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Returning 35 results for 'presence accept and his cults'.
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presented access and his cult
preserve adept and his cult
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effects.Multiattack. The abishai makes one Bite attack and one Claw attack, and it can use Frightful Presence or Incite Fanaticism.
Bite. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit
", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"fire"} fire damage.
Frightful Presence. Each creature of the abishai’s choice that is within 120 feet and aware of the abishai
Classes
Tasha’s Cauldron of Everything
network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in
subversive. Be ever alert for their corruption.
Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.
Discipline. You
Classes
Tasha’s Cauldron of Everything
network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in
subversive. Be ever alert for their corruption.
Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.
Discipline. You
Baphomet
Legacy
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Monsters
Out of the Abyss
Presence. Each creature of Baphomet’s choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can
succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet’s Frightful Presence for the next 24 hours.Baphomet can take 3 legendary actions, choosing from the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attack. He also uses Frightful Presence.
Bite. Melee Weapon Attack: +17;{"diceNotation":"1d20+17", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10
", "rollDamageType":"force"} force damage.
Frightful Presence. Each creature of Baphomet’s choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one
of Haask, the Voice of Hargut
Haask’s Presence (1/Day). The cultist transforms into a Tiny, slug-like being and teleports onto the shoulder of a Humanoid that it can see within 30 feet of it
Backgrounds
Guildmasters’ Guide to Ravnica
their manners in your presence and avoid drawing your attention; they assume you have the right to be wherever you are. Showing your Azorius insignia gets you an audience with anyone you want to talk to
was traumatized by witnessing a crime as a child.
5
I’m incapable of deception.
6
I wish I had joined the Boros, but I fear they’d never accept me.
Contacts
The Azorius
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.
Cult of Atropus, the World Born Dead
Gaze of Corruption (Recharge 6
lasts for 1 minute, until the cultist is incapacitated or dies, or until the target is immersed in water.
Cult of Haask, the Voice of Hargut
Haask’s Presence (1/Day). The cultist
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has
.
Cult of Haask, the Voice of Hargut
Haask’s Presence (1/Day). The cultist transforms into a Tiny, slug-like being and teleports onto the shoulder of a Humanoid that it can see within 30
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has
.
Cult of Haask, the Voice of Hargut
Haask’s Presence (1/Day). The cultist transforms into a Tiny, slug-like being and teleports onto the shoulder of a Humanoid that it can see within 30 feet
Monsters
Mordenkainen Presents: Monsters of the Multiverse
who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.
Cult of Atropus, the World Born Dead
Gaze of Corruption (Recharge
turns. The effect lasts for 1 minute, until the cultist is incapacitated or dies, or until the target is immersed in water.
Cult of Haask, the Voice of Hargut
Haask’s Presence (1/Day). The
Monsters
Fizban's Treasury of Dragons
of the cosmic forces that emanate from the Outer Planes, studying the opposing tides of good and evil, chaos and order, so they can offer counsel to those with the wisdom to accept it.
Amethyst
dragon’s presence, and glow with a soft inner light. The older the dragon, the deeper the purple color of the crystals.
Amethyst Dragon Lair Features
The amethyst dragon lair shown in map 5.1
Monsters
Fizban's Treasury of Dragons
wisdom to accept it.
Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making
than a foot in diameter that extend six to ten feet from the interior stone surfaces of the lair. These crystals resonate with the dragon’s presence, and glow with a soft inner light. The older
classes
Rogues are at home in the shadows, slipping into the darkness to evade their enemies, strike down unsuspecting foes, or carry off great treasures. Some Rogues feel a strange presence when they slip
this offer are doomed to accept it, and they are doomed to regret it. Yet, the shadow chooses its partners carefully, knowing that those marked for its bargain can’t resist.
classes
Rogues are at home in the shadows, slipping into the darkness to evade their enemies, strike down unsuspecting foes, or carry off great treasures. Some Rogues feel a strange presence when they slip
this offer are doomed to accept it, and they are doomed to regret it. Yet, the shadow chooses its partners carefully, knowing that those marked for its bargain can’t resist.
monsters
she is worshiped. The dark young act as proxies for Shub-Niggurath, crawling from the darkness to accept sacrifices and devour the unwary. These creatures work beside cultists to spread their mother
;encourage” the cult to become more aggressive toward outsiders.
Corrupting Influence. The presence of a dark young shifts and warps the natural world. The plants in a 5-mile radius centered on
monsters
the darkness to accept sacrifices and devour the unwary. These creatures work beside cultists to spread their mother’s faith across the woods of the world. Luckily, they are quite rare
.
