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Returning 18 results for 'see an immortals'.
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see an immortal
see an immoral
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
”). 4 Statecraft. You’re involved in national or international affairs (see “Head of State”). 5 Cryptic Mystery. The job is linked to the concerns of immortals (see “Immortal Being”). 6 Investigation
those descriptions to flesh out job opportunities available through your guild. Guild Adventures d10 Adventures 1 Crime. You have to break the law to administer justice or thwart a criminal act (see
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
”). 4 Statecraft. You’re involved in national or international affairs (see “Head of State”). 5 Cryptic Mystery. The job is linked to the concerns of immortals (see “Immortal Being”). 6 Investigation
those descriptions to flesh out job opportunities available through your guild. Guild Adventures d10 Adventures 1 Crime. You have to break the law to administer justice or thwart a criminal act (see
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Restrained condition until the grapple ends.
Mind Rot. Wisdom Saving Throw: DC 15, one creature the cultist can see within 90 feet. Failure: 27 (6d8) Psychic damage, and the target has the Poisoned
, apocalyptic prophecies, or immortals with power over death, such as Acererak, Kyuss, Orcus, Vecna, or Wee Jas. Death Cultist Medium or Small Humanoid, Neutral Evil
AC 17 Initiative +4 (14)
HP 127 (15d8
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
intention of becoming adventurers and desire no connection to the machinations of the immortals, but they get caught up in schemes and prophecies anyway. The Innocent might have been identified as a
patron. The Visionary might hear the patron’s voice in dreams, see waking visions that convey the immortal’s will, or interpret signs in accordance with prophecy. Different backgrounds might suggest
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Restrained condition until the grapple ends.
Mind Rot. Wisdom Saving Throw: DC 15, one creature the cultist can see within 90 feet. Failure: 27 (6d8) Psychic damage, and the target has the Poisoned
, apocalyptic prophecies, or immortals with power over death, such as Acererak, Kyuss, Orcus, Vecna, or Wee Jas. Death Cultist Medium or Small Humanoid, Neutral Evil
AC 17 Initiative +4 (14)
HP 127 (15d8
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
intention of becoming adventurers and desire no connection to the machinations of the immortals, but they get caught up in schemes and prophecies anyway. The Innocent might have been identified as a
patron. The Visionary might hear the patron’s voice in dreams, see waking visions that convey the immortal’s will, or interpret signs in accordance with prophecy. Different backgrounds might suggest
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Guide’s role would have dramatic effects on the living and the balance of power between Theros’s immortals. Adventurers caught in Athreos’s machinations have the potential to influence nothing less than
again and again, allowing it to see all of life and death so it might one day take his place. When this apprentice disappears, Athreos refuses to ferry any more souls until his student is returned
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Guide’s role would have dramatic effects on the living and the balance of power between Theros’s immortals. Adventurers caught in Athreos’s machinations have the potential to influence nothing less than
again and again, allowing it to see all of life and death so it might one day take his place. When this apprentice disappears, Athreos refuses to ferry any more souls until his student is returned
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
immortals who oppose him.
Despite passing up opportunities for godhood, Acererak attracts his fair share of followers and worshipers. He doesn’t grant spells, nor does he give his devotees much of his
an atropal adrift at the edge of the Negative Plane and built the Soulmonger to nourish it to godhood. The lich chose one of his tombs — specifically the Tomb of the Nine Gods on Toril — to serve as the atropal’s nursery.
For more information on Acererak, including his statistics, see appendix D.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
immortals who oppose him.
Despite passing up opportunities for godhood, Acererak attracts his fair share of followers and worshipers. He doesn’t grant spells, nor does he give his devotees much of his
an atropal adrift at the edge of the Negative Plane and built the Soulmonger to nourish it to godhood. The lich chose one of his tombs — specifically the Tomb of the Nine Gods on Toril — to serve as the atropal’s nursery.
For more information on Acererak, including his statistics, see appendix D.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
uses her trained sunflies to deliver the flasks to him. The night hag plans to take the souls to Hades, where he’ll transform them into larvae (see the Dungeon Master’s Guide) and sell them as
delicacies to deplorable immortals. The characters gradually discover this in the course of their investigation. Missing Saints Five lifelong residents of Excelsior have gone missing. Varrel and others can
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
uses her trained sunflies to deliver the flasks to him. The night hag plans to take the souls to Hades, where he’ll transform them into larvae (see the Dungeon Master’s Guide) and sell them as
delicacies to deplorable immortals. The characters gradually discover this in the course of their investigation. Missing Saints Five lifelong residents of Excelsior have gone missing. Varrel and others can
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
than to others of their own kind. On occasion, their hobgoblin leaders will see fit to equip the bugbear force with improved equipment, such as metal-tipped javelins in place of stone-tipped ones, or
demonstrate a particular talent for some facet of combat or subterfuge, the hobgoblins might separate them into squads that employ those skills to best effect (see the “Bugbear Special Forces” sidebar
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
than to others of their own kind. On occasion, their hobgoblin leaders will see fit to equip the bugbear force with improved equipment, such as metal-tipped javelins in place of stone-tipped ones, or
demonstrate a particular talent for some facet of combat or subterfuge, the hobgoblins might separate them into squads that employ those skills to best effect (see the “Bugbear Special Forces” sidebar
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Spawned by a God. Long ago, a deity of greed and strife perished in the battles among the immortals. Its body drifted through the Astral Plane, eventually becoming a petrified husk. This corpse
makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Spawned by a God. Long ago, a deity of greed and strife perished in the battles among the immortals. Its body drifted through the Astral Plane, eventually becoming a petrified husk. This corpse
makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
to the northeast connects to area P1. P3b: Supertemporal Arena All manner of strange immortals fill rows of seating inside a gigantic glass viewing sphere floating amid swirling energy. An
activated, creating a connection with area P1 (see the “Guards” section earlier in this chapter). On entering this area, read the following description: Colorful silks and mosaic patterns cover the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
to the northeast connects to area P1. P3b: Supertemporal Arena All manner of strange immortals fill rows of seating inside a gigantic glass viewing sphere floating amid swirling energy. An
activated, creating a connection with area P1 (see the “Guards” section earlier in this chapter). On entering this area, read the following description: Colorful silks and mosaic patterns cover the