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Returning 35 results for 'crushing willing ranging'.
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Backgrounds
Sword Coast Adventurer's Guide
-states in the North are willing to field an army alongside the Chill, but several are happy to quietly pay the Chill to battle the Uthgardt, orcs, trolls of the Evermoors, and other threats to
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
Gith
Legacy
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Species
Mordenkainen’s Tome of Foes
distanced themselves from one another to pursue their separate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross paths.
The githyanki were motivated
by revenge and convinced that they deserved to take whatever they wanted from the worlds they traveled. Ranging out from the titanic city of Tu’narath on the Astral Plane, they send raiders out
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
hostility, and the two groups distanced themselves from one another to pursue their separate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross
paths. The githyanki were motivated by revenge and convinced that they deserved to take whatever they wanted from the worlds they traveled. Ranging out from the titanic city of Tu’narath on the Astral
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
hostility, and the two groups distanced themselves from one another to pursue their separate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross
paths. The githyanki were motivated by revenge and convinced that they deserved to take whatever they wanted from the worlds they traveled. Ranging out from the titanic city of Tu’narath on the Astral
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
neighborhoods, Norchapel caters to those residents willing to pay more than the usual protection money to the Guild, in exchange for having their safety and security. Rivington. This self-contained village of
to its river access. Sow’s Foot. Here, expatriates from dozens of far-flung nations mingle with races ranging from lizardfolk to svirfneblin among the scents of exotic food and the calls of strange
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
neighborhoods, Norchapel caters to those residents willing to pay more than the usual protection money to the Guild, in exchange for having their safety and security. Rivington. This self-contained village of
to its river access. Sow’s Foot. Here, expatriates from dozens of far-flung nations mingle with races ranging from lizardfolk to svirfneblin among the scents of succulent cooked foods and the calls of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hippogriffs, one skyweaver, one hurricane, and five bugbears One Dark Tide knight mounted on a giant crocodile, one fathomer, one Crushing Wave priest, and six bandits One burrowshark mounted on a bulette
, and two Black Earth guards Three Eternal Flame guardians, two minotaurs, and four hell hounds These cultists are willing to annihilate themselves in the process of carrying out their mission. The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hippogriffs, one skyweaver, one hurricane, and five bugbears One Dark Tide knight mounted on a giant crocodile, one fathomer, one Crushing Wave priest, and six bandits One burrowshark mounted on a bulette
, and two Black Earth guards Three Eternal Flame guardians, two minotaurs, and four hell hounds These cultists are willing to annihilate themselves in the process of carrying out their mission. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is currently in the up position and has the word “Crush” inscribed above it. Moving this lever to the down position causes the pit’s east and west walls to close together, crushing anything between
wyrmling with its mouth open.
Slaad. Two invisible gray slaadi in their natural forms flank the arch. The slaadi are Halaster’s willing servants and attack anyone who approaches the arch or emerges from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is currently in the up position and has the word “Crush” inscribed above it. Moving this lever to the down position causes the pit’s east and west walls to close together, crushing anything between
wyrmling with its mouth open.
Slaad. Two invisible gray slaadi in their natural forms flank the arch. The slaadi are Halaster’s willing servants and attack anyone who approaches the arch or emerges from
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
neighborhoods, Norchapel caters to those residents willing to pay more than the usual protection money to the Guild, in exchange for having their safety and security. Rivington. This self-contained village of
to its river access. Sow’s Foot. Here, expatriates from dozens of far-flung nations mingle with races ranging from lizardfolk to svirfneblin among the scents of exotic food and the calls of strange
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
neighborhoods, Norchapel caters to those residents willing to pay more than the usual protection money to the Guild, in exchange for having their safety and security. Rivington. This self-contained village of
to its river access. Sow’s Foot. Here, expatriates from dozens of far-flung nations mingle with races ranging from lizardfolk to svirfneblin among the scents of succulent cooked foods and the calls of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
willing to offer passage to adventurers heading in the same direction. Knights of Samular. This armed patrol consists of 1d4 veterans and 1d4 guards. They hail from Summit Hall and offer a hearty “Well met
in combat. At the end of that time the helmed horror wanders off again. Water Cult Marauders. A marauder gang of the water cult consists of 2d6 Crushing Wave reavers, a Crushing Wave priest, and 1d2
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
willing to offer passage to adventurers heading in the same direction. Knights of Samular. This armed patrol consists of 1d4 veterans and 1d4 guards. They hail from Summit Hall and offer a hearty “Well met
in combat. At the end of that time the helmed horror wanders off again. Water Cult Marauders. A marauder gang of the water cult consists of 2d6 Crushing Wave reavers, a Crushing Wave priest, and 1d2
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Haayon the Punisher This encounter occurs only after the prophets of the Cult of the Howling Hatred and the Cult of the Crushing Wave have been defeated. Bands of raiders roaming the area, minor
guard.
