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Returning 35 results for 'mortal sleight with only asked from for line'.
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martial sight with only asked from for live
mordai sight with only asked from for life
Monsters
Lorwyn: First Light
Stampede. The incarnation moves up to 80 feet in a straight line. Each creature whose space the incarnation enters is targeted once by the following effect. Dexterity Saving Throw: DC 16. Failure: 18
through an empty village.
Incarnations of Nature
Incarnations of nature embody abstract ideas such as curiosity, relief, or terror. Incarnations of nature are beyond the ken of most mortal beings
Monsters
Eberron: Rising from the Last War
Erandis as a lich.
As an undead being, Erandis lost the use of her dragonmark. Thus, when the diviners of Aerenal asked if the line of Vol had been exterminated and the Mark of Death destroyed, they
island domain.
Long ago, it was revealed that the elven line of Vol — a house that practiced the art of necromancy and bore the Dragonmark of Death — was engaged in secret blood rites
Monsters
Mythic Odysseys of Theros
3 Actions). Polukranos moves up to 50 feet in a straight line and can move through the space of any creature Huge or smaller. The first time it enters each creature’s space during this move, it
can make a stomp attack against that creature.Polukranos, called the World Eater, is the mortal manifestation of the eternal ideal of a hydra. In its first incarnation, it fell from Nyx to the mortal
Monsters
Mordenkainen Presents: Monsters of the Multiverse
darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied
mortal existence and contemplate their misery. There the shadows transformed them, and their bitterness made them twisted and cruel. Now hate burns in their hearts, and they resent any intrusion into
Monsters
Mordenkainen Presents: Monsters of the Multiverse
for the giant to communicate with a mortal, carry out a short task, or defend their home against aggressors.A Quintessent’s Lair
A storm giant quintessent has no need for castles or dungeon
, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must succeed on a DC 18 Strength saving throw or be pushed
Monsters
Curse of Strahd
conquer them. The elf kingdom's royal line was obliterated, the dusk elves hunted like rabbits. The few that survived were either subjugated or forced to live among the Vistani. So pleased was Barov with
whatever Strahd asked of him, and he instilled terror in the castle staff by routinely flogging those who didn't perform their duties to his exacting standards.
When a dusk elf named Patrina Velikovna
Monsters
The Book of Many Things
an action to wake it.
Moonlight Breath. Pazrodine exhales a beam of moonlight in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 21 Dexterity saving throw, taking 60
and Material Plane have to offer. Curious Fey asked to join her caravan, and before long, she had a menagerie of merchants accompanying her on her travels. Pazrodine came to view these Fey merchants as
Zuggtmoy
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
’, is a soulless mockery of mortal life and its many facets.
Zuggtmoy’s cultists often follow her unwittingly. Most are fungi-infected to some degree, whether through inhaling her mind
lords mortal enemies, each devoted to destroying and ultimately devouring the other.Zuggtmoy’s Lair
Zuggtmoy’s principal lair is her palace on Shedaklah. It consists of two dozen
Backgrounds
Baldur’s Gate: Descent into Avernus
fortunately, maintaining that deception might require you to stay in hiding until you actually are.
3
You study the puzzles of mortal natures. You’ve seen followers of evil deities perform
questions asked. Living here isn’t comfortable, but it’s unlikely anyone will find you—and you can stay as long as you want.
Other Hermits
This hermit background assumes a
Monsters
Planescape: Adventures in the Multiverse
of slime in a line 100 feet long and 5 feet wide. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 40 (9d8);{"diceNotation":"9d8", "rollType
claim. On the rare occasions that shators find themselves on the Material Plane, they manipulate mortal leaders and philosophers, using them as mouthpieces to spread poisoned words and tempt souls toward
Monsters
Quests from the Infinite Staircase
Feywild and worlds of the Material Plane until two dear friends created a wondrous garden and asked the Gardener to tend to it. The Gardener agreed to the request, then pulled the garden from the Material
blocks line of sight. When the wall appears, each creature in its area must succeed on a DC 15 Dexterity saving throw or have the grappled condition (escape DC 15). A creature must make this saving throw
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effects.
