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Returning 35 results for 'curse rune groups to her reflects'.
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curse race group to her reflect
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cure race groups to her respects
Magic Items
Dungeon Master’s Guide
rejects you but also places a curse on you, causing you to make D20 Test;D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re
accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
Monsters
The Wild Beyond the Witchlight
will: detect magic, druidcraft, speak with animals
2/day each: polymorph, remove curse, speak with plants
1/day: awaken (as an action), plane shift (self only)Skabatha is the oldest member of the
creature she sees when she awakens after a long rest. See the stat block for details.
Hourglass Coven
The Hourglass Coven is a group of three hags, each one bound to an aspect of time: one reflects
Monsters
Curse of Strahd
light weapons. They are reluctant to make bite attacks in raven form for fear of spreading their curse to those who don’t deserve it or who would abuse it.
A Kindness of Wereravens. Wereravens
refer to their tightly knit groups as kindnesses. A kindness of wereravens usually numbers between seven and twelve individuals. Not surprisingly, wereravens get along well with ravens and often hide
Monsters
The Wild Beyond the Witchlight
as the spellcasting ability (spell save DC 14):
At will: detect magic
2/day each: create food and water, polymorph, remove curse
1/day: plane shift (self only)Younger than Skabatha and older than
time: one reflects the past, another reflects the present, and the third reflects the future. These hags are utter wickedness distilled into corporeal forms, driven by a lust for secrets that can be
Magic Items
Tomb of Annihilation
, remove curse, or similar spell ends the curse on the target.
The Forgotten One. The bodiless life force of a dead archmage empowers the staff and is imprisoned within it. The rune carved into the
This crooked staff is carved from bone and topped with the skull of a forgotten archmage whom Acererak destroyed long ago. Etched into the skull’s forehead is Acererak’s rune, which is
races
of the other typical senses of “curse” in the game. Rather, accursed reflects the grim sense of how most other folk in the campaign will view such a character, especially those who don
full moon. In all the world, there is no one else quite like them, and the combination of heritage traits chosen by the player of that accursed character reflects as such. Another player might choose
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
reputation that is not wholly unearned, but they can prove to be valuable allies.
An Ancient Curse
The kenku once served a mysterious, powerful entity on another plane of existence. Some believe they
groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master.
Although kenku can’t create new things, they have
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
creatures and their supernatural might. The rune carver background reflects a history of studying the ancient traditions of giants’ runecraft.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
creatures and their supernatural might. The rune carver background reflects a history of studying the ancient traditions of giants’ runecraft.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the overall history of giants. Unlike various religious groups among giants, such as the destructive priests of Surtur and the hopeful followers of Iallanis, the giants of the Hidden Rune do not
Hidden Rune Irina Nordsol Giants of the Hidden Rune explore a ruin
with help from smaller assistants To the giants of the Hidden Rune, the children of Annam are in a temporary state of decline, a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the overall history of giants. Unlike various religious groups among giants, such as the destructive priests of Surtur and the hopeful followers of Iallanis, the giants of the Hidden Rune do not
Hidden Rune Irina Nordsol Giants of the Hidden Rune explore a ruin
with help from smaller assistants To the giants of the Hidden Rune, the children of Annam are in a temporary state of decline, a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20
Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re accepted by the weapon and try to attune to it, you become attuned to it instantly
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20
Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re accepted by the weapon and try to attune to it, you become attuned to it instantly
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Incarnations of Tatyana The curse that engulfs Barovia means that the soul of Tatyana, the subject of Strahd’s obsession, perpetually reincarnates into new physical forms. No matter what form she
incarnation allows you to give your own distinct spin to Ravenloft’s classic tale. Characters and groups marked with an asterisk on the following tables are further detailed in the “Travelers in the Mist” section at the end of in this chapter.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Incarnations of Tatyana The curse that engulfs Barovia means that the soul of Tatyana, the subject of Strahd’s obsession, perpetually reincarnates into new physical forms. No matter what form she
incarnation allows you to give your own distinct spin to Ravenloft’s classic tale. Characters and groups marked with an asterisk on the following tables are further detailed in the “Travelers in the Mist” section at the end of in this chapter.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Vault’s motto reflects its primary motivation: “Do good, no matter the cost.” Missions from the Golden Vault are often illegal, but they always support a just, moral cause. The Golden Vault’s undercover
operatives monitor adventuring groups from major cities on the Material Plane. An operative might be a priest, a scholar, a charity worker, a government liaison, a philanthropist, or any other
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Vault’s motto reflects its primary motivation: “Do good, no matter the cost.” Missions from the Golden Vault are often illegal, but they always support a just, moral cause. The Golden Vault’s undercover
operatives monitor adventuring groups from major cities on the Material Plane. An operative might be a priest, a scholar, a charity worker, a government liaison, a philanthropist, or any other
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Origin of the Ordning Most giants believe Annam established the ordning at the very beginning and that it reflects the birth order of his sons. One myth likens the ordning to the structure of the
among giant kinds reflecting a cultural or geographical distinction rather than an inherent one. They might live in bands composed of multiple giant kinds or family groups of a single kind. Or giants of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Origin of the Ordning Most giants believe Annam established the ordning at the very beginning and that it reflects the birth order of his sons. One myth likens the ordning to the structure of the
among giant kinds reflecting a cultural or geographical distinction rather than an inherent one. They might live in bands composed of multiple giant kinds or family groups of a single kind. Or giants of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
travelers have shared experiences. You can find a place to hide, rest, or recuperate among sympathetic trading caravans, itinerant families, or displaced groups, so long as you don’t present yourself
as a danger. Such groups will hide you from the law or anyone searching for you, though they won’t risk their lives for you. Additionally, you can tell whether an object you can see and touch is from
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
travelers have shared experiences. You can find a place to hide, rest, or recuperate among sympathetic trading caravans, itinerant families, or displaced groups, so long as you don’t present yourself
as a danger. Such groups will hide you from the law or anyone searching for you, though they won’t risk their lives for you. Additionally, you can tell whether an object you can see and touch is from
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
20. Neheedra’s Lair Neheedra Duskryn was part of the expedition sent to loot Blingdenstone of its spell gems. Her abode reflects the richness and elegance of the drow monarch she yearned to be. The
, hissing snakes.
