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                        Returning 35 results for 'curse walking religion'.
                    
                
                        
                            
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                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     charge to increase your walking speed by 30 feet, and you have advantage on Dexterity saving throws. These effects last for 1 minute. The greaves regain 1d3 expended charges daily at dawn.
Curse. The
                                                
                                            
                                                
                                                     greaves are cursed, and becoming attuned to them extends the curse to you. You canât remove the greaves or end your attunement to them until you are targeted by a Remove Curse spell or similar
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     bat or wolf form, Strahd canât speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his
                                                
                                            
                                                
                                                     curse spell cast on the target restores its natural shadow, but only if its undead shadow has been destroyed.
Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     can't speak, her walking speed is 5 feet, and she has a flying speed of 30 feet. Her statistics, other than her size and speed, are unchanged. Anything she is wearing transforms with her, but nothing she
                                                
                                            
                                                
                                                    , command, inflict wounds, ray of sickness
2nd level (3 slots): blindness/deafness, ray of enfeeblement, spiritual weapon
3rd level (3 slots): animate dead, bestow curse, dispel magic, spirit guardians
                                                
                                            
                                        
                                                    Vampire Spellcaster
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing
                                                
                                            
                                                
                                                     curse, nondetection
4th level (3 slots): blight, greater invisibility
5th level (1 slot): dominate personMultiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                    .
Skill Proficiencies: Intimidation, Religion
Languages: Two of your choice
Equipment: An Orzhov insignia, a foot-long chain made of ten gold coins, vestments, a set of fine clothes, and
                                                
                                            
                                                
                                                    
command, illusory script
2nd
enthrall, ray of enfeeblement, zone of truth
3rd
bestow curse, speak with dead, spirit guardians
4th
blight, death ward
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     traits: His walking speed is 25 feet. He has advantage on saving throws against poison and resistance to poison damage. He has darkvision out to a range of 60 feet. He speaks Common and Dwarvish. He has an Intelligence of 6 (â2) and Religion +0.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     shieldâs normal bonus to AC.  Shield of Missile Attraction Armor (shield), rare (requires attunement)
 While holding this shield, you have resistance to damage from ranged weapon attacks.
 Curse
                                                
                                            
                                                
                                                    . This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     successful DC 15 Intelligence (Religion) check suggests that the statue is a representation of Dendar the Night Serpent, the yuan-ti god of nightmares. Any character who touches the statue is cursed
                                                
                                            
                                                
                                                    . Until the curse is ended with a remove curse spell or similar magic, the character is beset by nightmares and gains no benefit from a long rest.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     red tinge in the area between the pillars, each of which is painted with the fearsome image of a 20-foot-tall minotaur painted in blood.
 Any character who succeeds on a DC 15 Intelligence (Religion
                                                
                                            
                                                
                                                     succeed on a DC 18 Wisdom saving throw or manifest a character flaw that lasts until the victim is subjected to a remove curse spell, a greater restoration spell, or similar magic. The flaw supersedes any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     
  Cha  18  +4  +4 
   
 Skills History +7, Perception +7, Religion +7
 Resistances Necrotic, Radiant
 Immunities Psychic; Charmed, Frightened
 Senses Truesight 60 ft.; Passive Perception 17
                                                
                                            
                                                
                                                     sphinx makes three Claw attacks. It can replace one attack with a use of Curse of the Riddle.
 Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage plus 7 (2d6) Radiant damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    . Some principalities are devoted to the Blood of Vol and a few favor the Sovereign Host. Beyond these, the Lhazaar show little enthusiasm for religion, though many curse the Devourer when a storm comes.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Curse of the Fire Witch Wiggan Nettlebee, miserly patriarch of the Nettlebee halfling family, amassed a fortune through shrewd trade and inheritance. When earth cultists first started to explore the
                                                
                                            
                                                
                                                     and grandfatherâs new religion, but he remains unaware of its true nature. In fact, Wiggan and Bertram donât know the cultâs ultimate aims, only that it reveres a mighty earth power. After the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     princes have rejected his proposals for a greater union. There are principalities devoted to the Blood of Vol and a few that favor the Sovereign Host. Beyond this, the Lhazaar show little enthusiasm for religion, though many will curse the Devourer when a storm comes.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    )
 
 Saving Throws Int +3, Wis +6
 Skills History +3, Religion +3
 Damage Vulnerabilities fire
 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
 Damage Immunities necrotic
                                                
                                            
                                                
