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Returning 35 results for 'promised act and his crushing'.
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promises act and his crouching
promise act and his crossing
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promise act and his cresting
Monsters
Spelljammer: Adventures in Space
sleep.Multiattack. The zodar makes two Crushing Fist attacks. Before or after these attacks, the zodar uses Forced Teleport.
Crushing Fist. Melee Weapon Attack: +15;{"diceNotation":"1d20+15","rollType":"to hit
","rollAction":"Crushing Fist"} to hit, reach 5 ft., one target. Hit: 21 (2d10 + 10);{"diceNotation":"2d10+10","rollType":"damage","rollAction":"Crushing Fist","rollDamageType":"force"} force damage
Species
Eberron: Rising from the Last War
Sovereigns and Firstborn, grant me the four blessings promised to our people: dominion over the air, dominion over the water, fortune for my family, and fortune for my future.
—From the Oath
family or business—its private island enclave, Stormhome, is the closest thing they have to a homeland. Baron Esravash is ambitious and often steers the house to act in what he sees as the
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the
doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit
Monsters
Quests from the Infinite Staircase
underside. Maschin-i-bozorgs typically act as guardians and sentries, tirelessly patrolling the sites they’re assigned to protect. Each machine obeys the commands of its creator.
A machin-i-bozorg
unoccupied space out of the maschin-i-bozorg’s path. On a failed save, the creature takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Crushing Stride", "rollDamageType
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the
doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the
doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the
doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the
doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the trapper isn’t part of the floor, wall, or ceiling.
Spider Climb. The trapper can climb
territory. It remains motionless as it waits for prey to come close. When a target is within its reach, it peels itself away from the surface and wraps around its prey, crushing, smothering, and then
monsters
abomination at its destination space. Failure: 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Corrosive Teleport", "rollDamageType":"Acid"} Acid damage. Success: Half damage.
Crushing
. Failure: 15 (2d10 + 4);{"diceNotation":"2d10+4", "rollType":"damage", "rollAction":"Crushing Leap", "rollDamageType":"Bludgeoning"} Bludgeoning damage, and the target has the Prone condition. Success
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Scaladar Foremost among the constructs that occupy Trobriand’s Graveyard are the scaladar (see appendix A). Resembling massive scorpions with crushing claws and electrified stingers, scaladar act autonomously until forced to obey the commands of a creature that wears one of Trobriand’s metal control rings.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Scaladar Foremost among the constructs that occupy Trobriand’s Graveyard are the scaladar (see appendix A). Resembling massive scorpions with crushing claws and electrified stingers, scaladar act autonomously until forced to obey the commands of a creature that wears one of Trobriand’s metal control rings.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
opening and then act to exploit it. This philosophy of pragmatism and opportunism means that the Crushing Wave is the most mercenary of the four elemental cults. Water cultists eagerly seek out rich
Cult of the Crushing Wave Cultists of the Crushing Wave worship the awesome power of water, from the surging tides and deadly maelstroms of the sea to the raging torrents of rivers in flood and the
Goblin
Legacy
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Species
Volo's Guide to Monsters
new leader can act as the real boss. If the creature brushes aside such manipulation, the tribe falls into line behind the new tyrant—better to abide the new rule than conspire against it and be
that slavishly obey its orders.
Booyahg Slave. This goblin warlock serves a patron who can extract payment in flesh if the goblin doesn’t do as promised. Often this patron is a coven of hags
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
opening and then act to exploit it. This philosophy of pragmatism and opportunism means that the Crushing Wave is the most mercenary of the four elemental cults. Water cultists eagerly seek out rich
Cult of the Crushing Wave Cultists of the Crushing Wave worship the awesome power of water, from the surging tides and deadly maelstroms of the sea to the raging torrents of rivers in flood and the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
themselves superior to her, and she stops at nothing to make them see her as a figure to be feared and respected. Vanifer was born and raised in the crushing poverty of Calimport’s poorest quarters, armed
Flame cultists detest the followers of the Crushing Wave. They see the water cultists as slippery and untrustworthy, perhaps even cowardly — after all, the Crushing Wave retreats quickly from opposition
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
themselves superior to her, and she stops at nothing to make them see her as a figure to be feared and respected. Vanifer was born and raised in the crushing poverty of Calimport’s poorest quarters, armed
Flame cultists detest the followers of the Crushing Wave. They see the water cultists as slippery and untrustworthy, perhaps even cowardly — after all, the Crushing Wave retreats quickly from opposition
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the gaze of the monsters’ eerie, multifaceted eyes, which can cause others to act irrationally and even lash out at their allies. Umber hulks typically lurk in tunnels they’ve burrowed alongside other
each other’s territories. Umber hulks focus on finding food and crushing intruders. They have little interest in allying with other creatures, but manipulative inhabitants of the Underdark, such as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is currently in the up position and has the word “Crush” inscribed above it. Moving this lever to the down position causes the pit’s east and west walls to close together, crushing anything between
