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Returning 35 results for 'possess allow and his core'.
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Monsters
Dragonlance: Shadow of the Dragon Queen
at his core, the seneschal didn’t return as a skeletal knight but rather as an intangible spirit. Caradoc’s Undead form suits him well, allowing him to possess the living and use unwilling
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
fragments that make up the island’s core are also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair
classes
;possess self-control and cunning beyond most other Barbarians. When they allow their id to take control, their countenance turns monstrous and their bodies swell with the power of rage made physically manifest.
Lizardfolk
Legacy
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Species
Volo's Guide to Monsters
have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of
pleasurable creatures and things are ones that allow lizardfolk to assess more situations as benign rather than fearsome.
Cold and Calculating
Most humanoids describe cold-blooded people as lacking in
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Maintenance Shafts Rectangular shafts, labeled area 9 on map 17.2, allow detention drones to move throughout the sphere. Each shaft is protected by an iron grate, which has AC 19, 15 hit points, and
any other shaft entrance in the Donjon core in 1d4 minutes. Any creature other than a detention drone that attempts to travel from one shaft entrance to another must make a DC 20 Wisdom (Survival
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Maintenance Shafts Rectangular shafts, labeled area 9 on map 17.2, allow detention drones to move throughout the sphere. Each shaft is protected by an iron grate, which has AC 19, 15 hit points, and
any other shaft entrance in the Donjon core in 1d4 minutes. Any creature other than a detention drone that attempts to travel from one shaft entrance to another must make a DC 20 Wisdom (Survival
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
would ever allow the components they already possess to leave their sight, or that the characters are the first ones to have come across any missing components. If so, Lynx’s guide is powered by a
Updated Guides As written, the mechanical guides can safely teleport the characters to and from the specific adventure locations. If it fits with your campaign, you might opt to allow teleportation
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
would ever allow the components they already possess to leave their sight, or that the characters are the first ones to have come across any missing components. If so, Lynx’s guide is powered by a
Updated Guides As written, the mechanical guides can safely teleport the characters to and from the specific adventure locations. If it fits with your campaign, you might opt to allow teleportation
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
odds aren’t in their favor. A short retreat might be just the thing to reach a better tactical position, find allies, or to allow the yuan-ti the opportunity to study their opponents and
you’re roleplaying a yuan-ti, the following tables contain possible inspiration. They suggest characteristics that a yuan-ti might possess.
Yuan-ti Personality Traits
d8
Personality
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Running the Adventure A Xaryxian star moth jettisons one of many astral seeds while orbiting an unsuspecting world To run the adventure, you need the fifth edition core rulebooks (Player’s Handbook
of spelljamming vessels mentioned in the adventure and includes deck plans for each one. At your discretion, you can provide the players with a copy of the deck plans for whatever ship they’re sailing aboard and allow them to manage the ship’s activity during encounters.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Running the Adventure A Xaryxian star moth jettisons one of many astral seeds while orbiting an unsuspecting world To run the adventure, you need the fifth edition core rulebooks (Player’s Handbook
of spelljamming vessels mentioned in the adventure and includes deck plans for each one. At your discretion, you can provide the players with a copy of the deck plans for whatever ship they’re sailing aboard and allow them to manage the ship’s activity during encounters.
Compendium
- Sources->Dungeons & Dragons->Rrakkma
makes up this place. The stone walls allow the wind free reign here in the temple, and have littered the floor with sand, pebbles, and stones that kick up as the adventurers walk across them. Traps
using both abjuration and conjuration schools. If the characters possess this knowledge, a successful DC 20 Intelligence (Arcana or Investigation) check allows them to ascertain that either “the wind” rose up and killed the illithid, or an air elemental or something similar was responsible.
Compendium
- Sources->Dungeons & Dragons->Rrakkma
makes up this place. The stone walls allow the wind free reign here in the temple, and have littered the floor with sand, pebbles, and stones that kick up as the adventurers walk across them. Traps
using both abjuration and conjuration schools. If the characters possess this knowledge, a successful DC 20 Intelligence (Arcana or Investigation) check allows them to ascertain that either “the wind” rose up and killed the illithid, or an air elemental or something similar was responsible.
Orc
Legacy
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Species
Volo's Guide to Monsters
or less intact, the orcs leave themselves the option of returning to raid the community over and over.
When orcs fight elves, all of that changes. The enmity between the two races cuts to the core
inspiration. They suggest characteristics that an orc might possess.
Orc Personality Traits
d6
Personality Trait
1
I never relinquish my weapon.
2
I welcome any chance to prove my
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
built the circle. She demands tribute in the form of magical metal treasure to allow the characters to access the circle. She also accepts a fragment from the core of a supposedly inert runic colossus (see chapter 6).