Five Crushing Wave reavers and a Howling Hatred priest wearing a balloon pack watch the outer camp. (See chapter 7 for the cultists’ statistics and rules for the balloon pack.) The figures
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
A Titanic Problem Among the endless celebrations ongoing throughout the gate-town, the scion of a god is nursing a crushing defeat and is on the verge of making it everyone’s problem. As the
Spiritor Danai, a spirit of revelry who is inhabiting the body of a willing host, a satyr named Kallista. Danai is chaotic good, friendly, and unflappably optimistic. As she approaches, each character
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Haayon the Punisher This encounter occurs only after the prophets of the Cult of the Howling Hatred and the Cult of the Crushing Wave have been defeated. Bands of raiders roaming the area, minor
guard.
Five Crushing Wave reavers and a Howling Hatred priest wearing a balloon pack watch the outer camp. (See chapter 7 for the cultists’ statistics and rules for the balloon pack.) The figures
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
from thieves, opportunistic merchants, and any local willing to commit a crime of opportunity (which is to say most of them). Bartering is common in the district, and characters will find it difficult
Styes, ranging from large public houses to holes-in-the-wall with two tables and nothing but acrid, home-brewed rotgut on tap. The clientele are uniformly glum and morose, and brawls and fights are
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
A Titanic Problem Among the endless celebrations ongoing throughout the gate-town, the scion of a god is nursing a crushing defeat and is on the verge of making it everyone’s problem. As the
Spiritor Danai, a spirit of revelry who is inhabiting the body of a willing host, a satyr named Kallista. Danai is chaotic good, friendly, and unflappably optimistic. As she approaches, each character
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
from thieves, opportunistic merchants, and any local willing to commit a crime of opportunity (which is to say most of them). Bartering is common in the district, and characters will find it difficult
Styes, ranging from large public houses to holes-in-the-wall with two tables and nothing but acrid, home-brewed rotgut on tap. The clientele are uniformly glum and morose, and brawls and fights are
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
adventurers any lore you wish. She knows only the basics of what the elemental cults are planning, but she’d like to know more. She’s willing to trade information to get it. The exchange of information can
, the Cult of the Crushing Wave. Nurvureem hasn’t seen elemental cultists in several tendays. She says, “I taught them in blood to leave this place alone.” Her recent visitors sought an alliance with
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
adventurers any lore you wish. She knows only the basics of what the elemental cults are planning, but she’d like to know more. She’s willing to trade information to get it. The exchange of information can
, the Cult of the Crushing Wave. Nurvureem hasn’t seen elemental cultists in several tendays. She says, “I taught them in blood to leave this place alone.” Her recent visitors sought an alliance with
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
written out in Infernal, and are made binding in one of several ways, ranging from a simple signature to a revolting act. Once all concerned parties perform the actions necessary to enter the contract
contract crumbles to dust and is destroyed. Devils require compensation in exchange for voiding a contract. Some cowardly devils might be willing to void a contract in exchange for their lives, but most
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
written out in Infernal, and are made binding in one of several ways, ranging from a simple signature to a revolting act. Once all concerned parties perform the actions necessary to enter the contract
contract crumbles to dust and is destroyed. Devils require compensation in exchange for voiding a contract. Some cowardly devils might be willing to void a contract in exchange for their lives, but most
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
there. Prisoners. Four prisoners are here and awaiting their fate as sacrifices. The prisoners include two Waterdhavian caravan merchants named Kharloss and Jarlee (use the noble statistics), a Crushing
