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Returning 35 results for 'priests alien and his casting'.
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Monsters
Guildmasters’ Guide to Ravnica
quarterstaff and casts one of its spells with a casting time of 1 action.
Quarterstaff. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Quarterstaff"} to hit, reach 5 ft
, with little grasp of metaphor or nuance.
The death priests occupy the highest roles in kraul society. They lead the buzzing chants of the kraul rites. Their inscrutable clicks and buzzing can summon
Magic Items
Waterdeep: Dragon Heist
Items” in chapter 7 of the Dungeon Master’s Guide).
Personality. The Stone of Golorr has an alien intellect that is both domineering and hungry for knowledge. It thinks of itself as an
damage. Casting an antipathy/sympathy spell on the stone destroys it if the antipathy effect is selected and the spell is directed to repel aberrations. When the spell is cast in this way, the stone
Monsters
Fizban's Treasury of Dragons
A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.
6
An amethyst dragon wyrmling is actually
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Monsters
Fizban's Treasury of Dragons
before swapping back.
5
A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.
6
An amethyst
the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
after the table to determine related details and story hooks. Island Theme d6 Theme 1 Alien 2 Cursed 3 Hostile 4 Sanctum 5 Welcoming 6 Wild Alien Alien islands are inhabited by isolated creatures
of the island might speak, read, and write a language all their own. Alien Island Leader d4 Leader 1 Aboleth 2 Beholder 3 Death slaad 4 Kraken Alien Island Inhabitants d6 Inhabitants 1 1d6
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
after the table to determine related details and story hooks. Island Theme d6 Theme 1 Alien 2 Cursed 3 Hostile 4 Sanctum 5 Welcoming 6 Wild Alien Alien islands are inhabited by isolated creatures
of the island might speak, read, and write a language all their own. Alien Island Leader d4 Leader 1 Aboleth 2 Beholder 3 Death slaad 4 Kraken Alien Island Inhabitants d6 Inhabitants 1 1d6
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
remain protective of the area. If the characters want to proceed into area 10 without angering the kraken priests, they must succeed on DC 15 Charisma (Persuasion) check and promise not to harm Fhenimore
, one of the kraken priests triggers the ballistae trap, firing both siege weapons simultaneously, while the other casts Evard’s black tentacles, effectively blocking off the entrance to area 10. On the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
remain protective of the area. If the characters want to proceed into area 10 without angering the kraken priests, they must succeed on DC 15 Charisma (Persuasion) check and promise not to harm Fhenimore
, one of the kraken priests triggers the ballistae trap, firing both siege weapons simultaneously, while the other casts Evard’s black tentacles, effectively blocking off the entrance to area 10. On the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
types, which have no rules of their own. Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world
satyrs. Fiends are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
sphinx’s test are bound to that test unto death, and only those worthy will survive it. The rest the sphinx destroys. Some sphinxes are high priests of the gods that create them, but most are simply
access extraplanar realms. A conversation with a sphinx that begins between tumbled stone walls might suddenly shift to an alien locale, such as a life-sized game board or a daunting cliff that must be
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
types, which have no rules of their own. Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world
satyrs. Fiends are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
sphinx’s test are bound to that test unto death, and only those worthy will survive it. The rest the sphinx destroys. Some sphinxes are high priests of the gods that create them, but most are simply
access extraplanar realms. A conversation with a sphinx that begins between tumbled stone walls might suddenly shift to an alien locale, such as a life-sized game board or a daunting cliff that must be
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
rest and recuperate on their journeys. Even during the dark times when Helm ceased showing signs to his faithful, the priests and people at Helm’s Hold kept their doors open and their eyes on the road
corrupting influences of alien planes. Javen says he was ruminating on this when he received a sign of Helm’s return. In the main chapel, the faithful had erected a new symbol of Helm after the last had
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
rest and recuperate on their journeys. Even during the dark times when Helm ceased showing signs to his faithful, the priests and people at Helm’s Hold kept their doors open and their eyes on the road
corrupting influences of alien planes. Javen says he was ruminating on this when he received a sign of Helm’s return. In the main chapel, the faithful had erected a new symbol of Helm after the last had
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Kraul Death Priest The death priests occupy the highest roles in kraul society. They lead the buzzing chants of the kraul rites. Their inscrutable clicks and buzzing can summon crippling necromantic
spells with a casting time of 1 action.
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if used with two hands.
MATHIAS KOLLROS
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Kraul Death Priest The death priests occupy the highest roles in kraul society. They lead the buzzing chants of the kraul rites. Their inscrutable clicks and buzzing can summon crippling necromantic
spells with a casting time of 1 action.
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if used with two hands.
MATHIAS KOLLROS
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
blessings to use as they see fit in service to him. Purphoros is eccentric, however, and he could suddenly appear to hand down commands to his champions after months or years of silence. Priests, other
themes of freedom, self-expression, and passion, casting the adventurers as brave rebels fighting against tyranny and convention. Purphoros’s champions come from many walks of life, but they are
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
blessings to use as they see fit in service to him. Purphoros is eccentric, however, and he could suddenly appear to hand down commands to his champions after months or years of silence. Priests, other
themes of freedom, self-expression, and passion, casting the adventurers as brave rebels fighting against tyranny and convention. Purphoros’s champions come from many walks of life, but they are
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, which have no rules of their own. Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature’s alien mind rather than the mystical forces of the world
demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, which have no rules of their own. Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature’s alien mind rather than the mystical forces of the world
demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
for help, which comes forth in 1d4 days. If it occurs to none of the characters, an NPC suggests that the party visit the House of Inspired Hands to see whether the priests of Gond know a way to find it
shop and residence.) OBTAINING THE STONE OF GOLORR
The Stone of Golorr possesses an intelligent, alien intellect and has enough prescience to realize that the characters are destined to find it. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
for help, which comes forth in 1d4 days. If it occurs to none of the characters, an NPC suggests that the party visit the House of Inspired Hands to see whether the priests of Gond know a way to find it
shop and residence.) OBTAINING THE STONE OF GOLORR
The Stone of Golorr possesses an intelligent, alien intellect and has enough prescience to realize that the characters are destined to find it. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
they wait for priests to attend to their needs.
