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Returning 35 results for 'mercy score with only are faith for lair'.
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mercy score with only are faith for land
march score with only are fact for lack
Monsters
Spelljammer: Adventures in Space
. Hit: 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Ray Gun","rollDamageType":"psychic"} psychic damage, and if the target is a Humanoid with an Intelligence score of 3 or higher, it
inhabited the system’s three ring-shaped worlds placed their faith in a god of revelry. Their worship ceremonies were centered on festivals and frivolity. Over time, the people’s happiness
Monsters
Waterdeep: Dungeon of the Mad Mage
(at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): animate dead
, dispel magic
4th level (3 slots): stone shape, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harmMultiattack. The mummy can use its Dreadful Glare and makes one
Monsters
Eberron: Rising from the Last War
);{"diceNotation":"4d12","rollType":"damage","rollAction":"Lair Action","rollDamageType":"psychic"} psychic damage. Unless the target has immunity to psychic damage, its Intelligence score is reduced by 1d4
each time it fails the saving throw for this lair action. The target dies if its Intelligence score is reduced to 0. The reduction lasts until the target finishes a short or long rest.
Regional
Monsters
Storm King's Thunder
miles of the lair that have an Intelligence score of 2 or lower are charmed by the kraken and aggressive toward intruders in the area.
When the kraken dies, all of these regional effects fade immediately.Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
cloud, which otherwise disappears at the end of the kraken's next turn.A Kraken’s Lair
A kraken lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and
Monsters
Ghosts of Saltmarsh
creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the kraken and aggressive toward intruders in the area.
When the kraken dies, all of these regional effects fade immediately.Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
dreams of freeing itself from its aboleth tenders and wreaking its own foul will upon the seas.A Kraken’s Lair
A kraken lives in dark depths, usually a sunken rift or a cavern filled with detritus
Monsters
Princes of the Apocalypse
an Intelligence score of 2 or lower within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw when they enter the area. If the saving throw succeeds, the creature is frightened and
":"4d10","rollType":"damage","rollDamageType":"acid"} acid damage at the start of its turn.Olhydra’s Lair
The Princess of Evil Water is native to the Elemental Plane of Water, where she can be found
Monsters
Candlekeep Mysteries
, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): clairvoyance, dispel magic
4th level (3 slots): divination, dimension door
5th level
become a powerful undead as the first step on her path to godhood, and is now a mummy lord.
Valin can use her lair actions in any area of the tomb.
Personality Trait. “I have seen the future
Monsters
Mordenkainen Presents: Monsters of the Multiverse
island.
A morkoth may allow a visitor to bargain for something or someone it has claimed if that visitor offers the morkoth something it desires more. It shows no mercy, however, to those who break a
are tied to a particular place or group of locales, and still others move erratically through the cosmos. Occasionally, a morkoth learns to direct its island’s movement.A Morkoth’s Lair
Monsters
The Book of Many Things
worshipers to enact its will beyond the Abyss. The exact nature of the curse that binds Aurnozci to Xulregg is its cult’s most closely guarded secret, fully known only to the faith’s enigmatic
"} fire damage when it enters the ashes’ space for the first time on a turn or starts its turn there.
Aurnozci’s Lair
Aurnozci’s lair is a layer of the Abyss called Xulregg. See
Monsters
Princes of the Apocalypse
Lair
Ogrémoch is normally found in the depths of elemental earth, choosing caverns with black crystals and jagged rock spikes to serve as his throne room. He can enter the Material Plane
through large and well-established nodes of elemental earth, with a little help from the proper rituals. Within such a node, Ogrémoch wields great power.
Lair Actions
Ogrémoch can assert
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as
well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in
Monsters
Icewind Dale: Rime of the Frostmaiden
time). Thus, she has no reason to capitulate to mortals’ demands. As the embodiment of winter’s cruelty, she is incapable of showing mercy or compassion. Play her as a supremely cold and
the regional effects that encompass the island.
While she’s on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties):
Auril
Monsters
Icewind Dale: Rime of the Frostmaiden
incapable of showing mercy or compassion. Play her as a supremely cold and unfeeling entity.
Have Auril speak only when necessary. The less she talks, the less risk you have of unintentionally
lair actions on initiative count 20 (losing initiative ties):
Auril instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures
Monsters
Icewind Dale: Rime of the Frostmaiden
’ demands. As the embodiment of winter’s cruelty, she is incapable of showing mercy or compassion. Play her as a supremely cold and unfeeling entity.
Have Auril speak only when necessary
she’s on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties):
Auril instantly knows the locations and health of all other
Magic Items
Baldur’s Gate: Descent into Avernus
radiant damage.
Divine Presence. Your Charisma score becomes 20, unless it is already 20 or higher.
Feathered Wings. You sprout a beautiful pair of feathered wings that grant you a flying speed of 90
.
Ideals
D6
IDEAL
1
Charity. I always help those in need. (Good)
2
Faith. I choose to follow the tenets of a particular lawful good deity to the letter. (Lawful
Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
(at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): animate dead
, dispel magic
4th level (3 slots): divination, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harmMultiattack. The mummy can use its Dreadful Glare and makes one
Kraken
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
(−5).
Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the kraken and aggressive toward intruders in the area.
