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Returning 35 results for 'point arch and his claiming'.
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Monsters
Monster Manual
). Otherwise, the hag drops to 1 Hit Point and teleports to a harmless demiplane, and it can’t return to the plane it left for 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Spiteful
Each arch-hag creates a magical home, such as a hidden demiplane, a mansion atop a storm cloud or—in the case of the arch-hag Baba Yaga—a hut atop giant chicken legs. The interiors of these
spells
restored to its Hit Point maximum. The creature’s ability scores less than 18 become 18. Depending on the word you use, you also bless the target based upon the Arch Seraph that you call upon
You speak a holy word and remake a creature you can see in the image of the Arch Seraphs. The Poisoned condition on the creature ends, curses are suppressed for the spell’s duration, and it is
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
must have visited it before or be able to point to its location on a map. Characters who point to Kostchtchie’s Maw on their map as they pass through an arch are teleported to the top of the demon lord’s
a powerful aura of conjuration magic around each one. When a creature approaches within 100 feet of either arch, the stonework emits a loud, resonant hum that grows louder and higher in pitch as the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
must have visited it before or be able to point to its location on a map. Characters who point to Kostchtchie’s Maw on their map as they pass through an arch are teleported to the top of the demon lord’s
a powerful aura of conjuration magic around each one. When a creature approaches within 100 feet of either arch, the stonework emits a loud, resonant hum that grows louder and higher in pitch as the
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
command to call forth warring celestials and infernals. As a Magic action, you summon a manifestation of the war between Arch Daemons and Arch Seraphs in a 30-foot-radius Sphere centered on a point within
for faith or bargains. Their spellbooks are scribed with prayer fragments and blasphemous hymns, enabling them to siphon scraps of power from both Arch Seraphs and Arch Daemons. From their heretical
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
political positions that place them in or near decision-making roles where they can influence others to fight back against Arch Seraphs, Arch Daemons, and Primordials.
Level 3: Subtle Hand Your
cast certain spells by expending Focus Points. You can take a Magic action and expend 1 Focus Point to cast Detect Evil and Good or Protection from Evil and Good. You can also take a Magic action and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Foggy Caves The fog is thicker in these caverns, rising above the floor to a height of 4 feet. 9a. Ambush Point The fog in this otherwise empty 10-foot-high cave conceals a group of sentries from
open once the breakaway floor falls away. A character can spot the breakaway floor with a successful DC 13 Wisdom (Perception) check, but only if the fog has been cleared away. 9d. Arch Gate to Level 6 A
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Arch-hag Lairs Each arch-hag creates a magical home, such as a hidden demiplane, a mansion atop a storm cloud, or—in the case of the arch-hag Baba Yaga—a hut atop giant chicken legs. The interiors of
these lairs frequently change or exhibit bewildering features. The region containing an arch-hag’s lair is altered by its presence, creating the following effects: Lapsus Linguae. Creatures
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Foggy Caves The fog is thicker in these caverns, rising above the floor to a height of 4 feet. 9a. Ambush Point The fog in this otherwise empty 10-foot-high cave conceals a group of sentries from
open once the breakaway floor falls away. A character can spot the breakaway floor with a successful DC 13 Wisdom (Perception) check, but only if the fog has been cleared away. 9d. Arch Gate to Level 6 A
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Arch-hag Lairs Each arch-hag creates a magical home, such as a hidden demiplane, a mansion atop a storm cloud, or—in the case of the arch-hag Baba Yaga—a hut atop giant chicken legs. The interiors of
these lairs frequently change or exhibit bewildering features. The region containing an arch-hag’s lair is altered by its presence, creating the following effects: Lapsus Linguae. Creatures
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
are ordered to follow a squad of duergar to Overlake Hold for further questioning. From this point, the adventure can take different paths depending on how you want to proceed. Talk to the players
Lair”). The characters can continue to Overlake Hold and meet with Captain Errde Blackskull (see “Overlake Hold”). The drow scout Xalith approaches the Stone Guards, claiming the characters as escaped
