusty crimson robe and
locked; a skeleton in the east tunnel (area T10) holds the keys. The DC to pick one of these locks is 15. The cells’ contents are as follows: Cell A holds the skeletal remains of two humans. Cell B
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
T11. Ritual Chamber Rusty shackles dangle from this chamber’s walls. In the middle of the room sit two stone slabs. Draped over the northern slab is a human skeleton wearing a dusty crimson robe and
locked; a skeleton in the east tunnel (area T10) holds the keys. The DC to pick one of these locks is 15. The cells’ contents are as follows: Cell A holds the skeletal remains of two humans. Cell B
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
awakened as a lich, or that one of the genies and elementals he once imprisoned finally broke free of its restraints but remains trapped inside the tower. The villagers warn the characters sternly
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
awakened as a lich, or that one of the genies and elementals he once imprisoned finally broke free of its restraints but remains trapped inside the tower. The villagers warn the characters sternly
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Nothing 71–75 Skeletal remains of an Omuan child 76–84 Minotaur that fights to the death 85–87 Blue crystal key 88–90 Gold crystal key 91–93 Purple crystal key 94–96 Green crystal key 97–99 Red crystal
“Acererak’s Gift” below). If a crystal key is inserted when the sarcophagus and the key are not the same color, the key is teleported back to the maze and the sarcophagus remains sealed. Treasure The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Nothing 71–75 Skeletal remains of an Omuan child 76–84 Minotaur that fights to the death 85–87 Blue crystal key 88–90 Gold crystal key 91–93 Purple crystal key 94–96 Green crystal key 97–99 Red crystal
“Acererak’s Gift” below). If a crystal key is inserted when the sarcophagus and the key are not the same color, the key is teleported back to the maze and the sarcophagus remains sealed. Treasure The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the teleport trap.
The rotting corpse of a drow mage lies slumped against a wall at the end of the tunnel, his face frozen in a scream, his black robe torn and dusty. The drow, Elvilac Zmirth, was
Characters who search Elvilac’s remains find a zurkhwood wand (used as an arcane focus), a spellbook with black leather covers, and a spider silk pouch containing three soft purple mushrooms that give off
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the teleport trap.
The rotting corpse of a drow mage lies slumped against a wall at the end of the tunnel, his face frozen in a scream, his black robe torn and dusty. The drow, Elvilac Zmirth, was
Characters who search Elvilac’s remains find a zurkhwood wand (used as an arcane focus), a spellbook with black leather covers, and a spider silk pouch containing three soft purple mushrooms that give off
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
is two zombified ogres that are smashing all the furniture in this room, apparently obeying the commands of a dwarf wearing a red robe. Desks and chairs made of black wood and adorned with skulls lie
splintered amid the skeletal remains of four long-dead humans in dusty crimson robes. Tall stone bookshelves line deep alcoves to the north, south, and west. Floating in the alcove opposite you, a
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
is two zombified ogres that are smashing all the furniture in this room, apparently obeying the commands of a dwarf wearing a red robe. Desks and chairs made of black wood and adorned with skulls lie
splintered amid the skeletal remains of four long-dead humans in dusty crimson robes. Tall stone bookshelves line deep alcoves to the north, south, and west. Floating in the alcove opposite you, a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
every minute. K75c. Empty Cell This cell contains nothing of interest. K75d. Dead Dwarf This cell is linked to a teleport trap in area K73. The skeletal remains of a dwarf fighter lie at the bottom of
of this cell is an emaciated figure in a blue robe, its spindly arms spread wide and its head tilted forward. Long, gray hair hangs down in front of the dead man’s face. The skeletal figure is all
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
abandoned bedroom and its wooden bed, table, and chair. On the table lie an unlit lantern and a wooden holy symbol of two intertwined snakes. A faintly luminous white robe is draped over the chair
proved too great, and Darius assassinated his brother. Demetrius’s vengeful spirit now resides within the softly glowing robe. Secret Doors. The north wall hides two secret doors to areas B45 and B47
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
every minute. K75c. Empty Cell This cell contains nothing of interest. K75d. Dead Dwarf This cell is linked to a teleport trap in area K73. The skeletal remains of a dwarf fighter lie at the bottom of
of this cell is an emaciated figure in a blue robe, its spindly arms spread wide and its head tilted forward. Long, gray hair hangs down in front of the dead man’s face. The skeletal figure is all
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
abandoned bedroom and its wooden bed, table, and chair. On the table lie an unlit lantern and a wooden holy symbol of two intertwined snakes. A faintly luminous white robe is draped over the chair
proved too great, and Darius assassinated his brother. Demetrius’s vengeful spirit now resides within the softly glowing robe. Secret Doors. The north wall hides two secret doors to areas B45 and B47
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
and advisor, knows the extent of her decline. Despite her diminished abilities, Laeral remains a formidable, clear-headed wizard with plenty of magic at her disposal. A few years ago, Dagult
test of Vajra’s competence. Laeral Silverhand
Medium humanoid (human), chaotic good
Armor Class 18 (robe of the archmagi)
Hit Points 228 (24d8 + 120)
Speed 30 ft.