When the kraken dies
current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.A Kraken’s Lair
A kraken lives in dark depths, usually a sunken rift or a cavern filled with
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
): calm emotions, lesser restoration, silence
3rd level (3 slots): dispel magic, remove curse, sending
4th level (3 slots): banishment, freedom of movement, guardian of faith
5th level (3 slots): greater
world, a ki-rin chooses a similar location, such as atop a tall pinnacle or within a cloud solidified by the ki-rin's magic. When viewed from the outside, a ki-rin's lair is indistinguishable from a
Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as
well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in
Bag of Beans
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores
lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice.
00
A giant beanstalk sprouts, growing to a height of the GM's choice. The top
Book of Exalted Deeds
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
The definitive treatise on all that is good in the multiverse, the fabled Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the
Wisdom score increases by 2, to a maximum of 24. You can’t gain this benefit from the book more than once.
Enlightened Magic
Once you’ve read and studied the book, any spell slot you
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Variant Human: Mark of Sentinel If your human character has the Mark of Sentinel, the following traits replace the human’s Ability Score Increase trait in the Player’s Handbook. Ability Score
Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1. Sentinel’s Intuition. When you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll a d4 and add the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Mark of Sentinel Traits If your human character has the Mark of Sentinel, the following traits replace the human’s Ability Score Increase trait in the Player’s Handbook. Ability Score Increase. Your
Constitution score increases by 2, and your Wisdom score increases by 1. Sentinel’s Intuition. When you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll a d4 and add the number
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Priest Acolyte Priest acolytes have great faith but modest magical skill. Some might be trainees in religious organizations or soldiers in zealous armies, while others are faith leaders in small
communities or wanderers on pilgrimages. Priest Acolyte Medium or Small Humanoid (Cleric), Neutral
AC 13 Initiative +0 (10)
HP 11 (2d8 + 2)
Speed 30 ft.
Ability Score Mod Save
Str 14
Compendium
- Sources->Dungeons & Dragons->Monster Manual
-toa Whip Medium Aberration, Neutral Evil
AC 11 Initiative +0 (10)
HP 45 (7d8 + 14)
Speed 30 ft., Swim 30 ft.
Ability Score Mod Save
Str 14 +2 +2
Dex 10 +0 +0
Con 14
+2 +2
Ability Score Mod Save
Int 12 +1 +1
Wis 14 +2 +2
Cha 11 +0 +0
Skills Perception +6, Religion +3
Senses Darkvision 120 ft., Truesight 30 ft.; Passive
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the minds of its victims as it devoured them, some of what it gleaned of Tharizdun — between their screams and their unheeded pleas for mercy — found purchase in Sgothgah’s mind. For centuries, the
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->Mythic Odysseys of Theros
your piety score. As you increase that score, you gain blessings from your god. Piety has nothing to do with faith or belief, except insofar as a person’s thoughts and ideals drive them to action in
a god’s service. Your piety score reflects the actions you have taken in your god’s service—actions that the god richly rewards. When you choose a god to worship as a beginning character, your piety
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
liberated, the dragon turns on Storvald and his giants. Cryovain is a mean creature who doesn’t make deals with puny humanoids or show mercy toward creatures that are kind to him (including those who
try to free him). Once he is freed, he reunites with his mate, and the two of them try to reclaim Svardborg as their lair. Cryovain doesn’t gain lair actions and can’t cause regional effects in the vicinity of his lair.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
earn a reputation as abrasive. Shuvadri, on the other hand, exhibits an air of absolute serenity. Anything that might frustrate or delight another student, whether it’s a poor test score or success at a
the Student-Mages of Faith, Shuvadri is happy to talk about her appreciation of deities who are devoted to service and community. Many of her peers think she is destined to hold high rank in a temple
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
heart of a lion with a thunderous roar. The favored cleric of a deity of light, the Sunweaver, Forough is the voice of a god and can bring its might to bear. Those who mistake her mercy for weakness
gardens. Chandelier Like motes of soft flame, gleaming structures orbit the Godstrand at varying heights, held aloft in the palms of feathery clouds by the faith of their devoted residents. Collectively
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Orc Traits An orc character has the following racial traits. Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1. Age. Orcs reach adulthood at age
12 and live up to 50 years. Alignment. The orcs of Eberron are a passionate people, given to powerful emotion and deep faith. They are generally chaotic, but can be any alignment. Size. Your size is
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Priest Priests draw on their beliefs to heal the needful and smite their foes. They can channel their faith as spells and empower their weapons with divine might. Priest Medium or Small Humanoid
(Cleric), Neutral
AC 13 Initiative +0 (10)
HP 38 (7d8 + 7)
Speed 30 ft.
Ability Score Mod Save
Str 16 +3 +3
Dex 10 +0 +0
Con 12 +1 +1
Ability Score Mod Save
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
A Kraken’s Lair A kraken lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships. Lair Actions On initiative count 20 (losing initiative ties), the
kraken takes a lair action to cause one of the following magical effects: A strong current moves through the kraken’s lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Shadow Dragon Lairs Shadow dragons lair in places of darkness and despair, such as accursed ruins, the depths of the Underdark, or the Shadowfell. The region around a shadow dragon’s lair is twisted
by its presence, creating the following effects: Negative Energy Suffusion. Whenever a creature within 1 mile of the lair regains Hit Points from a spell, it subtracts 1d10 from the number of Hit
Compendium
- Sources->Dungeons & Dragons->Monster Manual
of ancient palaces or temples where they once held sway. Their age-old faith and ties to deathly forces grant them fearful magic, which they use to sow ruin and animate undead servants. A mummy lord’s
they dwelled in life. Such sites have forbidding reputations, or they might be lost and forgotten. The region containing a mummy lord’s lair is warped by its presence, creating the following effects






