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Returning 35 results for 'defense spirits read'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
, often trapping them in a cage or tying them to a post. A priest of Grolantor visits the famished giant daily, trying to read portents in the puddles of bile the hill giant retches up. If the sickness
mouths of Grolantor are set loose is during a war, during a raid against an enemy settlement, or in a last-ditch defense of Grolantor’s faithful. When a mouth of Grolantor has slaughtered and eaten
Magic Items
Waterdeep: Dragon Heist
defense against the axe, which passes through that spell’s barrier of magical force.
When you hit a fiend or an undead with the axe, cold blue flames erupt from its blade and deal an extra 2d6
out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non
Monsters
Mythic Odysseys of Theros
within her hair, and sacrificing themselves in her defense if they must.
See “Myths of Nylea” in chapter 2 for more details on the tragedy of Arasta.
Arasta as a Mythic Encounter
Arasta
encounter, as Arasta summons her arachnid children to protect her. While she has temporary hit points from this trait, she can choose one of her mythic actions when she uses a legendary action.
Read or
Hexblood
Legacy
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Species
Van Richten’s Guide to Ravenloft
lost hag.
4
You were cursed as a child. A deal with the spirits of the forest transformed you into a hexblood, now free of the curse.
5
You began life as a fey creature, but an accident
speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The
Monsters
Fizban's Treasury of Dragons
claims the spoils of the cult’s victories.
2
A sapphire dragon is bound by an ancient pact to advise a monarchy on matters of defense—until someone bests the dragon’s security
martial skills by regularly using a horn of Valhalla to summon berserker;berserker spirits to fight.
2
A young sapphire dragon has found a collection of long-forgotten clay golem;clay golems and is
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Silverymoon (East) The siege weapon in Silverymoon’s defense zone (see Map 1.4) is a ballista. Imperceptible fey spirits automatically aim the ballista. However, the spirits aren’t strong enough to
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
incorporeal Undead attacking the camp’s south gate and soldiers making an organized defense. A moment later, whether the characters are near the gate or elsewhere, three wraiths that look like the spirits of
The Final Steps of Courage As the characters pass the final bend of Flames Everlasting, read the following description of the skybridge’s end: The skybridge descends onto a sizable island overgrown
classes
Basic Rules (2014)
fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes
Rage, Unarmored Defense
2
+2
2nd
+2
Reckless Attack, Danger Sense
2
+2
3rd
+2
Primal Path
3
+2
4th
+2
Ability Score
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
A Boar-ing Encounter Shortly after entering the woods, the characters have an encounter that is not what it seems. Read the following boxed text aloud: About sixty feet ahead of you, a wild boar
stands in a small clearing. The boar glares at you suspiciously.
The boar is actually a female anchorite of Talos in boar form. The anchorite, Drethna, attacks only in self-defense. If the characters
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
encountered in this adventure. Their names appear in bold in the adventure. Appendix B provides maps of the fortress defense zones; you will need only one of these maps. Text that appears in a box
like this is meant to be read aloud or paraphrased for the players when their characters first arrive at a location or under a specific circumstance, as described in the text.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, read the following: A boy’s voice issues from a stuffed purple dragon on one of the beds. “They’re not like the others. Should we hide from them too, Regan?”
“Well, it doesn’t matter now, donkey!” a
girl’s voice replies from a figure of a tin knight on the other bed. “They got in, so maybe they’re not hungry things yet.”
The two spirits are Regan and Vastion Halvhrest. Their mother’s occult
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the horn. A character who understands Dwarvish can translate the horn’s runes, not all of which are visible from the floor. The runes visible from the floor read, “If you blind us.” A character must fly
up to the horn or climb above it to read the message in its entirety, which is “If you blind us, shall we not revenge?” Removing one or more gemstones from the pillars causes the horn to magically
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
believe that spirits inhabit the plants and animals of the world, and the barbarians look to them for omens and power. Other barbarians trust only in the blood that runs in their veins and the steel
trust a wizard. They’re all devils in disguise, especially the friendly ones. 3 Dwarves have lost their spirits, and are almost like the undead. That’s why they live underground. 4 Magical things bring
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Running This Chapter Getting off on the right foot is important. If you follow these steps, you should be all right: Before starting the adventure, read the rest of this section and the “Ten-Towns
town in which the adventure begins (see “Starting Town” below) and read the description of that town. Once the players have their characters, backgrounds, and secrets sorted out, kick off the adventure
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Spirits of the Past We are the spiritual anchors of the greatest champions of our people. Through our faith, we keep their spirits from being lost to oblivion. You have been chosen by a hero. Live
KaLashtar prophecy you can’t ignore!