The medusa attacks intruders without hesitation. Neheedra’s curse has driven her mad, and reasoning with her isn’t an option. Treasure Five of the dresses in Neheedra’s rack are made
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of such a bargain reflects the agenda of the being or beings offering the bargain, be it the Dark Powers, a Darklord, or a more mysterious force. The particulars of the Dark Gift and how it will
a Dark Gift or some other peril as a result. A character breaks a vow or suffers a curse (see chapter 4), gaining a Dark Gift as a result. A character touches a mysterious amber sarcophagus, and a force within entreats them to accept its influence in the form of a Dark Gift.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
20. Neheedra’s Lair Neheedra Duskryn was part of the expedition sent to loot Blingdenstone of its spell gems. Her abode reflects the richness and elegance of the drow monarch she yearned to be. The
, hissing snakes.
The medusa attacks intruders without hesitation. Neheedra’s curse has driven her mad, and reasoning with her isn’t an option. Treasure Five of the dresses in Neheedra’s rack are made
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
become the floor of a 15-foot-high cave with a mirror mounted to its eastern wall. The mirror is framed by an assemblage of hundreds of tiny interlocking stone gears. This mirror reflects normally and
Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 25b on level 10, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
become the floor of a 15-foot-high cave with a mirror mounted to its eastern wall. The mirror is framed by an assemblage of hundreds of tiny interlocking stone gears. This mirror reflects normally and
Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 25b on level 10, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of such a bargain reflects the agenda of the being or beings offering the bargain, be it the Dark Powers, a Darklord, or a more mysterious force. The particulars of the Dark Gift and how it will
a Dark Gift or some other peril as a result. A character breaks a vow or suffers a curse (see chapter 4), gaining a Dark Gift as a result. A character touches a mysterious amber sarcophagus, and a force within entreats them to accept its influence in the form of a Dark Gift.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
can transform voluntarily, but some are magically compelled to shape-shift when exposed to complete darkness or during nights of a new moon. Often, wererats’ nature results from a divine curse
—punishment for their deceitful natures or the crimes of their treacherous families. Wererats frequently work in groups, forming bandit gangs or thieves’ guilds. Wererat Medium or Small Monstrosity
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
curse, the more savage and bestial they become. Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves. They are suspicious of strangers but
or animal form, they gain a devastating goring attack through which their curse is spread. A wereboar infects other creatures indiscriminately, relishing the fact that the more its victims resist the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
curse, the more savage and bestial they become. Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves. They are suspicious of strangers but
or animal form, they gain a devastating goring attack through which their curse is spread. A wereboar infects other creatures indiscriminately, relishing the fact that the more its victims resist the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
can transform voluntarily, but some are magically compelled to shape-shift when exposed to complete darkness or during nights of a new moon. Often, wererats’ nature results from a divine curse
—punishment for their deceitful natures or the crimes of their treacherous families. Wererats frequently work in groups, forming bandit gangs or thieves’ guilds. Wererat Medium or Small Monstrosity
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Wizardly Groups Many wizardly groups exist in the Forgotten Realms, but two, in particular, stand out. The Red Wizards The most infamous group of wizards in the Realms are the Red Wizards of Thay
teleport nearby with attack spells already in the midst of being cast. MAGE SIGILS
Wizards and many other arcane spellcasters develop a signature rune, which they use to identify their belongings, sign as
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Wizardly Groups Many wizardly groups exist in the Forgotten Realms, but two, in particular, stand out. The Red Wizards The most infamous group of wizards in the Realms are the Red Wizards of Thay
teleport nearby with attack spells already in the midst of being cast. MAGE SIGILS
Wizards and many other arcane spellcasters develop a signature rune, which they use to identify their belongings, sign as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
“Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 26d on level 1, in the closest
transmutation magic around the helm, which is cursed. Once the helm is donned, it can’t be removed until its wearer dies or until a remove curse spell or similar magic is cast on the helm. Any humanoid
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
“Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 26d on level 1, in the closest
transmutation magic around the helm, which is cursed. Once the helm is donned, it can’t be removed until its wearer dies or until a remove curse spell or similar magic is cast on the helm. Any humanoid