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                                                     Monsters
                                                    Monstrous Compendium Vol. 1: Spelljammer Creatures
                                                    
                                                
                                            
                                                     eldritch lich its parasite.
Great Old Ones
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Great Old Ones"}
Form
1
Cthulhu
2
Tharizdun, the Chained God
3
Dendar
                                                
                                            
                                                
                                                    , the Night Serpent
4
Ghaunadaur
5
Zargon, the Returner
6
That Which Lurks
Necrotic, Poison
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    . The names given to these terrible entities include such strange descriptions as Atropus, the World Born Dead; Dendar, the Night Serpent; Hadar, the Dark Hunger; Haemnathuun, the Blood Lord; Ityak
                                                
                                            
                                                
                                                    -Ortheel, the Elf-Eater; Kezef, the Chaos Hound; Kyuss, the Worm That Walks; the Queen of Chaos; Tharizdun, the Chained God; Tyranthraxus, the Flamed One; and Zargon, the Returner. They are all forces of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     in an intricate dance. The far wall is almost completely covered by a map of the night sky, with a golden sunburst in the center above a closed door.
 The cabinets are crowded with skulls, bones
                                                
                                            
                                                
                                                     into a dark, open space offering a view of the starry firmament of the night sky. Five telescopes mounted on bronze plates point toward the constellations above. In the middle of the space, a one-foot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     healthy, but their wills have been broken by mental trauma and tranquilizing drugs. Their emotions surface only during rest, when the dreams of the Night Serpent wrench them screaming from their troubled
                                                
                                            
                                                
                                                     sleep. The captives are not chained. Presented with an opportunity to escape, most become paralyzed with indecision. Breaking their fugue requires strong words and a successful DC 17 Charisma
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     the war years and the killing years wore down my soul as the wind wears down stone into sand.”
 — Count Strahd von Zarovich
 Awakened to an endless night, vampires hunger for the life they have lost
                                                
                                            
                                                
                                                     vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies. Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    , called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings. Expanded Spell List The Great Old One lets you choose
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    ) radiant damage on a failed save, or half as much damage on a successful one. Cult of Tharizdun the Chained God Tharizdun’s Spark (Recharge 6). As a bonus action, the cultist touches a simple or
                                                
                                            
                                                
                                                     plane or world, or held in check somehow by wandering stars, imprisoned in the vastness of the night sky.
 The names given to these terrible entities include such strange descriptions as Ityak-Ortheel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     the Dreadwood that extends into that plane. One of the Dreadwood’s most powerful denizens is a truly ancient night hag named Granny Nightshade, who dwells in the deepest depths of the forest. She
                                                
                                            
                                                
                                                     an 18 or higher, the characters have an encounter at some point during the day or night (equal chance of each). The nature of the encounter depends on which region of the forest the characters are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
                                                    
                                                
                                            
                                                     Old Ones table to determine which entity gave an eldritch lich its parasite. Great Old Ones  d6 Form   1 Cthulhu 2 Tharizdun, the Chained God 3 Dendar, the Night Serpent 4 Ghaunadaur 5 Zargon, the Returner 6 That Which Lurks
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     of Malar Campsite No matter when the characters set out after their rest, the passage of time on the demiplane speeds up or slows down to ensure that night has fallen by the time they reach the next
                                                
                                            
                                                
                                                     bodies, kicking them to and fro. Two worgs chained to nearby posts snarl and growl anytime a dead carcass gets close enough. This noisy revelry provides each character with advantage on any Dexterity
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     along the edges of the pool, staring at a corpse floating in it.
 Five bulezaus drowned a night hag in the pool. The hag, Yiggleblight, was working with Trantolox to find Crokek’toeck until the
                                                
                                            
                                                
                                                     hyena skulls that bite into the flesh of a screaming devil with sharp spines covering its thin, man-sized body. Jabbing the chained fiend with their long proboscises are three droning flies as big as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     armor hang from giant bronze mannequins that stand at attention, their backs against the outer wall. A wooden table rests between two doors, and a rug embroidered with an image of the night sky lies
                                                
                                            
                                                
                                                    , an adult bronze dragon, is chained to the back wall and floor of this spacious, windowless cell. Two locked manacles bind the dragon’s hind legs, preventing him from moving more than a few feet in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    . Unless otherwise noted in an area’s description, the cove is brightly lit by the sun during the day and dimly lit by the moon at night. Cove Reef Areas The following areas are keyed to map A.5.  Map
                                                
                                            
                                                
                                                     reveals an aura of enchantment magic emanating from the statue. Every night at midnight the statue sheds bright green light in a 20-foot radius and dim light for another 20 feet for 4 hours. A creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     fiend, balor, yugoloth, or night hag that is especially mighty. That patron’s aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by the extent to
                                                
                                            
                                                
                                                     Forbidden Lore of Ineffable Beings
 When you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god—a being such as Tharizdun, the Chained God; Zargon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     of the dolls, apart from their clothing, look the same. They all look like Ireena Kolyana. The burgomaster’s monstrous henchman, Izek Strazni (see appendix D), sleeps here at night. During the day, he
                                                
                                            
                                                
                                                     the Random Books table (see chapter 4, area K37) to determine the subject matter of a particular book. N3m. Locked Closet The door to this room is locked. The baron carries the key. Chained to the back
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     most, squeezed in between the ship’s stern and the adjacent cabin, appears to be a holding cell. A slim humanoid figure cowers in the far corner, chained to the hull.
 The figure is that of a sea
                                                
                                            
                                                
                                                     has noted, from a distance, the periodic travels of the Sea Ghost at night along a supposedly deserted coastal area. Suspicious of this behavior, the tribal chief ordered Oceanus to keep watch on this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     looking to carouse find this the best place for a rowdy night of drinking and brawling. The town guard comes here only if called. Kreb works with Gellan Primewater to screen prospective buyers and sellers
                                                
                                            
                                                
                                                     smell of fish has never been scrubbed from its walls, and those who stay the night find their belongings steeped in the scent, which lasts for several days. Sailors and fishers gather here to trade
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     and is destroyed.
 Reactions
 Banishing Rebuke (Recharges after a Long Rest). When Avarice is damaged by a creature that she can see within 60 feet of her, she can banish that creature to a frigid
                                                
                                            
                                                
                                                     caused the group to split up shortly thereafter, with each wizard determined to succeed alone. One night while the others slept, Nass stole a professor orb (see appendix D) from one of her fellow wizards
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     bunks in this room. The cultists keep odd hours, and at any given time 1d4 are sacked out in their bunks. At least two of the residents are awake even in the middle of the night. They assume that
                                                
                                            
                                                
                                                     monsters can be bonded with cultists. Each bulette is chained securely to one of the big pillars in the room (the northeast, center west, and southeast pillars, specifically). The chains keep the bulettes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     causes the dragon to utter a riddle in Common (to viewers, it seems as though the stone jaws are actually moving). The dragon’s riddle is as follows:
  We come at night without being fetched;
 we
                                                
                                            
                                                
                                                     goblins are chained here, taken prisoner during the course of several skirmishes. Every so often, the kobolds remove a goblin from the room and ransom it back to the goblins (for a price of 2d10 sp
                                                
                                            
                                        