Many of the people of Khorvaire have never met a kalashtar. Some say these people are in contact with celestial spirits; here at the Voice of Breland, we say they’re
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Read or paraphrase the following: An ancient statue of a bakunawa is cracked with age and covered with unusual vines. Amid a cluster of tangled roots, a blister-like growth heaves like a breathing
that stood here, but when invaders burned the sacred tree Bathalang Puno and the surrounding city, the ninuno was overwhelmed by the pain of those who died. Angry spirits still haunt the island, their
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the Girscamen. Read the following description as the characters come within sight of the wreck: Midnight-colored coral covers the trench’s sheer walls. As the bottom of the trench comes into view, you
feet of the Girscamen feel a harmless supernatural chill—an effect of the unquiet spirits haunting the ship. If characters succeed on a DC 14 Intelligence (Arcana or Religion) check, they can tell
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Inner Blingdenstone Population: 300 deep gnomes (svirfneblin)
Government: Work collective led by Dorbo and Senni Diggermattock
Defense: Militia, summoned earth elementals
Commerce: Salt
, the true character of the settlement is revealed. Warm, cozy, and welcoming, Blingdenstone is a rarity in the Underdark. Read the following boxed text when the characters first arrive in Inner
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
deep sea whales. No spirits or ghost ships make an appearance, though. As the characters near the trench, read or paraphrase the following description: Meadows of feathery, pale-pink sea lilies move
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
in good spirits, so a character who succeeds on a DC 15 Charisma (Persuasion) check can convince a tax collector to allow the group free entry. As the characters enter the city, read the following
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
First Wave Once the players have reviewed the relevant map of their defense zone from appendix B and positioned their characters, read or paraphrase the following: Scouts shout from within the walls
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
of Illumination, read the following text: A well-traveled trail climbs into the mountains, the haze of volcanic smoke hanging overhead. The path ends at the entrance to a cavern carved with images of
noticed the tlexolotl carvings at the Twin Gods Observatory recognize similar imagery here. A character who succeeds on a DC 16 Intelligence (Nature or Religion) realizes the carvings depict reptilian spirits that dwell in volcanoes.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
areas Q16 and Q53), read the following text when the characters cross the cemetery for the first time: You suddenly feel like someone or something is watching you. Looking up, you spot a well-dressed
intact, which suggests that no one got into the cemetery from outside. (These corpses were animated by the spirits of revenants and clawed their way out.) A stone staircase curls up the outside of a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Crypt of the Hellriders Zariel’s fallen companions cannot rest. Nobody can in this nightmare hellscape. — The Cartographer When the characters arrive at this location, read or paraphrase the
remains of Hellriders who died fighting at Zariel’s side. Their restless spirits yearn for peace yet are doomed to haunt this place until once more called to arms. Dozens of dead knights kneel before the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the rain forest near Zinda, following a caravan of merchants. Read the following description to set the scene: Heat rises from the jungle floor and clings to the broad leaves in the canopy above
.
The road through the jungle is narrow, forcing the caravan to march single file along its trails. The other travelers are in high spirits, offering food and water to anyone who needs it. They also
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
d8 Personality Trait 1 I don’t run from evil. Evil runs from me. 2 I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness. 3 I spend money freely and live
what the personal cost. (Good) 2 I’ll stop the spirits that haunt me or die trying. (Any) 3 I kill monsters to make the world a safer place, and to exorcise my own demons. (Good) 4 I have a dark
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
area D2, they have been replaced by even cruder versions created in a hurry.) Read the following text: Streams of colored light swirl through the air around the golden statue in the ruined rotunda. Each
action to recharge before he can use it on the characters this time. He fights to the death—he has too much riding on the success of this ritual to abandon it now. Dragon Spirits. At the end of each round
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
engage with the tavern’s patrons while the gnomes’ general attitude is indifferent or friendly learn the following information. Blingdenstone’s ghost problem is getting worse, and there are even spirits
want them out, while others propose an alliance of mutual defense. A merchant from Gracklstugh says there’s an influx of surface-world coins there, but nobody knows where they come from. (See chapter 4
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Bone Brambles Your future is written in your blood. She’ll open your veins to paint the story hidden in your heart. — The Cartographer When the characters arrive at this location, read or paraphrase
to ash and became restless, tortured spirits akin to banshees. Contented, Red Ruth made her home at the heart of the twisted wood. The characters can venture into the wood out of curiosity or to find the oracle that Ralzala hopes can break her pact with Zariel.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
who touches the egg (see "Spirits of the Nine Trickster Gods"). When Nangnang’s spirit manifests, read: As you touch the egg, a tendril of slime rises from its surface and transforms into a frog-like
on the characters before leaving the room in search of its control gem, not knowing that it is kept in area 28. Advice from the Spirits Any characters inhabited by the spirits of Obo’laka or Wongo
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
disturb their toys, but they fight only in self-defense. Unlike the illusions outside the house, these children know that they’re dead. If asked how they died, Rose and Thorn explain that their parents
the next day. The only way to put the children’s spirits to rest is to put their skeletal remains in their tombs (areas 23E and 23F). The children don’t know this, however. Development If the party lays
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Xedalli’s defense, read: The crowd chants, “All hail Emperor Xeleth!”
Xeleth glowers at you. “Pathetic fools. Hurling yourselves into the void without the slightest inkling of who or what is out here
Trial by Combat Xedalli asks the characters to serve as her champions. If the characters accept, read: Xeleth sneers. “Very well, sister, since you won’t face me yourself, I, too, name a champion
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Mound Entrance When the characters move to the barrow entrance, read the following: Tall monoliths line the earthen corridor that connects the barrow’s entrance to the burial chamber far within. Motes
, read the following: A crude fieldstone arch forms the entrance to the burial chamber. In three branching alcoves are three scorched altars — one of a tiger, another of an elk, and another of a bear. In
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Circle of the Shepherd Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize
adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Beast of Grakenok When Grakenok comes into sight, read or paraphrase the description below. If Sytri or Tol reached Grakenok before the characters, they are already engaged in battle. With its
town’s few bariaur defenders, smashing fishing boats and cottages in its rampage.
The bariaurs of Grakenok have put up a heroic defense of their home. They’ve been suffering whirlwyrm attacks for days