Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 33 results for 'crossing wicked religions'.
Other Suggestions:
closing wicked religion
choosing wicked religious
crushing wicked religious
choosing wicked religion
crushing wicked religion
Monsters
Baldur’s Gate: Descent into Avernus
’t impose disadvantage on its attack rolls.Multiattack. The madcap makes three attacks with its wicked sickle.
Wicked Sickle. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit
","rollAction":"Wicked Sickle"} to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4);{"diceNotation":"2d4+4","rollType":"damage","rollAction":"Wicked Sickle","rollDamageType":"slashing"} slashing damage
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
where that plane touches the material world at a fey crossing, if a sentient creature acts on an intense desire for bloodshed, one or more redcaps might appear where the blood of a slain person soaks the
the same site could attract the entire group to serve as cohorts, emulating that individual’s murderous handiwork. Some hags and wicked mages know methods to call redcaps out of the Feywild and might
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
where that plane touches the material world at a fey crossing, if a sentient creature acts on an intense desire for bloodshed, one or more redcaps might appear where the blood of a slain person soaks the
the same site could attract the entire group to serve as cohorts, emulating that individual’s murderous handiwork. Some hags and wicked mages know methods to call redcaps out of the Feywild and might
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Redcap A redcap is a homicidal fey creature born of blood lust. Although small, redcaps have formidable strength. In the Feywild, or in places where that plane touches another plane at a fey crossing
with its wicked sickle.
Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 2) slashing damage.
Ironbound Pursuit. The redcap moves up to its speed to a creature it
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
wherever that plane touches the world at a fey crossing, if a sentient creature satisfies its intense desire for bloodshed, one or more redcaps might appear where the blood of a slain foe soaks the ground
Multiattack. The redcap makes three Wicked Sickle attacks.
Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Ironbound Pursuit. The redcap
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. In the Feywild, or where that plane touches the world at a fey crossing, if a sentient creature acts on an intense desire for bloodshed, one or more redcaps might appear where the blood of a slain
makes three attacks with its wicked sickle.
Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 2) slashing damage.
Ironbound Pursuit. The redcap moves up to its
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. In the Feywild, or where that plane touches the world at a fey crossing, if a sentient creature acts on an intense desire for bloodshed, one or more redcaps might appear where the blood of a slain
makes three attacks with its wicked sickle.
Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 2) slashing damage.
Ironbound Pursuit. The redcap moves up to its
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Redcap A redcap is a homicidal fey creature born of blood lust. Although small, redcaps have formidable strength. In the Feywild, or in places where that plane touches another plane at a fey crossing
with its wicked sickle.
Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 2) slashing damage.
Ironbound Pursuit. The redcap moves up to its speed to a creature it
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
wherever that plane touches the world at a fey crossing, if a sentient creature satisfies its intense desire for bloodshed, one or more redcaps might appear where the blood of a slain foe soaks the ground
Multiattack. The redcap makes three Wicked Sickle attacks.
Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Ironbound Pursuit. The redcap
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, little one. Collect the shards from Talhundereth, the Crypt of the Talhund, and Gibbet Crossing, and bring them to us. You shall be reborn greater than you can imagine, and Phandalin shall become ours
hidden within Talhundereth, the Crypt of the Talhund, and Gibbet Crossing (more information about these locations can be found in the next chapter). Any character who hears the message can make a DC 13
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, little one. Collect the shards from Talhundereth, the Crypt of the Talhund, and Gibbet Crossing, and bring them to us. You shall be reborn greater than you can imagine, and Phandalin shall become ours
hidden within Talhundereth, the Crypt of the Talhund, and Gibbet Crossing (more information about these locations can be found in the next chapter). Any character who hears the message can make a DC 13
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
serve Ilvaash are behind this plot. These mind flayer fanatics are renegades who hope to reconstruct and harness the power of the obelisk. Using the obelisk to focus wicked Far Realm power, the mind
Talhundereth, an ancient dwarven temple that fell to mind flayers centuries ago. The second lies in the Crypt of the Talhund, below Talhundereth. The third lies in Gibbet Crossing, an abandoned Underdark
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
serve Ilvaash are behind this plot. These mind flayer fanatics are renegades who hope to reconstruct and harness the power of the obelisk. Using the obelisk to focus wicked Far Realm power, the mind
Talhundereth, an ancient dwarven temple that fell to mind flayers centuries ago. The second lies in the Crypt of the Talhund, below Talhundereth. The third lies in Gibbet Crossing, an abandoned Underdark
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
trapped spirits until only a husk remains. While this seems bleak, most religions maintain that Dolurrh isn’t the end; it is a gateway to whatever lies beyond. Such faiths assert that what appears to be
reach, and many tales begin with a hero unintentionally crossing into Thelanis. Xoriat: The Realm of Madness. Xoriat is alien, the plane of things that are fundamentally unnatural. It challenges ideas of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
trapped spirits until only a husk remains. While this seems bleak, most religions maintain that Dolurrh isn’t the end; it is a gateway to whatever lies beyond. Such faiths assert that what appears to be
reach, and many tales begin with a hero unintentionally crossing into Thelanis. Xoriat: The Realm of Madness. Xoriat is alien, the plane of things that are fundamentally unnatural. It challenges ideas of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
to drive the action of a campaign: Evil Cult. Wicked cultists infiltrate a peaceful realm to free an ancient evil entity trapped in a dungeon. Releasing the entity would surely spell the realm’s doom
forgotten. The people caught up in it strive to find meaning and purpose in a bleak and violent world. Crossing the Streams Deep in D&D’s roots are elements of science fiction and science fantasy as well
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
to drive the action of a campaign: Evil Cult. Wicked cultists infiltrate a peaceful realm to free an ancient evil entity trapped in a dungeon. Releasing the entity would surely spell the realm’s doom
forgotten. The people caught up in it strive to find meaning and purpose in a bleak and violent world. Crossing the Streams Deep in D&D’s roots are elements of science fiction and science fantasy as well
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
might be a shadow crossing, as might an open grave. Shadow crossings form in gloomy places where spirits or the stench of death lingers, such as battlefields, graveyards, and tombs. They manifest only
multiverse, mysterious entities known as the Dark Powers collect the most wicked beings from across ages and worlds within inescapable, mist-shrouded demiplanes. In these shadowy prisons, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
might be a shadow crossing, as might an open grave. Shadow crossings form in gloomy places where spirits or the stench of death lingers, such as battlefields, graveyards, and tombs. They manifest only
multiverse, mysterious entities known as the Dark Powers collect the most wicked beings from across ages and worlds within inescapable, mist-shrouded demiplanes. In these shadowy prisons, the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Wicked sea creatures such as aquatic ghouls and merrows are friendly toward water cultists. Even non-sentient predators such as sharks or octopuses understand that water cultists are allies to be aided
or masters to be obeyed. The Sign of the Crushing Wave. Water cultists use a simple hand sign to identify one another when a token of recognition is required: crossing the forefingers and overlapping
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Wicked sea creatures such as aquatic ghouls and merrows are friendly toward water cultists. Even non-sentient predators such as sharks or octopuses understand that water cultists are allies to be aided
or masters to be obeyed. The Sign of the Crushing Wave. Water cultists use a simple hand sign to identify one another when a token of recognition is required: crossing the forefingers and overlapping
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Gibbet Crossing Locations The following locations are keyed to map 6.5. Mike Schley Map 6.5: Gibbet Crossing View Player Version G1: Surface Entrance A few lumps of old slag and tumbled stone are
until destroyed. This workshop was used to create metal cages of various sizes, all adorned with wicked spikes pointing inward and outward, or both. Cunning hinges and reinforced pins make these cages
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Gibbet Crossing Locations The following locations are keyed to map 6.5. Mike Schley Map 6.5: Gibbet Crossing View Player Version G1: Surface Entrance A few lumps of old slag and tumbled stone are
until destroyed. This workshop was used to create metal cages of various sizes, all adorned with wicked spikes pointing inward and outward, or both. Cunning hinges and reinforced pins make these cages
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
civilization. The alchemist has a wicked sense of humor and an obsession with poisons.
Saija Hurwi. Sajia joined the Gnawbones after hearing tales of Claugiyliamatar’s prowess with nature magic. The eighteen
slime pool between this area and area C9. Crossing the slippery log requires a successful DC 12 Dexterity (Acrobatics) check. A creature that fails this check slips and falls in the slime below. C8
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
civilization. The alchemist has a wicked sense of humor and an obsession with poisons.
Saija Hurwi. Sajia joined the Gnawbones after hearing tales of Claugiyliamatar’s prowess with nature magic. The eighteen
slime pool between this area and area C9. Crossing the slippery log requires a successful DC 12 Dexterity (Acrobatics) check. A creature that fails this check slips and falls in the slime below. C8
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
more people into the castle. Searching the corpses uncovers 750 gp, 50 pp, and a jeweled ring worth 250 gp. Crossing the Moat. The characters can use the drawbridge to cross the moat. They can instead
he still knows how to hunt.) Treasure. Gremorly slept in the southernmost bedroom. A diary on the bedside table details his life and wicked agenda. Several references to a book titled Exploring Arcanum
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
more people into the castle. Searching the corpses uncovers 750 gp, 50 pp, and a jeweled ring worth 250 gp. Crossing the Moat. The characters can use the drawbridge to cross the moat. They can instead
he still knows how to hunt.) Treasure. Gremorly slept in the southernmost bedroom. A diary on the bedside table details his life and wicked agenda. Several references to a book titled Exploring Arcanum
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Horns, crossing over the Dessarin River at a place known as Dead Horse Ford. Kheldell Kheldell is a fortified logging village on the north edge of Westwood, in the shadow of the Sword Mountains. The
. Klauth is one of the largest and most fearsome red dragons ever known in Faerûn. Huge but graceful, he’s as supple as a cat. His body is covered in old, wicked-looking scars where scales have been torn
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Horns, crossing over the Dessarin River at a place known as Dead Horse Ford. Kheldell Kheldell is a fortified logging village on the north edge of Westwood, in the shadow of the Sword Mountains. The
. Klauth is one of the largest and most fearsome red dragons ever known in Faerûn. Huge but graceful, he’s as supple as a cat. His body is covered in old, wicked-looking scars where scales have been torn
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
into another chamber. Marching around the chamber are five pale, desiccated warriors wearing wicked-looking armor.
The cult pressed five wights into service as guards. The wights know the cultists
Pressure. If the characters maximize the water pressure both here and in area C12, the basins in areas C14 and area C15 start to overflow (see area C8 for more information). C13: Wall Crossing This small
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
into another chamber. Marching around the chamber are five pale, desiccated warriors wearing wicked-looking armor.
The cult pressed five wights into service as guards. The wights know the cultists
Pressure. If the characters maximize the water pressure both here and in area C12, the basins in areas C14 and area C15 start to overflow (see area C8 for more information). C13: Wall Crossing This small
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Hit: 11 (2d6 + 4) piercing damage.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning.
Chasme This loathsome demon resembles an unspeakable crossing of
upper torso of a humanoid female with six arms. Wielding a wicked blade in each of its six hands, a marilith is a devastating foe that few can match in battle. These demons possess keen minds and a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Hit: 11 (2d6 + 4) piercing damage.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning.
Chasme This loathsome demon resembles an unspeakable crossing of
upper torso of a humanoid female with six arms. Wielding a wicked blade in each of its six hands, a marilith is a devastating foe that few can match in battle. These demons possess keen minds and a