STR
13(+1)
DEX
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
and advisor, knows the extent of her decline. Despite her diminished abilities, Laeral remains a formidable, clear-headed wizard with plenty of magic at her disposal. A few years ago, Dagult
test of Vajra’s competence. Laeral Silverhand
Medium humanoid (human), chaotic good
Armor Class 18 (robe of the archmagi)
Hit Points 228 (24d8 + 120)
Speed 30 ft.
STR
13(+1)
DEX
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the perfect item from which to make a spellguard shield.
A flail snail shell can also be used to make a robe of scintillating colors. The shell is ground and added to the dye while the garment is
being fashioned. The powder is also a material component of the ritual that enchants the robe.
Flail Snail
Large elemental, unaligned
Armor Class 16 (natural armor)
Hit Points 52 (5d10 + 25
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the perfect item from which to make a spellguard shield.
A flail snail shell can also be used to make a robe of scintillating colors. The shell is ground and added to the dye while the garment is
being fashioned. The powder is also a material component of the ritual that enchants the robe.
Flail Snail
Large elemental, unaligned
Armor Class 16 (natural armor)
Hit Points 52 (5d10 + 25
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wearing tattered gray robes over black pants sits on a 2-foot-tall toadstool. Her long black hair is tied back with a swatch of gray cloth that matches her robe. A quasit in toad form sits on her knee
their act of kindness that she offers them free room and board for as long as the inn remains standing. Urgala and Darribeth remain lifelong friends of the characters henceforth. Quasit Darribeth’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wearing tattered gray robes over black pants sits on a 2-foot-tall toadstool. Her long black hair is tied back with a swatch of gray cloth that matches her robe. A quasit in toad form sits on her knee
their act of kindness that she offers them free room and board for as long as the inn remains standing. Urgala and Darribeth remain lifelong friends of the characters henceforth. Quasit Darribeth’s
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Euryale’s story and unwavering conviction. These medusas are divinely empowered champions, drawing their power from a cosmic truth, the will of a deity, or the primal forces of nature. They gather and
inspiration to create your own. Divine Purpose d6 Purpose 1 Protect a sanctuary that hides martyrs’ remains until the martyrs are called back to life to oppose a world-changing foe. 2 Gather the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Euryale’s story and unwavering conviction. These medusas are divinely empowered champions, drawing their power from a cosmic truth, the will of a deity, or the primal forces of nature. They gather and
inspiration to create your own. Divine Purpose d6 Purpose 1 Protect a sanctuary that hides martyrs’ remains until the martyrs are called back to life to oppose a world-changing foe. 2 Gather the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
engraved around the lip of the well in Draconic: “Herein lie the immortal remains of the Telepathic Pentacle. Sit, meditate, and learn.” Thing in the Well. A gibbering, five-headed aberration lies in a
Silksmith Mixyll. The illusion welcomes the guest to its emporium and explains the robe-making process. As it speaks, the phase spiders descend silently and use their legs to take the creature’s measurements
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
skeletal remains of the losers of a previous game of pelota in this area. Atop the bones rest several figurines and a plaque, all made of jade, and a glistening black ball 1 foot in diameter. Cursed
the image of a sun-god in a feathered robe. There are seven jade items in all, weighing 1 pound and worth 30 gp each. Buried beneath the skeletons is a chalice of beaten gold, inset with six amethysts