Unusual Nature. The hellfire engine doesn’t require air, food, drink, or sleep.Flesh-Crushing Stride. The hellfire engine moves up to its speed in a straight line. During this move, it
subtlety or trickery, but their destructive capability is immense.
Mortal creatures slain by hellfire engines are doomed to join the infernal legions in mere hours unless powerful magic-wielders
Fraz-Urb'luu
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
Deception and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies—mortal and fiend alike—to do his will. Fraz-Urb’luu can create
within line of sight of the demon lord, roll on the Madness of Fraz-Urb’luu table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Realms of Gods and Mortals What is the farthest explored point on the known world?” Elspeth asked.
“In the east, beyond the leonin lands, there’s another forest,” Daxos told her. “Larger even than
the Nessian Forest. No one knows how far it goes.”
“What’s to the west beyond the sea?” Elspeth asked.
“The world ends at the waterfall where Kruphix’s Tree grows,” he explained. “The sea falls
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
leather-bound books line stone shelves carved into the walls of this underground library. A tome with an iron-plated cover lies open on a table near the north wall.
The nothic occasionally performs
Carrion Crawler clings to the hall’s ceiling. It is Hostile toward all other creatures and fights them on sight. C5: Wizard’s Laboratory Luca Bancone Esoteric apparatuses and strange reagents line
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
,” a line of tortured souls leading to this desolate hill. Each soul is pinned to a barbed, metal tree. Inscriptions above their heads attest that most of them were mortal knights who abandoned Zariel
paraphrase the following boxed text to the players: Wrought iron trees line a trail that leads to the summit of a steep hill. Anguished knights are impaled on the trees’ metal branches, their bodies
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
before Kirina does. Alternatively, a character who sees Kirina drop the paper and recover it can steal the page from Kirina with a successful DC 14 Dexterity (Sleight of Hand) check. If asked about the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Creating Theros Adventures Can the gods determine my fate?” Elspeth asked. “What is truly the extent of their power? Can they make what I want happen—if only I please them enough?”
“If you want a
deity interacts with the mortal world. Beyond the gods, tools for running nautical odysseys and descents into the Underworld appear in this chapter, along with an adventure that explores the machinations
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
nearby and might be persuaded to help the characters. Gargenhale owes Topolah a favor. Topolah doesn’t mention that in the years following their breakup, Gargenhale met his mortal end and rose again as a
determines that Topolah is withholding information about Gargenhale and, if they call her out on it, can convince her to spill the beans. If she’s asked about it, Topolah doesn’t divulge why their
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
The Mortal Realm Compared to most worlds of the Material Plane, the mortal realm of Theros is small. The known world is barely two hundred miles across, with unexplored wilderness beyond. And some
can say for certain how far it is—the journey never unfolds in a straight line. In theory, it is equally possible to sail south to the edge of the world, but those waters are stormier and more
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Tieflings "The Chieftain Who Leads them," Thuel asked, "what do we know of him?"
“His name is Kathrik Mel. He inspires tremendous loyalty in the barbarians, an almost religious fervor.”
“He’s a
mortal, more like a savior than a god.”
Thuel frowned. “Their savior, our damnation.”