: The gate opens for 1 minute when a gemstone worth at least 100 gp is placed in the dragon’s mouth. This act causes the mouth to animate, chomp down on the gem, and destroy it. Characters must be 7th
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is currently in the up position and has the word “Crush” inscribed above it. Moving this lever to the down position causes the pit’s east and west walls to close together, crushing anything between
: The gate opens for 1 minute when a gemstone worth at least 100 gp is placed in the dragon’s mouth. This act causes the mouth to animate, chomp down on the gem, and destroy it. Characters must be 7th
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the gaze of the monsters’ eerie, multifaceted eyes, which can cause others to act irrationally and even lash out at their allies. Umber hulks typically lurk in tunnels they’ve burrowed alongside other
each other’s territories. Umber hulks focus on finding food and crushing intruders. They have little interest in allying with other creatures, but manipulative inhabitants of the Underdark, such as
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
or all of the four bandits standing on the wall. They pay no attention to people inside the walls who act like they’re supposed to be there. Bluff. A steep bluff of earth and loose rock on the eastern
random encounter occurs. To determine the encounter, roll a d6 and consult the following table: d6 Encounter 1 1d3 commoners (see area K17) 2 1d4 bandits (see area K8) 3 1d3 Crushing Wave reavers
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
or all of the four bandits standing on the wall. They pay no attention to people inside the walls who act like they’re supposed to be there. Bluff. A steep bluff of earth and loose rock on the eastern
random encounter occurs. To determine the encounter, roll a d6 and consult the following table: d6 Encounter 1 1d3 commoners (see area K17) 2 1d4 bandits (see area K8) 3 1d3 Crushing Wave reavers
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. Some of them believe that, by doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion
greatwyrms’ ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. Some of them believe that, by doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion
greatwyrms’ ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, it peels itself away from the surface and wraps around its prey, crushing, smothering, and then digesting it. Only a scattering of bones, metal, treasure, and other indigestible bits is left behind. A
advantage on its initiative roll. Moreover, if a creature hasn’t observed the trapper move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the trapper isn’t
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
motley humans saunter into the tavern. The leader is a brawny man with a cloudy right eye, a cruel sneer, and a pirate’s swagger. The others are an unsavory, rowdy bunch who act as if they own the place
genuine — the NPC accepts the bribe, rolls initiative, and joins the fray on its next turn, siding with the characters until the fight ends. The check is made with advantage if the promised payment
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
motley humans saunter into the tavern. The leader is a brawny man with a cloudy right eye, a cruel sneer, and a pirate’s swagger. The others are an unsavory, rowdy bunch who act as if they own the place
genuine — the NPC accepts the bribe, rolls initiative, and joins the fray on its next turn, siding with the characters until the fight ends. The check is made with advantage if the promised payment
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Maschin-i-bozorgs typically act as guardians and sentries, tirelessly patrolling the sites they’re assigned to protect. Each machine obeys the commands of its creator. A machin-i-bozorg can roll over its
in that area must make a DC 16 Constitution saving throw, taking 28 (8d6) fire damage on a failed save or half as much damage on a successful one.
Bonus Actions
Crushing Stride. The maschin-i
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, it peels itself away from the surface and wraps around its prey, crushing, smothering, and then digesting it. Only a scattering of bones, metal, treasure, and other indigestible bits is left behind. A
advantage on its initiative roll. Moreover, if a creature hasn’t observed the trapper move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the trapper isn’t
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Maschin-i-bozorgs typically act as guardians and sentries, tirelessly patrolling the sites they’re assigned to protect. Each machine obeys the commands of its creator. A machin-i-bozorg can roll over its
in that area must make a DC 16 Constitution saving throw, taking 28 (8d6) fire damage on a failed save or half as much damage on a successful one.
Bonus Actions
Crushing Stride. The maschin-i
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they
Eternal Flame followers, but also find them maddeningly inconstant. Black Earth cultists ally most often with the Crushing Wave, since they admire the patience and pragmatism of the water cultists.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they
Eternal Flame followers, but also find them maddeningly inconstant. Black Earth cultists ally most often with the Crushing Wave, since they admire the patience and pragmatism of the water cultists.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of an old mystic with brown skin and white hair, who promised to teach her all she desired to know — a vision of Yan-C-Bin, the Prince of Evil Air. Aerisi turned her study to elemental air, learning
Hatred cult and its achievements. Followers of the Crushing Wave are more flexible and inventive, but they are crass mercenaries and likewise too pragmatic to appreciate the finer points of the air cult’s
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of an old mystic with brown skin and white hair, who promised to teach her all she desired to know — a vision of Yan-C-Bin, the Prince of Evil Air. Aerisi turned her study to elemental air, learning
Hatred cult and its achievements. Followers of the Crushing Wave are more flexible and inventive, but they are crass mercenaries and likewise too pragmatic to appreciate the finer points of the air cult’s