Situated in the Garden Quarter, this temple is dedicated to Fharlanghn, a god favored by travelers and mercenaries. The Priests who staff the temple
: Adventurers Wanted. The priests keep tabs on threats in the region around the city. They’re paying close attention to rumors of dragon activity in the nearby Cairn Hills, and they’re looking to hire
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
westernmost of the great poleis of old, it became associated with sunset, and therefore, with Heliod. A magnificent shrine to the sun god rose within the polis, and its priests, a group known as the Triarchy
Olantin, shattering the city and casting its ruins into the depths of the sea.
Underwater Adventures d12 Plot
1 Seek aid or advice from the eldest member of an aquatic species—such as the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. The tale ends in tragedy, as Kytheon was struck down along with his friends. Only the high priests of Erebos, however, know that Kytheon’s soul isn’t in the Underworld, having somehow escaped right
casting a shadow in the sun’s first light. Followers of Erebos say that this tale is self-refuting. Before there ever was a sun, the entire world stood in shadow, and the shadow was Erebos—elder to Heliod
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. The tale ends in tragedy, as Kytheon was struck down along with his friends. Only the high priests of Erebos, however, know that Kytheon’s soul isn’t in the Underworld, having somehow escaped right
casting a shadow in the sun’s first light. Followers of Erebos say that this tale is self-refuting. Before there ever was a sun, the entire world stood in shadow, and the shadow was Erebos—elder to Heliod
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
they wait for priests to attend to their needs.
Situated in the Garden Quarter, this temple is dedicated to Fharlanghn, a god favored by travelers and mercenaries. The Priests who staff the temple
: Adventurers Wanted. The priests keep tabs on threats in the region around the city. They’re paying close attention to rumors of dragon activity in the nearby Cairn Hills, and they’re looking to hire
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
westernmost of the great poleis of old, it became associated with sunset, and therefore, with Heliod. A magnificent shrine to the sun god rose within the polis, and its priests, a group known as the Triarchy
Olantin, shattering the city and casting its ruins into the depths of the sea.
Underwater Adventures d12 Plot
1 Seek aid or advice from the eldest member of an aquatic species—such as the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and crew to fend for themselves. Mind flayers constructed the Scavenger to resemble a giant cuttlefish. Its hull is made of an alien resin as hard as thick wood. Behind the ship’s tentacle-shaped
room contains a dining table, six stools, and a small iron stove. Cupboards built into the walls have been thrown open, their contents (utensils and dishware) scattered across the floor. Casting a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
ship crosses Jeklea Bay, it’s attacked by a group of Hostile sahuagin, including two Sahuagin Priests, six Sahuagin Warriors, and a Water Elemental. (Assume the ship’s crew stays out of the way of these
the end of the adventure, each character earns a bonus 1,000 XP. Destroying the Artifact. The Horns of the Beast can be destroyed only by dropping it in the River Oceanus, which flows through the Upper Planes (see chapter 6). A character can learn this by casting Identify on the Artifact.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
over the shrine are two arcanaloths named Aximus and Exekarus. These fiends use alter self spells to appear as duergar priests. Valtagar and the duergar under his command avoid the shrine, finding the
touches the shield becomes cursed with the flaw: “I take no joy or pleasure in anything.” This flaw supersedes any opposing flaw. Casting a remove curse spell or similar magic on the creature ends the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and crew to fend for themselves. Mind flayers constructed the Scavenger to resemble a giant cuttlefish. Its hull is made of an alien resin as hard as thick wood. Behind the ship’s tentacle-shaped
room contains a dining table, six stools, and a small iron stove. Cupboards built into the walls have been thrown open, their contents (utensils and dishware) scattered across the floor. Casting a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
ship crosses Jeklea Bay, it’s attacked by a group of Hostile sahuagin, including two Sahuagin Priests, six Sahuagin Warriors, and a Water Elemental. (Assume the ship’s crew stays out of the way of these
the end of the adventure, each character earns a bonus 1,000 XP. Destroying the Artifact. The Horns of the Beast can be destroyed only by dropping it in the River Oceanus, which flows through the Upper Planes (see chapter 6). A character can learn this by casting Identify on the Artifact.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the spell resists it and can’t be targeted by this effect again. On a failed save, the creature stands perfectly still and does nothing while the alien entity probes its mind for 1 hour. If a creature
cracks form along its surface, and the alien entity withdraws into its distant demiplane, never to return. As it withdraws, its dominate monster spells end. H32. Mirrored Cavern Every surface of this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
over the shrine are two arcanaloths named Aximus and Exekarus. These fiends use alter self spells to appear as duergar priests. Valtagar and the duergar under his command avoid the shrine, finding the
touches the shield becomes cursed with the flaw: “I take no joy or pleasure in anything.” This flaw supersedes any opposing flaw. Casting a remove curse spell or similar magic on the creature ends the