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Returning 35 results for 'crushing religious grasping to have realm'.
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crushing religion grasping to have realm
Monsters
Van Richten’s Guide to Ravenloft
temporary hit points.
Unusual Nature. The swarm doesn’t require air, food, drink, or sleep.Multiattack. The swarm makes one Undead Mass attack and one Grasping Limbs attack.
Undead Mass. Melee
":"bludgeoning"} bludgeoning damage if the swarm has half of its hit points or fewer.
Grasping Limbs. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Grasping Limbs"} to hit
Monsters
Journeys through the Radiant Citadel
;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Crushing Grasp"} to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5","rollType":"damage","rollAction":"Crushing Grasp
grasping mass of Humanoid limbs, a soul shaker is an obsessive claimer of corpses and collector of body parts. These nightmarish creatures arise from ghoulish collections of severed limbs exposed to
Monsters
Keys from the Golden Vault
wielding a melee weapon.Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight’s alignment determines the extent to which a pledge is honored. Whether
undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.Fire
Monsters
Storm King's Thunder
weapon.Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or
patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.
Monsters
Spelljammer: Adventures in Space
.
Crushing Tentacle. The horror crushes one creature it is grappling. The grappled creature must make a DC 22 Constitution saving throw, taking 18 (3d6 + 8);{"diceNotation":"3d6+8","rollType":"damage
","rollAction":"Crushing Tentacle","rollDamageType":"force"} force damage on a failed save, or half as much damage on a successful one.
Poison Jet (Costs 2 Actions). Foul gas squirts from the horror in a
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the
doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the
doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the
doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the
doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the
doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit
Monsters
Fizban's Treasury of Dragons
accept it.
Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them
fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumph;flumphs. These Aberrations, which oppose the depredations of mind
Monsters
Phandelver and Below: The Shattered Obelisk
emotions, choosing one of the following options:
Weeping Eyes. The oculorb weeps, releasing a wave of crushing despair. Each creature within 30 feet of the oculorb must make a DC 16 Constitution
;beholders. The Far Realm’s strange power can pervade a beholder’s dreams, resulting in the birth of an oculorb.
Oculorbs resemble a slimy conglomeration of eyes in many sizes and shapes
Backgrounds
Baldur’s Gate: Descent into Avernus
between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric&mdash
religious service. The Gods of the Multiverse section contains a sample pantheon, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in
Magic Items
Baldur’s Gate: Descent into Avernus
misquote) religious texts.
6
I anger quickly when I witness cruelty or injustice.
7
My praise and trust are earned and never given freely.
8
I like everything clean and organized
favorite religious hymn that I constantly hum.
2
I must keep a written record of my beliefs and the sins that I witness. When finished, this book will be my gift to the multiverse.
3
I have
Knight
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
knight must see the attacker and be wielding a melee weapon.Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which
a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.
monsters
spells and other magical effects.Multiattack. The formless spawn makes up to four attacks, using Bludgeoning Pseudopod or Grasping Tentacle in any combination. It can replace any number of attacks with
uses of Crushing Grip or Throw Victim.
Bludgeoning Pseudopod. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Bludgeoning Pseudopod"}, reach 10 ft. Hit: 17 (2d10 + 6
monsters
Magic Resistance The elder thing has Advantage on saving throws against spells and other magical effects.Multiattack. The elder thing makes up to two Grasping Tentacle attacks and uses
Spellcasting.
Grasping Tentacle. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Grasping Tentacle"}, reach 20 ft. Hit: 11 (1d8 + 6
monsters
total Grasping Tendril and Stomping Hoff attacks.
Grasping Tendril. Melee Attack Roll: +17;{"diceNotation":"1d20+17", "rollType":"to hit", "rollAction":"Grasping Tendril"}, reach 30 ft. Hit: 21 (2d10
+ 10);{"diceNotation":"2d10+10", "rollType":"damage", "rollAction":"Grasping Tendril", "rollDamageType":"Bludgeoning"} Bludgeoning damage and the target is moved to the open space closest to Shub
Acolyte
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and
.
Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. The Gods of the Multiverse section contains a sample pantheon
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple of the Crushing Wave The Cult of the Crushing Wave maintains its headquarters in the southeast quarter of ancient Tyar-Besil. Long ago, this portion of Tyar-Besil contained storehouses. The
Dark Stream provided a safe, navigable waterway linking the stronghold with the Dessarin River and the surface dominions of the realm. Gar Shatterkeel, the Prophet of Water, instructed his followers to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple of the Crushing Wave The Cult of the Crushing Wave maintains its headquarters in the southeast quarter of ancient Tyar-Besil. Long ago, this portion of Tyar-Besil contained storehouses. The
Dark Stream provided a safe, navigable waterway linking the stronghold with the Dessarin River and the surface dominions of the realm. Gar Shatterkeel, the Prophet of Water, instructed his followers to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, and heartlessly cruel—the perfect realm for Xardorok to claim as despot. Unbeknownst to Xardorok, however, it is not Deep Duerra guiding his actions but the archdevil Asmodeus in the guise of Deep
to destroy Ten-Towns. His sons, Durth and Nildar, lead teams of duergar on quests to retrieve more of this dark-colored crystal for their grasping, despotic father.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, and heartlessly cruel—the perfect realm for Xardorok to claim as despot. Unbeknownst to Xardorok, however, it is not Deep Duerra guiding his actions but the archdevil Asmodeus in the guise of Deep
to destroy Ten-Towns. His sons, Durth and Nildar, lead teams of duergar on quests to retrieve more of this dark-colored crystal for their grasping, despotic father.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
of strong winds 60 feet in diameter and 60 feet high. The eye of the cyclone is a column of crushing winds, 10 feet in diameter, that forms a portal leading to the Elemental Plane of Air. A creature
that enters the central column takes 110 (20d10) thunder damage and appears in the realm known as Aaqa, a shining domain of silver spires and verdant gardens atop a fertile earth mote. Storm Wall. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
demons turn on one another in frays that can devastate vast expanses. Barlguras vary in appearance, but all have powerful frames and hands capable of climbing swiftly and delivering crushing blows. If
brute force isn’t enough to overwhelm their foes, barlguras can use demonic magic to conjure terrifying illusions and grasping vines. Most barlguras resemble nightmarish apes, and some bear exaggerated
Compendium
- Sources->Dungeons & Dragons->Monster Manual
demons turn on one another in frays that can devastate vast expanses. Barlguras vary in appearance, but all have powerful frames and hands capable of climbing swiftly and delivering crushing blows. If
brute force isn’t enough to overwhelm their foes, barlguras can use demonic magic to conjure terrifying illusions and grasping vines. Most barlguras resemble nightmarish apes, and some bear exaggerated
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
successful one.
An ankheg resembles an enormous many-legged insect, its long antennae twitching in response to any movement around it. Its legs end in sharp hooks adapted for burrowing and grasping its
burrows upward, waiting below the surface until its antennae detect movement from above. Then it bursts from the earth and seizes prey in its mandibles, crushing and grinding while it secretes acidic
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
of strong winds 60 feet in diameter and 60 feet high. The eye of the cyclone is a column of crushing winds, 10 feet in diameter, that forms a portal leading to the Elemental Plane of Air. A creature
that enters the central column takes 110 (20d10) thunder damage and appears in the realm known as Aaqa, a shining domain of silver spires and verdant gardens atop a fertile earth mote. Storm Wall. The
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
High Hall Overview The High Hall is a grand alabaster castle dedicated to Torm, the god of courage and self-sacrifice. It houses many of Elturel’s religious and political leaders — or at least it did
when the city was in the mortal realm. Shortly after Elturel was pulled into Avernus, a meteor hurled through the High Hall, collapsing the offices and residences of those who could best organize a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Background There exists an underwater abyss known as the Endless Nadir — a haunted place shunned by the aquatic races of the region, for this realm is the site of a submerged city of aboleths. For
aboleth mulled over the concept of Tharizdun in idle moments, and eventually those thoughts flowered into something alien and repulsive to most aboleths: religious faith.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Background There exists an underwater abyss known as the Endless Nadir — a haunted place shunned by the aquatic races of the region, for this realm is the site of a submerged city of aboleths. For
aboleth mulled over the concept of Tharizdun in idle moments, and eventually those thoughts flowered into something alien and repulsive to most aboleths: religious faith.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
High Hall Overview The High Hall is a grand alabaster castle dedicated to Torm, the god of courage and self-sacrifice. It houses many of Elturel’s religious and political leaders — or at least it did
when the city was in the mortal realm. Shortly after Elturel was pulled into Avernus, a meteor hurled through the High Hall, collapsing the offices and residences of those who could best organize a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, military and religious leaders in each vernadi regularly communicate with its members. Ordinary members of the conclave spend a few hours every day training with a military instructor and studying
with a religious teacher. Goals of the Selesnya Despite the growing tensions that now grip the world, in the long view of the Selesnya Conclave, not much has changed. Ravnica is troubled, but Ravnica
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
successful one.
An ankheg resembles an enormous many-legged insect, its long antennae twitching in response to any movement around it. Its legs end in sharp hooks adapted for burrowing and grasping its
burrows upward, waiting below the surface until its antennae detect movement from above. Then it bursts from the earth and seizes prey in its mandibles, crushing and grinding while it secretes acidic
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, military and religious leaders in each vernadi regularly communicate with its members. Ordinary members of the conclave spend a few hours every day training with a military instructor and studying
with a religious teacher. Goals of the Selesnya Despite the growing tensions that now grip the world, in the long view of the Selesnya Conclave, not much has changed. Ravnica is troubled, but Ravnica