Corrupting Influence. The presence of a dark young shifts and warps the natural world. The plants in a 5-mile radius centered on its lair grow thick and verdant, creating natural barriers to dissuade explorers
Orc
Legacy
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Species
Volo's Guide to Monsters
, injury, or age) often join these cults instead of facing daily humiliation, exile, or death.
Serving as the bridge between the two parts of the tribe are the priestesses of Luthic, the orc goddess who
depths of the lair, and left for the followers of Yurtrus or Shargaas to accept or reject. A fully grown orc warrior is well prepared for a lifetime of combat.
Not all orc weaklings are taken by those
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Rooting Out Evil The characters might want to assault the four elemental temples as quickly as possible, but they also need to deal with the cults’ continuing efforts to corrupt and terrorize the
people of the Dessarin Valley. While the characters are busy smashing one temple, the other three cults can do great harm in the area. Between expeditions to Tyar-Besil, the characters would be well
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Rooting Out Evil The characters might want to assault the four elemental temples as quickly as possible, but they also need to deal with the cults’ continuing efforts to corrupt and terrorize the
people of the Dessarin Valley. While the characters are busy smashing one temple, the other three cults can do great harm in the area. Between expeditions to Tyar-Besil, the characters would be well
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who
with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who
with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who
, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies
Druid
Legacy
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Classes
Basic Rules (2014)
elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.
Druids are also concerned with the delicate ecological balance that sustains plant
and animal life, and the need for people to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who
, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
or Falaster Fisk recommends a more thorough search of the Vanthampur estate. As a Hellrider, Reya might be able to sense the presence of the celestial shield and urge the characters to retrieve it
Savikas at Candlekeep. If invited to join the characters on their journey to Candlekeep, Reya and Falaster readily accept. Falaster has a modest dwelling in Little Calimshan, a walled neighborhood in
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
or Falaster Fisk recommends a more thorough search of the Vanthampur estate. As a Hellrider, Reya might be able to sense the presence of the celestial shield and urge the characters to retrieve it
Savikas at Candlekeep. If invited to join the characters on their journey to Candlekeep, Reya and Falaster readily accept. Falaster has a modest dwelling in Little Calimshan, a walled neighborhood in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cultists valued secrecy above all else, but as their numbers grew and they established their strongholds, they turned their attention to expanding their hold on the Dessarin Valley. The presence of so
the adventure until the characters locate and clean out the four elemental cults in the Temple of Elemental Evil.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cultists valued secrecy above all else, but as their numbers grew and they established their strongholds, they turned their attention to expanding their hold on the Dessarin Valley. The presence of so
the adventure until the characters locate and clean out the four elemental cults in the Temple of Elemental Evil.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Divine Magic Sebastian Kowoll Divine magic may seem contingent on the presence of gods, deities, Arch Seraphs, and Arch Daemons, but it is much more nuanced and complex. Divine spellcasters believe
preached elsewhere. But while mortal minds can accept their own lives are fleeting and small, the need to believe in a greater story that gives purpose to existence fills the gaps in knowledge with faith.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Red Abishai Red abishais have no equals among the abishais when it comes to leadership ability and raw power. Red abishais lead other devils into battle or take charge of troublesome cults to ensure
Multiattack. The abishai makes one Bite attack and one Claw attack, and it can use Frightful Presence or Incite Fanaticism.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d10
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Red Abishai Red abishais have no equals among the abishais when it comes to leadership ability and raw power. Red abishais lead other devils into battle or take charge of troublesome cults to ensure
Multiattack. The abishai makes one Bite attack and one Claw attack, and it can use Frightful Presence or Incite Fanaticism.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d10
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
wounds. Or perhaps they slumbered in the aftermath of much devouring. The presence of the Kindred has returned to Etharis in more recent times. Abominations spawn from their dreams, and it’s feared
their names except the eldritch clerics who lead their cults. Their desires are truly unknowable. Their existence is an existential horror. Vraigoroth Kindred of Devouring A strange entity resembling
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
on two opposing deities or forces), mystery cults (involving personal devotion to a single deity, usually as part of a pantheon system), animistic religions (revering the spirits inherent in nature
. These are usually evil deities and enemies of the pantheon, such as the Greek Titans. These deities have cults of their own, attracting social outcasts and villains to their worship. These cults
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
on two opposing deities or forces), mystery cults (involving personal devotion to a single deity, usually as part of a pantheon system), animistic religions (revering the spirits inherent in nature
. These are usually evil deities and enemies of the pantheon, such as the Greek Titans. These deities have cults of their own, attracting social outcasts and villains to their worship. These cults