— James Wyatt, Dragon Forge
Tieflings rarely appear in the cities and towns of Khorvaire, with most dwelling
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Priests Arbiters of the Mortal and the Divine Habitat: Any; Treasure: Individual, Relics Katerina Ladon Priests harness the power of faith to work miracles. These religious adherents are as diverse
as the faiths they follow. Some obey gods and their servants, while others live by age-old creeds. Belief guides priests’ actions and their magic, which they use to shape the world in line with their
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Auril’s death is temporary, for a god who has mortal worshipers can’t truly die. When the Frostmaiden is resurrected on the next winter solstice, she has all her divine power. But her inclination is to
should be a priority. Until its master sends it on another rampage, it lurks inside the forge where it was created (see chapter 3). Characters who help rebuild Ten-Towns might be asked to take up the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
forge, especially when connected to House Cannith as the gorgon in the previous line. Or they could refer to the birth of a new thing from the ashes of the old, or to mortal passions (the fires of the
direction of destiny to one side or another. The verse of the Prophecy that begins this introduction is typical, in that each line is open to multiple interpretations. Consider these possibilities
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
, only one has an actual door. This entry’s door is made of sturdy oak with iron bands, and it swings open easily to reveal a spacious library. Bookshelves line every wall, with three free-standing
Bahamut, the Platinum Dragon, in mortal disguise, surrounded by seven canaries that represent gold dragons who accompany him on his travels. A character who examines the statue and succeeds on a DC 10
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here
You study the puzzles of mortal natures. You’ve seen followers of evil deities perform miracles for the helpless at Twin Songs, and you’ve seen patriars who worship good deities turn their backs on
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here
puzzles of mortal natures. You’ve seen followers of evil deities perform miracles for the helpless at Twin Songs, and you’ve seen patriars who worship good deities turn their backs on the poor daily
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
E5: Planartarium Car Glowing symbols on the floor line the perimeter of this domed car. In the middle of the car is a mechanical model suspended over a dais that has more glowing symbols on it. The
character asks about a plane on the train’s route, Cosmo also alludes to noteworthy planar effects. For example, if asked about the Nine Hells, the spectral duodrone might say, “Rest assured, the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
make out the tiny outline of Red Larch, and the thin dark line marking the Long Road. Several miles to the north, you see a slender old tower circled by large birds. Nothing else is around here.
If
asked, Larmon identifies the tower in the distance as Feathergale Spire. All he knows about the place is that “knights out of Waterdeep come up here sometimes, riding on flying monsters.” He adds, “They keep to themselves.”
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Banshee A banshee is the hateful spirit of a once-beautiful female elf. It appears as a luminous, wispy form that vaguely recalls its mortal features. A banshee’s face is wreathed in a wild tangle of
, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, death mask, faded love letter, family portrait When death occurs in Mordent, it doesn’t signal a passage to a state of rest, or an end to the struggle of mortal existence. Death here heralds the beginning
ways to maintain that order. In Mordent, the dead who have unfinished business or a strong tie to a place or a family line manifest as all manner of spectral terrors. But not every unquiet spirit
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. A marid doesn’t expect much from its servants, simply wanting to have them for the prestige. Marids go out of their way to obtain skilled servants, and aren’t above kidnapping mortal artists
means of dealing with marids, to which an obsequious mortal is a creature that knows its place. Whimsical Storytellers. Marids are champion tale-tellers, whose favorite legends emphasize the prowess of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
.
— Elminster
Too Fast for Words. The mortal realm is a ponderous place to a quickling’s eye: a hurricane creeps gradually across the sky, a torrent of rain drifts earthward like lazy snowflakes
13 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
7 (−2)
Skills Acrobatics +8, Perception +5, Sleight of Hand +8, Stealth +8
Senses Darkvision 60 ft., Passive Perception 15
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
exploring a new line of business. Read the following boxed text aloud:
“With reports of bandits along the trail and the occasional thief here in the keep, I plan to sell strongboxes to help citizens and
but not its contents. Picking the Lock (A character who has Thieves’ Tools). A character that can use Thieves’ Tools to pick the strongbox’s lock, doing so with a successful DC 15 Dexterity (Sleight of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
curse gave the quicklings their amazing speed but also accelerated their passage through life. No quickling lives longer than 15 years. The mortal realm is a ponderous place to a quickling’s eye: a
(3d4 + 3)
Speed 120 ft.
STR
4 (−3)
DEX
23 (+6)
CON
13 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
7 (−2)
Skills Acrobatics +8, Sleight of Hand +8, Stealth