                                                    , and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the targetâs hit point maximum to 0, the target dies and its body turns to dust. The curse lasts
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     her desire to remain in Barovia. Madam Evaâs Traits Ideal. âI wish Strahd to be free of his curse.â Bond. âThe Vistani are my people now.â Flaw. âThe people whose fates I divine arenât important. They
                                                
                                            
                                                
                                                    )
 
  INT
 17(+3)
 
  WIS
 20(+5)
 
  CHA
 18(+4)
Saving Throws Con +5
 Skills Arcana +7, Deception +8, Insight +13, Intimidation +8, Perception +9, Religion +7
 Senses passive Perception 19
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Flesh Warping table. A spell that removes a curse ends all ichor-related warping effects on a creature. Ichor-Coated Weapons Demon ichor is sticky enough to adhere to most weapons. A creature in Avernus
                                                
                                            
                                                
                                                     head on the end of stalks. 
   11â15  The targetâs hands grow claws, which can be used as daggers. 
   16â20  One of the targetâs legs grows longer than the other, reducing its walking speed by 10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    
 Skills Arcana +22, History +22, Insight +12, Perception +12, Religion +15
 Damage Resistances cold, lightning
 Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from
                                                
                                            
                                                
                                                    ) bludgeoning damage plus 10 (3d6) necrotic damage when used with two hands.
 Invoke Curse. While holding the Staff of the Forgotten One, Acererak expends 1 charge from it and targets one creature he
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     stability and prosperity until a barbarous civil war and a queenâs dying curse brought low what centuries never could. Once an unrivaled power known throughout the world for its rare resources and vibrant
                                                
                                            
                                                
                                                     across the forest peninsula locals call the Harvest Peninsula. At the height of its prosperity, Kalakeri was a robust center of art, commerce, and religion, with foreign merchants spreading wild tales of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    , and youâve inherited some of their curse. 2 You are descended from an archdruid and inherited the ability to partially change shape. 3 A fey spirit gifted you with the ability to adopt different bestial
                                                
                                            
                                                
                                                     long rest, choose one of the following benefits, which lasts until you finish your next short or long rest: You gain a swimming speed equal to your walking speed, and you can breathe underwater. You
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    Nobles of Borca From their decadent manors and lofty business offices, twelve prominent noble families rule over Borcan politics, industry, art, entertainment, religion, and every other aspect of
                                                
                                            
                                                
                                                     and hide their familyâs lycanthropic curse. Nuikin. Every member of this competitive family is expected to become a genius in their respective field. Numerous libraries, museums, and theaters advertise
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    .
   STR
  18 (+4)
 
  DEX
  15 (+2)
 
  CON
  16 (+3)
 
  INT
  18 (+4)
 
  WIS
  18 (+4)
 
  CHA
  18 (+4)
Skills Arcana +12, History +12, Perception +8, Religion +8
 Damage
                                                
                                            
                                                
                                                    ): dispel magic, remove curse, tongues
 4th level (3 slots): banishment, greater invisibility
 5th level (1 slot): legend lore
 Actions
 Multiattack. The sphinx makes two claw attacks.
 Claw. Melee
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     
   
 Skills Arcana +12, History +12, Perception +8, Religion +12
 Resistances Necrotic, Radiant
 Immunities Psychic; Charmed, Frightened
 Senses Truesight 120 ft.; Passive Perception 18
 Languages
                                                
                                            
                                                
                                                    , Minor Illusion, Prestidigitation
 1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues
 Legendary Actions
 Legendary Action Uses: 3 (4 in Lair). Immediately after
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    . Walking at a normal pace, it takes about 6 days to travel from Waterdeep to the head of the Triboar Trail, 1 day to hike along the Triboar Trail to the track to Phandalin, then another 4 hours to
                                                
                                            
                                                
                                                     menace in their eyes.
 The human shouts loudly enough for you to hear. âNot acceptable! Friends, show this walking fish my displeasure.â
 The lizardfolk starts to argue, saying, âI am not a fish. I
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    The Walking Statues Over a century ago, just one of these eight behemoth statues stood visible at the northern foot of Mount Waterdeep, on a bluff called Gull Leap. Ninety feet tall, it resembled a
                                                
                                            
                                                
                                                     more walking statues suddenly appeared in the city, wandering to wreak havoc even as the Sahuagin Humbled remained motionless. The authorities and citizens of Waterdeep succeeded in stopping three of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     walking speed. You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest. Gift of the Ever-Living Ones Prerequisite: Pact of the
                                                
                                            
                                                