Wave reaver named Dirana, and a moon elf druid named Teresiel. They have been stripped of their armor and weapons, which the cultists tossed into the lava. Kharloss and Jarlee are willing to pay up to
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
on a DC 18 Intelligence (Investigation) check or who makes physical contact with one of them discerns their false nature. Crushing Ceiling Trap. A 20-foot-wide section of the ceiling over the skeleton
contains a crushing deadfall. A character who examines the ceiling and succeeds on a DC 17 Wisdom (Perception) check notices bits of decayed flesh stuck to the ceiling, which is flat and made of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
there. Prisoners. Four prisoners are here and awaiting their fate as sacrifices. The prisoners include two Waterdhavian caravan merchants named Kharloss and Jarlee (use the noble statistics), a Crushing
Wave reaver named Dirana, and a moon elf druid named Teresiel. They have been stripped of their armor and weapons, which the cultists tossed into the lava. Kharloss and Jarlee are willing to pay up to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
false nature. Crushing Ceiling Trap. A 20-foot-wide section of the ceiling over the skeleton contains a crushing deadfall. A character who examines the ceiling and succeeds on a DC 17 Wisdom
ceiling rapidly drops, crushing anything in its path. Creatures in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 55 (10d10) bludgeoning damage and has the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
false nature. Crushing Ceiling Trap. A 20-foot-wide section of the ceiling over the skeleton contains a crushing deadfall. A character who examines the ceiling and succeeds on a DC 17 Wisdom
ceiling rapidly drops, crushing anything in its path. Creatures in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 55 (10d10) bludgeoning damage and has the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
contribute too; they must be willing to embrace the mood. Whether you want to run a full-fledged horror campaign or a single creepy adventure, discuss your plans with the players ahead of time
as a wide-ranging collection of fantasy inspiration, and your campaign might draw on those sources as well. You can send your characters hurtling through a magic mirror to Lewis Carroll’s Wonderland
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
servant. B2: Fungus Farm This fifty-foot-high cavern is a forest of multicolored fungi, ranging from tiny filaments to tree-sized mushrooms. A natural staircase of stone columns along the east wall
fungi, the myconids’ attitude improves to indifferent, and they are willing to speak to the characters (using their Rapport Spores). The adults agree to accompany the characters and vouch for them with
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
on a DC 18 Intelligence (Investigation) check or who makes physical contact with one of them discerns their false nature. Crushing Ceiling Trap. A 20-foot-wide section of the ceiling over the skeleton
contains a crushing deadfall. A character who examines the ceiling and succeeds on a DC 17 Wisdom (Perception) check notices bits of decayed flesh stuck to the ceiling, which is flat and made of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
shamans and any enchanted weapons and armor they find, but a wizard willing to walk the wilds alone could be a powerful one. Traveling as we were on a grassy plain, we could see one another for some
distance. Since I didn’t strike them down with lightning from afar, they were willing to approach peaceably. Still, they stopped when they were within bowshot and seemed to be arguing about whether to shoot
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
contribute too; they must be willing to embrace the mood. Whether you want to run a full-fledged horror campaign or a single creepy adventure, discuss your plans with the players ahead of time
as a wide-ranging collection of fantasy inspiration, and your campaign might draw on those sources as well. You can send your characters hurtling through a magic mirror to Lewis Carroll’s Wonderland
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
servant. B2: Fungus Farm This fifty-foot-high cavern is a forest of multicolored fungi, ranging from tiny filaments to tree-sized mushrooms. A natural staircase of stone columns along the east wall
fungi, the myconids’ attitude improves to indifferent, and they are willing to speak to the characters (using their Rapport Spores). The adults agree to accompany the characters and vouch for them with