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Returning 23 results for 'cries cast'.
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Whelm
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast
either spell, you can’t cast it from the weapon again until the next dawn.
Sentience
Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
bearded devil face, painted green. Forlorn cries echo from the black void of its gaping maw.
The devil face forms the mouth of a 5-foot-wide cylindrical shaft that descends 10 feet before opening up in
(DC 16) cast on the darkness dispels it. If the darkness is dispelled, its fading essence magically coalesces into a swarm of bats that flies up out of the shaft and attacks any creatures in the room.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Awareness. While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or
locate object from the weapon. Once you cast either spell, you can’t cast it from the weapon again until the next dawn. Sentience. Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts
Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:
At will: dancing lights, minor
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts
)
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
(Intimidation or Persuasion) check or who offers each tiefling at least 1,000 gp convinces the pair to betray their yugoloth allies. Otherwise, the tieflings scream battle cries as they fight to the death. If the
were alerted by noise in area W3, they cast darkness before the characters enter. Otherwise, read or paraphrase the following when a character enters the room: This chamber is dominated by a sculpture of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
his son in the church’s undercroft, where he remains to this day. Doru hasn’t fed since he was imprisoned, and he cries out to his father at all hours. Meanwhile, Donavich prays day and night, hoping
though the cracks, allowing you to glimpse a gaunt shape in the far corner. Doru The shape is Doru, a vampire spawn sent by Strahd to torment Donavich and cast down the church. Doru is starved for blood
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
wrest the stone from them during the chaos of the jailbreak. If the characters refuse to play along, the doppelganger cries out in alarm, bringing the full weight of the courthouse garrison (ten guards
its true form when it dies.) Speak with dead spells can be cast on the cell block guards slain by the doppelganger to obtain testimony that clears the characters of the guards’ murder. Next Encounter
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
terrible creatures can be lulled into silence in two cases. They remain quiet when they stalk their prey, unleashing their shrieks only when they are about to attack. They also still their cries in the
cast the following spells, requiring no material components:
At will: blight, blink, chaos bolt,* darkness, detect magic, fly, shield
3/day each: circle of death, enervation,* phantasmal killer
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
(Perception) score hears faint crying coming from a small stand of stones. Investigating the cries reveals a tiny winged figure, head in hands. This is Thunderwing, a sprite. She immediately gravitates
ingredients here and there in the room have infestations of mold and insects. Thunderwing looks forlornly about the kitchen and cries a bit, lamenting the loss of the Xanthoria she remembers. Lost Memento
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
creatures trapped here from escaping, but the vault’s magic sometimes falters enough for a prisoner or two, all of which are hostile, to slip out from its crypts. An identify spell cast on a crypt reveals
following text: A glowing, ethereal sphere hovers over this chilling sanctum, whose walkways are formed from the vertebrae of some unknown behemoth. The orb resonates with the haunting cries of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Weasel Familiar. The arctic weasel is Zelennor, Nass’s fey familiar. Vellynne Harpell would recognize it as such. Anyone who can cast the find familiar spell knows that a familiar typically vanishes
characters damage any of them, two bad things happen. First, the Frostmaiden makes her presence known, manifesting nearby as a 7-foot-tall woman made of snow. She cries out, “Defilers!” and points a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
lit by blue continual flame spells cast on seashells and other objects embedded in the walls. Walls and Doors. The shrine’s walls and doors are made of solid stone. Except for the door in area C1, the
covered in thick, black algae. At the center of the room stands a well, from which emanates the sound of distant waves and the cries of sea birds.
Here, initiates of Habbakuk once made offerings to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
other exits. Flaming Skulls. Most of the skulls are ordinary skulls with continual flame spells cast on them. However, four of the skulls are actually flameskulls. They attack if the prisoners in area W6
the same antagonists as described in the “Encounter with Vanifer,” above. When the characters arrive, Vanifer holds Tinderstrike aloft and cries, “With this key, I call forth my master, the Eternal
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
statue of Moradin is made of solid granite except for its eyes and the panels of the lantern, which are fashioned from quartz. A continual flame spell cast within the lantern’s hollow interior
prisoners while the other two mimic the prisoners’ cries of agony. Prisoners. Four of the prisoners are human travelers who were drugged and kidnapped by cultists in Yartar. They were shipped downriver to be
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, with shouting and cheering patrons clustered around it. Numbered rats scurry along their respective lanes. As the rats cross the finish line, cries of victory and groans of defeat erupt from the
cast-iron devil faces mounted on its south side. If a creature without an employee pass card comes within 10 feet of the double door, the devil faces open their mouths and breathe a 10-foot-wide, 30
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. The cries last only a few seconds, then stop suddenly.
Once the party can see the cave, read the following: Humanoid bones litter the floor of this cavern. Some skeletons are partially intact
ceiling cast a lurid purple glow over everything. Issuing from a tunnel that descends toward the east is the loud, constant sound of stone grinding against stone.
If the nothics in area G15 retreat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Master’s Guide) into the stew before asking them to taste it and give him an honest critique. He then cries out to the guards in area K2 and attacks. Combat in this area draws the attention of the Zhents
growl. “Come on, then!” Trapped Door. A glyph of warding spell has been cast on the door, set to trigger when it is opened by anyone other than Manshoon. The glyph, which resembles an ornate letter M
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
per day, when a creature touches the narwhal horn to the pool, a scrying spell is instantaneously cast. The spell is limited to creatures and locations within the Plunging Torrents, allows no saving
young Gar Shatterkeel into brutal indenture. The other is the same Calishite pirate vessel that attacked the Tethyrian merchant galley, an event that caused Gar to be cast adrift and lose his arm to a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with tiny gemstones sewn into it (2 gp). The characters can trade for this item like any other and return it to its proper owner (see area 21b). 21b. Sad Huggybug Huggybug, a goblin child, cries alone
. Preeta Kreepa Dug out of a mostly collapsed section of Stromkuhldur is a stone hovel in a cave lit by continual flame spells cast in several old cauldrons lying among the rubble. The door to the hovel is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
bridge, or at those who hang back to cast spells or make ranged attacks. A character on the bridge who is hit by an attack must make a saving throw to avoid a fall, just as if the character’s
mouth of this small cave. A door locked with an iron padlock secures the room. Inside, you see two filthy prisoners dressed in tattered rags, crowding close to the door. “Thank Yondalla!” one cries
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Casting feature (or the Ritual Caster feat) who spends 24 hours reading the book can master the ritual described within. The ritual takes 11 minutes to cast and requires incense and a vial of unholy water
, the chain devil cries out for his mother before melting into a pool of sickening black ichor. C24a. Attic Storage This room contains derelict furnishings draped in black linens: chairs, coat racks
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
death cries and the ruptured wall. Though Varakkta was reluctant to leave her valued greatsword behind, she elected for discretion and retreated to rejoin her followers. Greatsword. The greatsword is
is to open a gate, but she’s learned that they’re more deeply connected to the Briny Maze. When she overloads the charge by casting chain lightning into a rod, she can cast detect thoughts the






