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Returning 35 results for 'sing of refuse death vine'.
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Monsters
Strixhaven: A Curriculum of Chaos
talisman. When the benefits expire, the talisman crumbles to dust.Briar Vine. Melee Spell Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Briar Vine"} to hit, reach 15 ft., one
target. Hit: 7 (1d10 + 2);{"diceNotation":"1d10+2","rollType":"damage","rollAction":"Briar Vine","rollDamageType":"piercing"} piercing damage plus 9 (2d8);{"diceNotation":"2d8","rollType":"damage
Monsters
Vecna: Eve of Ruin
one Sapping Vine attack.
Poisonous Thorn. Melee or Ranged Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Poisonous Thorn"} to hit, reach 5 ft. or range 120 ft., one
the start of the dryad’s next turn.
Sapping Vine. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Sapping Vine"} to hit, reach 30 ft., one target. Hit: The
Monsters
Strixhaven: A Curriculum of Chaos
another ritual to bestow another talisman. When the benefits expire, the talisman crumbles to dust.Briar Vine. Melee Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Briar Vine
"} to hit, reach 15 ft., one target. Hit: 8 (1d10 + 3);{"diceNotation":"1d10+3","rollType":"damage","rollAction":"Briar Vine","rollDamageType":"piercing"} piercing damage plus 18 (4d8);{"diceNotation
Backgrounds
Guildmasters’ Guide to Ravnica
You are a member of a teeming horde — one small part of a sprawling organism. Just as you are part of the swarm, the swarm is part of a larger ecosystem, a never-ending cycle of life, death
Golgari, no fear of death or taboo about the dead, just a fierce affirmation of the cycle.
Skill Proficiencies: Nature, Survival
Tool Proficiencies: Poisoner’s kit
Languages
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
save DC 15):
2/day each: command, detect evil and good
1/day: wall of forceForesworn are the spirits of fallen Solamnic knights who attend to their duty long after death. Armed with spectral armor and
refuse to abandon their undead state until the duty they had in life is fulfilled. For example, a foresworn might be pledged to protect a family’s bloodline from harm or guard a dangerous artifact
Monsters
Guildmasters’ Guide to Ravnica
(3 slots): blight, giant insect, grasping vine
5th level (2 slots): cloudkill, insect plague
6th level (1 slot): circle of death, create undead
7th level (1 slot): finger of death, forcecage
Spore
monsters
", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage.
Face of Death (1/Day). Charisma Saving Throw: DC 19, each creature in a 60-foot Emanation originating from Lord Soth. Failure: 22 (4d10
);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Face of Death", "rollDamageType":"Psychic"} Psychic damage, and the creature has the Frightened condition. Success: Half damage only
Monsters
Curse of Strahd
black tentacles, polymorph
5th level (2 slots): cloudkill, geas, scrying
6th level (1 slot): programmed illusion, true seeing
7th level (1 slot): finger of death, mirage arcane
8th level (1 slot
Strahd’s true mother.
Other Mother. When Strahd was still a baby in his crib, Baba Lysaga cast protective spells on him and crept into his nursery on stormy nights to sing magical rhymes to him
monsters
", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage.
Face of Death (1/Day). Charisma Saving Throw: DC 19, each creature in a 60-foot Emanation originating from Lord Soth. Failure: 22 (4d10
);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Face of Death", "rollDamageType":"Psychic"} Psychic damage, and the creature has the Frightened condition. Success: Half damage only
Giff
Legacy
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Monsters
Mordenkainen’s Tome of Foes
of giff society is organized along military lines. From birth until death, every giff has a military rank. It must follow orders from those of superior rank, and it can give orders to those of lower
refuse to fight other giff, and will never agree to a contract unless it stipulates that they can sit out a battle rather than wage war against their kin. A giff prizes the reputation of its unit above its
Monsters
Planescape: Adventures in the Multiverse
primal evil power before other yugoloths or that they come from an epoch before the current manifestation of the planes. Baernaloths refuse to say, but most obsess over secrets and obscene lore regarding
hovering at death’s door.
The challenge rating of a baernaloth is 18 (20,000 XP) when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
heart of creation.
Breathe, dragons; sing now of Tiamat,
raging in battle with no hope of victory.
She would not flee or surrender,
fighting as death reached its cold claws toward her.
War
-bringers seized her and bound her,
snatched her from death, entombed her in torment—
Sealed in the darkness forever,
captive to gods laying claim to creation.
Breathe, dragons; sing of the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
raise their voices and join the chorus. Those who don’t risk meeting a terrible fate—strangers or those who refuse to sing are regularly discovered with inexplicably broken necks.
each day at twilight, a sourceless chorus drifts through the trees. The voices always sing the opening verses of the same song, but fade before it ends. Legends warn that any who hear the song should
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
mortal covenant That only ends with death And so we’ll sing of Elturel Until our final breath. Any character who has been to Elturel or who succeeds on a DC 15 Intelligence (History) check knows
sing a song of Elturel Of water, woods, and hill The sun dawns on her ruddy cliffs And fields green and still. This land of long-abiding joy Home of the strong and brave Renowned by all, across the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Behind her stand two creatures made entirely of dead vines. The druid and the vine blights fight to the death. Inside the cabinet is a key hanging on a loop of twine. The key unlocks the padlock on
vine blights and one druid (NE female human) are in the room unless they have been drawn elsewhere, If they are here, read: Three creatures are here. One appears human but is so caked with dirt and mud
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Most deadbark dryads would rather fight to the death than allow any intrusion into their homes. Deadbark dryads are most often found on Krynn, but occasionally they are found on other worlds where
Sapping Vine attack.