                                                     or by a warlock feature of yours, such as Hexbladeâs Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    , Trilena. However, as they were walking up, part of the shrine collapsed, and three small creaturesâthe goblinsâhurried away from the rubble carrying a stone. Tamara and Trilena have since been helping
                                                
                                            
                                                
                                                     desecrated. She gladly accepts any offers of help to rebuild and rededicate the shrine. A character can try to help by making a DC 15 Wisdom (Survival), Wisdom (Religion), or Dexterity (Acrobatics) check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     to the campaign. Monstrous Origin  d8 Origin   1 You are a spy sent to undermine your enemies from within. 2 You are the victim of a curse or polymorph spell. 3 You were raised by humans, elves, or
                                                
                                            
                                                
                                                     dwarves and have adopted their culture. 4 At a young age, you adopted a human religion and now serve it faithfully. 5 You received divine insight that sent you on your path, and occasionally receive new
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                    
 14 (+2)
 CHA
 11 (+0)
 
 Saving Throws Int +6, Wis +5, Cha +3
 Skills Arcana +6, Perception +5, Religion +6
 Damage Resistances necrotic
 Condition Immunities charmed, frightened
 Senses
                                                
                                            
                                                
                                                     ability (spell save DC 14, +6 to hit with spell attacks):
 At-will: detect evil and good, mage armor (self only), mage hand
 2/day each: protection from evil and good, remove curse, speak with dead
 1/day each: banishment, dispel evil and good
  Martin Mottet
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     and suffering? The Blood of Vol teaches that we all have the potential to become divine beingsâand that death is a curse, designed to kill you before you can unlock the divinity within you. The Blood
                                                
                                            
                                                
                                                     in Karrnath and the Lhazaar Principalities. For a time, it was the national religion of Karrnath. Though fallen from favor, the faith is still practiced openly in that nation.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    , Perception +5, Religion +3
 Senses passive Perception 15
 Languages Common
 Challenge 1/4 (50 XP) Proficiency Bonus +2
 Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled
                                                
                                            
                                                
                                                    )
 CON
 14 (+2)
 INT
 8 (â1)
 WIS
 16 (+3)
 CHA
 10 (+0)
 
 Skills Deception +2, Perception +7, Religion +1
 Senses darkvision 60 ft., passive Perception 17
 Languages Abyssal, Common
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     Dwarvish into its back. A successful DC 16 Intelligence (Arcana or Religion) check allows a character to recognize the profane symbols as being related to Demogorgon. A search of the platform uncovers a
                                                
                                            
                                                
                                                     successful DC 12 Intelligence (Arcana or Religion) check reveals that the second head is a conduit for the curseâs magic, and that removing it and returning it to Stonespeaker Hgraam in Cairngorm
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    (+1)
 
  DEX
 15(+2)
 
  CON
 14(+2)
 
  INT
 16(+3)
 
  WIS
 21(+5)
 
  CHA
 20(+5)
Saving Throws Con +7, Wis +10, Cha +10
 Skills Insight +10, Perception +10, Religion +8, Stealth
                                                
                                            
                                                
                                                    ): bestow curse, dispel magic, magic circle
 4th level (3 slots): banishment, divination, freedom of movement
 5th level (2 slots): contagion, dispel evil and good, insect plague
 6th level (1 slot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     pounds and bears the broken arrow symbol of Laduguer. Any duergar recognizes the symbol right away, while non-duergar recognize it with a successful DC 15 Intelligence (Religion) check. Any humanoid that
                                                
                                            
                                                
                                                     touches the shield becomes cursed with the flaw: âI take no joy or pleasure in anything.â This flaw supersedes any opposing flaw. Casting a remove curse spell or similar magic on the creature ends the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     Death. Ras Nsi has died and been brought back from the dead more than once. Consequently, he is suffering from the effects of the Soulmongerâs death curse. His hit point maximum has been reduced, and
                                                
                                            
                                                
                                                     leprous wounds cover his flesh. In a fitting irony, Ras Nsi is unaware that Acererak is the cause of the curse, for neither he nor the yuan-ti are aware of what lies within the Tomb of the Nine Gods
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     only in extreme situations. 
   2  Balance. I strive to counter the deeds of someone for whom I feel responsible. 
   3  Bound. Iâve wronged someone and must work their will to avoid their curse
                                                
                                            
                                                
                                                     within me. I will fight against it and the worldâs other evils for as long as I can. 
   9  Iâm desperately seeking a cure to an affliction or a curse, either for someone close to me for myself
                                                
                                            
                                        