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
are ordered to follow a squad of duergar to Overlake Hold for further questioning. From this point, the adventure can take different paths depending on how you want to proceed. Talk to the players
Lair”). The characters can continue to Overlake Hold and meet with Captain Errde Blackskull (see “Overlake Hold”). The drow scout Xalith approaches the Stone Guards, claiming the characters as escaped
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
her out of the circle. Nadia relishes any opportunity to fight and kill, and she hurls herself and her forces into battle without a second thought. 20c. Arch Gate to Level 6 This hallway has three
alcoves: The two southernmost alcoves contain secret doors to areas 20b and 20d, respectively. The alcove to the north has an arch embedded in its back wall. Carved into the arch’s keystone is an image of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Adventure Conflict A premise can be a good starting point, but before you can turn it into an adventure, it needs a conflict worthy of the heroes’ attention. The conflict might be driven by a single
.” It might also involve a rival or a villain hoping to plunder the dungeon first, a rumbling volcano threatening to erupt and bury the dungeon, or two rival families claiming ownership of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Adventure Conflict A premise can be a good starting point, but before you can turn it into an adventure, it needs a conflict worthy of the heroes’ attention. The conflict might be driven by a single
.” It might also involve a rival or a villain hoping to plunder the dungeon first, a rumbling volcano threatening to erupt and bury the dungeon, or two rival families claiming ownership of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
her out of the circle. Nadia relishes any opportunity to fight and kill, and she hurls herself and her forces into battle without a second thought. 20c. Arch Gate to Level 6 This hallway has three
alcoves: The two southernmost alcoves contain secret doors to areas 20b and 20d, respectively. The alcove to the north has an arch embedded in its back wall. Carved into the arch’s keystone is an image of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
doors are unlocked and push open to reveal a dark, dusty room strewn with treasure accumulated by the dragon (see “Treasure” below). Arch Gate to Level 6. A door in the northeast corner leads to a
smaller chamber with an arch gate set into the back wall (see “Gates”). The arch is engraved with images of dancing dwarves. The rules of this gate are as follows: Standing within 5 feet of the arch and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
doors are unlocked and push open to reveal a dark, dusty room strewn with treasure accumulated by the dragon (see “Treasure” below). Arch Gate to Level 6. A door in the northeast corner leads to a
smaller chamber with an arch gate set into the back wall (see “Gates”). The arch is engraved with images of dancing dwarves. The rules of this gate are as follows: Standing within 5 feet of the arch and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
unclean pots and filthy pans.
Arch. Set into the west wall is a stone arch decorated with inlaid images of dancing goblins. Carved into the arch’s keystone is the letter D.
The giant badger fights
12), but the “scary red metal wearers” recently set the forest on fire. The combination to Zox’s iron safe is “prairie dog, wombat, badger, armadillo, wombat.” Arch Gate to Level 6. The arch embedded
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
unclean pots and filthy pans.
Arch. Set into the west wall is a stone arch decorated with inlaid images of dancing goblins. Carved into the arch’s keystone is the letter D.
The giant badger fights
12), but the “scary red metal wearers” recently set the forest on fire. The combination to Zox’s iron safe is “prairie dog, wombat, badger, armadillo, wombat.” Arch Gate to Level 6. The arch embedded
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
only if they are subsequently threatened. 2b. Arch Gate to Level 6 A stone arch is embedded in the west wall of this 10-foot-high cave, just around the corner from the entrance tunnel. The arch is one of
identical gate located there. 2c. Amoral Dilemma Monsters. At the north end of the cave, five male drow elite warriors are holding eleven troglodyte young (Small noncombatants) at sword point. A male
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
only if they are subsequently threatened. 2b. Arch Gate to Level 6 A stone arch is embedded in the west wall of this 10-foot-high cave, just around the corner from the entrance tunnel. The arch is one of
identical gate located there. 2c. Amoral Dilemma Monsters. At the north end of the cave, five male drow elite warriors are holding eleven troglodyte young (Small noncombatants) at sword point. A male
Compendium
- Sources->Dungeons & Dragons->Monster Manual
menaces such communities.