Poisonous Thorn. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 13 (4d4 + 3) piercing damage plus 10 (3d6) poison damage. If the
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Blood o’ the Vine Adventure for Level 6 Characters Situation. A discovery beneath the Blood of the Vine tavern in the village of Barovia has unleashed sinister magic, transforming the owners. Hook
. Disguised as a human, Urwin Martikov (Medium Wereraven; see chapter 5) of the Blue Water Inn in Vallaki hires the characters to investigate why the Blood of the Vine tavern in the village of Barovia
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Death Knight’s Soul The soul of the death knight Emberlost is bound into the dreadnaught’s bones. As a sentient, undead creature, Emberlost can see and talk through the skeletal figurehead (area D2
), his own corpse below deck (area D17), or the hellfire orb mounted on the mainmast (area D4). The death knight has Wisdom (Perception) modifier of +3 and a passive Wisdom (Perception) of 13. The death
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
, vine-draped gazebo flanked by palm trees. Cracked steps east of the gazebo rise to a landing in front of a set of doors carved to resemble a giant wave that parts in the middle.
Elevation markers on
tortle shells. Amid the refuse is a ring made of lapis lazuli (25 gp). The ring has a magical quirk that causes its wearer to experience a recurring nightmare after sleeping for more than 1 hour with
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Old City Three ancient, vine-covered ziggurats tower above this crumbling ward. The whole district is a juxtaposition of ancient and decaying (but still occupied) stone structures interspersed with
bystanders to become heroes in the city and earn favors from the merchant princes. 3. Refuse Pit An enormous sinkhole serves as the city’s garbage dump. Every type of refuse gets tossed here, up to and
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
lead them to a deadly location in the Mortuary, such as a crematorium. 3 A poshly dressed Duster wight asks the characters to help them write a eulogy that’s due in 10 minutes. 4 A friendly death dog
to expel a dybbuk† from a corpse. The exorcist asks the characters to help in dispatch the Fiend. 9 Two bards† in the Heralds of Dust approach the characters and sing a ballad honoring the dead. If the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
: Blight, Twig Blight, Vine Commoner Dryad Green Dragon Wyrmling Guard Mud Mephits Noble Priest Acolyte Scout Yuan-ti Malison (Type 1) Zombie Animals: Constrictor Snake Giant Centipede Giant Venomous Snake
Lightpurse Halfling traveling merchant Commoner (Small) “Village Green” Sunset-Is-Nigh Child of Death-at-Sunset Green Dragon Wyrmling L6
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
hexbloods (see chapter 1). Evasive locals refuse to say why.
3 Villagers harvest wings and chrysalises from caged moths, which are powdered and used to make “shift spice”—a pervasive ingredient in
lovingly carved door or mural depicts a woman’s face made of moth wings, watching over an explicitly detailed scene of butchery or surgery.
8 Villagers sing and dance in a circle around someone undergoing a ritual to have their left eye removed.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Daylight
Dispel Magic
Feign Death
Meld into Stone
Plant Growth
Protection from Energy
Sleet Storm
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level
Blight
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Control Water
Dominate Beast
Freedom of Movement
Giant Insect
Grasping Vine
Hallucinatory Terrain
Ice Storm
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
alley for this discussion, or they can duck into the Blood of the Vine, the village tavern, for a quiet conversation. Robson Michel Sarusanda Allester Sarusanda’s Mission Sarusanda’s initial
business they have at the house on the far side of the village. However the characters respond, Sarusanda says she is also going to the building. “The locals call it Death House,” she says. “Perhaps we
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
breach in the west wall leads to a dark cave heaped with refuse. Murky water covers most of the floor. Stairs lead up to dry stone ledges that hug the walls. In the middle of the room, more stairs rise
or lowering the nearby portcullis (see area 37). The hole in the west wall leads to a naturally formed alcove. The half-submerged pile of refuse that fills it is a shambling mound, which the cultists
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
horseback is imprisoned and sentenced to death.
4 Help a cult summon a fiend to combat an impending greater evil.
5 Defeat a violent hag who’s protected by everyone in town and called
“grandmother.”
6 Escape an estate after the residents adopt the party and refuse to let them leave.
7 Learn why the characters bear uncanny resemblances to the founders of an underground village.
8 Slay a dragon and, in so doing, prove a character is the prophesied chosen one.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
it and can refuse. The spirit of a dead creature has left the body and departed for the Outer Planes, and reviving the creature requires calling the spirit back. If the creature returns to life, the
revival effect determines the creature’s current Hit Points. Unless otherwise stated, the creature returns to life with any conditions, magical contagions, or curses that were affecting it at death if
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
it and can refuse. The spirit of a dead creature has left the body and departed for the Outer Planes, and reviving the creature requires calling the spirit back. If the creature returns to life, the
revival effect determines the creature’s current Hit Points. Unless otherwise stated, the creature returns to life with any conditions, magical contagions, or curses that were affecting it at death if
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
in the Ashen Grotto ask the characters to help them remove a rival faction claiming it for themselves. The friendly giants respect the grotto’s traditions and refuse to shed another giant’s blood
steal the bone first. Tide of Death Fleeing from a horde comprising hundreds of zombies (as well as creatures from the Death Giant Encounters or Giant Necropolis Encounters table in chapter 3), villagers
Magic Items
The Book of Many Things
unconscious condition, and must begin making death saving throws. