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Returning 35 results for 'crushing rather groves to her religion'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
. Both trees must be at least as large as the treefolk.Multiattack. The treefolk makes two Crushing Vine attacks, two Nightshade Bolt attacks, or one of each.
Crushing Vine. Melee Weapon Attack: +10
;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Crushing Vine"} to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6);{"diceNotation":"3d12+6", "rollType":"damage", "rollAction":"Crushing
Monsters
Princes of the Apocalypse
Crushing Wave cult: a dragon turtle named Bronzefume. Young and impressionable, she was lured to the Temple of the Crushing Wave by Gar Shatterkeel's offer of riches. Bronzefume stays out of sight in the
dragon turtle attacks only if she's sure those she meets are intruders, such as if she sees water cultists fighting the characters.
Bronzefume prefers to attack boats rather than people. Given a choice between attacking a character and damaging a boat that character is on, she opts for the boat. Fire
Monsters
Candlekeep Mysteries
are raised by the community rather than by a single set of parents, and all of a community’s eggs are kept in freshwater pools until they mature. Protecting their eggs is a major concern for
. Grippli religion is based in animism and nature spirits; the frogfolk do not pay reverence to a single deity, but they might beseech a particular nature spirit for aid from time to time.
Backgrounds
Sword Coast Adventurer's Guide
easily pick out the dens of criminal activity in a community, although you’re more likely to be welcome in the former locations rather than the latter.
Variant: Investigator
Rarer
Investigation rather than Athletics.
Suggested Characteristics
Use the tables for the soldier background below as the basis for your traits and motivations, modifying the entries when appropriate to
Backgrounds
Sword Coast Adventurer's Guide
never leave a friend behind.
3
My honor is my life.
4
I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.
5
Those who fight beside me are those
enemies is blind and unreasoning.
5
I obey the law, even if the law causes misery.
6
I’d rather eat my armor than admit when I’m wrong.
Backgrounds
Baldur’s Gate: Descent into Avernus
life on the battlefield. To this day, I will never leave a friend behind.
3
My honor is my life.
4
I’ll never forget the crushing defeat my company suffered or the enemies who dealt it
keep that mistake secret.
4
My hatred of my enemies is blind and unreasoning.
5
I obey the law, even if the law causes misery.
6
I’d rather eat my armor than admit when I’m wrong.
Backgrounds
Sword Coast Adventurer's Guide
knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and
in the shadows. Order agents tend to be proficient in Religion, and frequently seek aid from law enforcement friendly to the order’s ideals, and the clergy of the order’s patron gods.
The
Backgrounds
Baldur’s Gate: Descent into Avernus
time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
a patriar’s scion in an illegal duel. The family swore revenge, and you fled to the slums rather than risk bringing their wrath down on your kin.
6
You aren’t originally from Baldur
Halfling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.
Kind and
communities are threatened.
Pastoral Pleasantries
Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much
Soldier
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
forget the crushing defeat my company suffered or the enemies who dealt it.
5
Those who fight beside me are those worth dying for.
6
I fight for those who cannot fight for themselves
mistake in battle that cost many lives—and I would do anything to keep that mistake secret.
4
My hatred of my enemies is blind and unreasoning.
5
I obey the law, even if the law causes misery.
6
I’d rather eat my armor than admit when I’m wrong.
classes
Skill Proficiencies
Choose 3: Athletics, History, Investigation, Medicine, Nature, Perception, Religion, and Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
shields to protect against crushing jaws and scything claws, others deploy cunning traps to keep a safe distance from the horrors they hunt, some assume the traits and powers of their enemies to better
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Eldath The Quiet One, the Guardian of Groves, the Mother of the Waters Eldath is the goddess of waterfalls, springs, pools, stillness, peace, and quiet glades. She is thought to be present at many
such places, particularly those that serve as druid groves. Eldath is a goddess of comfort, healing, and calm. Her blessed waters heal the sick, cure madness, and comfort the dying. Most rural places
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
groves, dispensing wisdom and blessings to travelers who wander under their branches. Treefolk Large Plant (Druid), Any Alignment
Armor Class 17 (natural armor)
Hit Points 171 (18d10 + 72)
Speed
. Both trees must be at least as large as the treefolk.
Actions
Multiattack. The treefolk makes two Crushing Vine attacks, two Nightshade Bolt attacks, or one of each.
Crushing Vine. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Eldath The Quiet One, the Guardian of Groves, the Mother of the Waters Eldath is the goddess of waterfalls, springs, pools, stillness, peace, and quiet glades. She is thought to be present at many
such places, particularly those that serve as druid groves. Eldath is a goddess of comfort, healing, and calm. Her blessed waters heal the sick, cure madness, and comfort the dying. Most rural places
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
groves, dispensing wisdom and blessings to travelers who wander under their branches. Treefolk Large Plant (Druid), Any Alignment
Armor Class 17 (natural armor)
Hit Points 171 (18d10 + 72)
Speed
. Both trees must be at least as large as the treefolk.
Actions
Multiattack. The treefolk makes two Crushing Vine attacks, two Nightshade Bolt attacks, or one of each.
Crushing Vine. Melee Weapon
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Etharis.
Each Monster Hunter trains in a different method for these tasks. Some hunters don heavy armor and carry shields to protect against crushing jaws and scything claws, others deploy cunning
Intelligence
Skill Proficiencies Choose 3: Athletics, History, Investigation, Medicine, Nature, Perception, Religion, and Survival
Weapon Proficiencies Simple and Martial weapons
Armor
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
you use Flurry of Blows, you can have the attacks originate from the shade instead of you. Attacks originating from the shade deal Necrotic or Force damage (your choice) rather than their normal damage
Focus Point to touch a creature and restore a number of Hit Points equal to a roll of your Martial Arts die plus your Wisdom modifier.
Level 11: Crushing Guilt You can expend 3 Focus Points to release
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Gods and Religion The myths of giants across the Material Plane differ in many details, but most of them portray giants as descendants of a progenitor god, typically Annam, the All-Father. Giants
don’t typically exalt themselves and demand worship from lesser beings. Rather, they are often drawn to follow gods—and sometimes other powerful beings—who help them live out their part in that epic
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Crushing Wave Cultists The Cult of the Crushing Wave venerates the element of water as a force of destruction and evil. Only fools or lunatics worship the idea of destruction, and many of the
Crushing Wave cultists can be described as such. Others are more calculating and deliberate in their evil, and see the power of Elemental Evil as a tool by which they can sweep away the existing order of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Daask Operations Violence and intimidation are Daask’s most used tools. Rather than using bribery, Daask manipulates the Sharn Watch through displays of force and brutal reprisals against officers
sells a highly addictive drug called dragon’s blood. Daask has another, perhaps surprising area of operation: religion. The organization has brought priests of the Dark Six to Sharn and has restored a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Daask Operations Violence and intimidation are Daask’s most used tools. Rather than using bribery, Daask manipulates the Sharn Watch through displays of force and brutal reprisals against officers
sells a highly addictive drug called dragon’s blood. Daask has another, perhaps surprising area of operation: religion. The organization has brought priests of the Dark Six to Sharn and has restored a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
outlook means that religion is driven by faith, as opposed to the concrete actions of deities. The faithful believe that their triumphs reflect the assistance of a divine influence. They don’t expect a god
such, player characters are more likely to encounter celestials and fiends that are native to Eberron, spawned by Khyber or Siberys, rather than extraplanar entities.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Gods and Religion The myths of giants across the Material Plane differ in many details, but most of them portray giants as descendants of a progenitor god, typically Annam, the All-Father. Giants
don’t typically exalt themselves and demand worship from lesser beings. Rather, they are often drawn to follow gods—and sometimes other powerful beings—who help them live out their part in that epic
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
outlook means that religion is driven by faith, as opposed to the concrete actions of deities. The faithful believe that their triumphs reflect the assistance of a divine influence. They don’t expect a god
such, player characters are more likely to encounter celestials and fiends that are native to Eberron, spawned by Khyber or Siberys, rather than extraplanar entities.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
), or even forces and philosophies that don’t center on deities. Tight Pantheons In contrast to a loose pantheon, a tight pantheon focuses on a single religion whose teachings and edicts embrace a small
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
), or even forces and philosophies that don’t center on deities. Tight Pantheons In contrast to a loose pantheon, a tight pantheon focuses on a single religion whose teachings and edicts embrace a small
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Crushing Wave Cultists The Cult of the Crushing Wave venerates the element of water as a force of destruction and evil. Only fools or lunatics worship the idea of destruction, and many of the
Crushing Wave cultists can be described as such. Others are more calculating and deliberate in their evil, and see the power of Elemental Evil as a tool by which they can sweep away the existing order of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
reckless attacks with no regard for their own lives, seeking to cause as much damage as possible before falling. They are fearless and would rather die fighting among a mob of enemies than retreat a
themselves superior to her, and she stops at nothing to make them see her as a figure to be feared and respected. Vanifer was born and raised in the crushing poverty of Calimport’s poorest quarters, armed
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, with significant elf, hobgoblin, lizardfolk, and yuan-ti populations making up most of the remainder. Faith and Religion The dominant faith is Iwahhid, a philosophy that rejects idols and promotes
worshiping the source of divinity rather than its fallible manifestations. Its adherents are called Muwahhid. Some erudite worshipers join the Imperial Ulema, an order of Muwahhid scholars sponsored by
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
time if they are loyal. It takes convincing roleplaying and a DC 17 Charisma (Persuasion) check to convince the elves to flee rather than wait around for the dragon to eventually tire of and eat them
of the cavern, showing a young female human holding a basin. A successful DC 15 Intelligence (Religion) check recognizes the shrine of Eldath, goddess of waterfalls. Water flows from cracks in the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
reckless attacks with no regard for their own lives, seeking to cause as much damage as possible before falling. They are fearless and would rather die fighting among a mob of enemies than retreat a
themselves superior to her, and she stops at nothing to make them see her as a figure to be feared and respected. Vanifer was born and raised in the crushing poverty of Calimport’s poorest quarters, armed
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, with significant elf, hobgoblin, lizardfolk, and yuan-ti populations making up most of the remainder. Faith and Religion The dominant faith is Iwahhid, a philosophy that rejects idols and promotes
worshiping the source of divinity rather than its fallible manifestations. Its adherents are called Muwahhid. Some erudite worshipers join the Imperial Ulema, an order of Muwahhid scholars sponsored by
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
time if they are loyal. It takes convincing roleplaying and a DC 17 Charisma (Persuasion) check to convince the elves to flee rather than wait around for the dragon to eventually tire of and eat them
of the cavern, showing a young female human holding a basin. A successful DC 15 Intelligence (Religion) check recognizes the shrine of Eldath, goddess of waterfalls. Water flows from cracks in the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have
, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don’t recognize any sort of halfling
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have
, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don’t recognize any sort of halfling