Oni Troubles 1d4 The Oni Torments People By...
1 Charming people to perform nasty tricks.
2 Claiming a bridge, gate, shrine, or trail and trying to eat
Regeneration. The oni regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.
Actions
Multiattack. The oni makes two Claw or Nightmare Ray attacks. It can
Compendium
- Sources->Dungeons & Dragons->Monster Manual
menaces such communities.
Oni Troubles 1d4 The Oni Torments People By...
1 Charming people to perform nasty tricks.
2 Claiming a bridge, gate, shrine, or trail and trying to eat
Regeneration. The oni regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.
Actions
Multiattack. The oni makes two Claw or Nightmare Ray attacks. It can
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power
restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn. Otherworldly Wings Starting at 14th level
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power
restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn. Otherworldly Wings Starting at 14th level
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
creature that starts its turn within 20 feet of the pillar regains 1d6 hit points. If this effect restores a wounded creature to its hit point maximum, the creature must succeed on a DC 15 Constitution
that connects with the Augmentation Chambers. Beyond the secret door to the east is a gate that offers access to the Blood Pools. 68. Arch of Blades A large archway of worked stone stands at the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
creature that starts its turn within 20 feet of the pillar regains 1d6 hit points. If this effect restores a wounded creature to its hit point maximum, the creature must succeed on a DC 15 Constitution
that connects with the Augmentation Chambers. Beyond the secret door to the east is a gate that offers access to the Blood Pools. 68. Arch of Blades A large archway of worked stone stands at the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is out surveying damaged sections of the city. Merchants and crafters who confront the priestess, claiming to have lost everything in Demogorgon’s attack, are banished to the Braelyn. Locals driven mad
by the demonic invasion are brought before the priestess and put to death. If the characters approach the priestess claiming to have vital information about the demon attack, they can, with a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is out surveying damaged sections of the city. Merchants and crafters who confront the priestess, claiming to have lost everything in Demogorgon’s attack, are banished to the Braelyn. Locals driven mad
by the demonic invasion are brought before the priestess and put to death. If the characters approach the priestess claiming to have vital information about the demon attack, they can, with a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
attacking my son!” This kicks off a fresh bout of arguing, with Lamai claiming she saw Gammon steal the onions (which is true). Gammon accuses Lamai of first stealing the onions from their seafood cart and
this point, the party can choose to ally with one or the other for a 100-gp reward and a lifetime supply of free meals at their employer’s cart. The request from either vendor is the same: investigate
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
attacking my son!” This kicks off a fresh bout of arguing, with Lamai claiming she saw Gammon steal the onions (which is true). Gammon accuses Lamai of first stealing the onions from their seafood cart and
this point, the party can choose to ally with one or the other for a 100-gp reward and a lifetime supply of free meals at their employer’s cart. The request from either vendor is the same: investigate
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
explanation is that some folk are born with an overabundance of curiosity. Some say that Arvoreen or Brandobaris is responsible for urging them on, and others point to the stories told by the elders that
into the world involves risking one’s life or claiming great riches. An adventure for a halfling could mean traveling with a caravan, sneaking on board a tall ship, serving as a messenger for a lord, or
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
explanation is that some folk are born with an overabundance of curiosity. Some say that Arvoreen or Brandobaris is responsible for urging them on, and others point to the stories told by the elders that
into the world involves risking one’s life or claiming great riches. An adventure for a halfling could mean traveling with a caravan, sneaking on board a tall ship, serving as a messenger for a lord, or
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Arch Seraphs. Before the Pact of the Sacred Land united them, each province was its own territory or kingdom. Some were ruled by a noble house whose descendants still govern to this day, now bearing the
. Local gossip suggests that strange events surround Sylvanna, with some claiming she is cursed. Her father's elven steward, Edwardine Evrétte, oversees Sylvana's governance until she comes of age