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
built the circle. She demands tribute in the form of magical metal treasure to allow the characters to access the circle. She also accepts a fragment from the core of a supposedly inert runic colossus (see chapter 6).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
driven to the point of near tyranny, demanding that their workers toil ever harder. Some miners pocket gemstones they dig out, while others are drawn to possess things the adventurers are carrying
intelligent, telepathic gelatinous cube is something beyond their understanding. The characters have to convince the svirfneblin to allow their unusual companion inside, or tell it to remain outside
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
sessions with a committed alienist might allow a character to remember a forgotten event. By the same token, though, time spent with a duplicitous alienist might leave a character vulnerable to suggestion
adventures. As the characters encounter evidence of Bluetspur’s mind flayers, consider giving individuals access to information they shouldn’t logically possess or granting them advantage on rolls related
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
their previous lives, and their alignment changes to lawful evil. If a character pleased Zariel with their loyalty in life, she might allow them to keep their memories as she promotes them to an NPC
devil of your determination. Zariel’s Sword is Destroyed With no one to sway Zariel from her path to absolute damnation, Zariel demands that the characters give her the Sword of Zariel if they possess it
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
sessions with a committed alienist might allow a character to remember a forgotten event. By the same token, though, time spent with a duplicitous alienist might leave a character vulnerable to suggestion
adventures. As the characters encounter evidence of Bluetspur’s mind flayers, consider giving individuals access to information they shouldn’t logically possess or granting them advantage on rolls related
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
driven to the point of near tyranny, demanding that their workers toil ever harder. Some miners pocket gemstones they dig out, while others are drawn to possess things the adventurers are carrying
intelligent, telepathic gelatinous cube is something beyond their understanding. The characters have to convince the svirfneblin to allow their unusual companion inside, or tell it to remain outside
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
their previous lives, and their alignment changes to lawful evil. If a character pleased Zariel with their loyalty in life, she might allow them to keep their memories as she promotes them to an NPC
devil of your determination. Zariel’s Sword is Destroyed With no one to sway Zariel from her path to absolute damnation, Zariel demands that the characters give her the Sword of Zariel if they possess it
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
time on a turn or starts its turn there takes 55 (10d10) fire damage. Outer Walls The hold’s 20-foot-thick curtain walls are faced with blocks of carved basalt and filled with a rubble core. The walls
, with stone stairs along the inside walls leading between floors. Tower doors shown on the map allow access from ground level. All towers also have doors that open onto the walkways of adjoining curtain walls, as well as trapdoors that open onto the towers’ roofs.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
time on a turn or starts its turn there takes 55 (10d10) fire damage. Outer Walls The hold’s 20-foot-thick curtain walls are faced with blocks of carved basalt and filled with a rubble core. The walls
, with stone stairs along the inside walls leading between floors. Tower doors shown on the map allow access from ground level. All towers also have doors that open onto the walkways of adjoining curtain walls, as well as trapdoors that open onto the towers’ roofs.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
specific areas, as noted in their descriptions. Others possess a master key that opens all locked doors in the complex. As an action, a character can use thieves’ tools to try to open a locked door
guildhouse complex’s windows are boarded up (except the ones in area G21), but tiny cracks between the boards allow creatures to peer through. Prying away the boards is relatively easy, but doing so quietly requires a successful DC 13 Dexterity (Stealth) check.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
character who allows the possession forgoes the saving throw to resist the effect, and you can allow the player to continue running the character. While possessed, the character gains the following
possessed. His arrogance aside, Fidelio won’t possess a humanoid without its consent. If it can’t find a willing host, it offers to join the party on two conditions: the characters must seek out
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Sir Ursas’s Goal Ursas states that he seeks the missing components in order to complete his version of the Infernal Machine of Lum the Mad. When complete, the powerful artifact will allow him to
existing components of the Infernal Machine (either those the characters have brought to him, or those already in his possession) could allow time to be manipulated in some localized fashion within the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
payment. The Vistani claim to possess potions that allow them to leave Strahd’s domain, but the potions are false concoctions with no magical power. Nevertheless, the Vistani are willing to sell them for a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of Adar possess psychic powers, and treasures from Sarlona reflect this. A set of Sarlonan sending stones might take the form of crystals that allow telepathic communication. The rod of rulership
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of Adar possess psychic powers, and treasures from Sarlona reflect this. A set of Sarlonan sending stones might take the form of crystals that allow telepathic communication. The rod of rulership
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, you can cast this spell with them. Mist Traveler. When you enter the Mists intent on reaching a specific domain, you are treated as if you possess a Mist talisman keyed to that domain. To use this
trait, you must know the name of the domain you have chosen as your destination, but you don’t need to have previously visited that land. This trait doesn’t allow you to bypass domain borders closed by a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
payment. The Vistani claim to possess potions that allow them to leave Strahd’s domain, but the potions are false concoctions with no magical power. Nevertheless, the Vistani are willing to sell them for a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
specific areas, as noted in their descriptions. Others possess a master key that opens all locked doors in the complex. As an action, a character can use thieves’ tools to try to open a locked door
guildhouse complex’s windows are boarded up (except the ones in area G21), but tiny cracks between the boards allow creatures to peer through. Prying away the boards is relatively easy, but doing so quietly requires a successful DC 13 Dexterity (Stealth) check.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
character who allows the possession forgoes the saving throw to resist the effect, and you can allow the player to continue running the character. While possessed, the character gains the following
possessed. His arrogance aside, Fidelio won’t possess a humanoid without its consent. If it can’t find a willing host, it offers to join the party on two conditions: the characters must seek out
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Sir Ursas’s Goal Ursas states that he seeks the missing components in order to complete his version of the Infernal Machine of Lum the Mad. When complete, the powerful artifact will allow him to
existing components of the Infernal Machine (either those the characters have brought to him, or those already in his possession) could allow time to be manipulated in some localized fashion within the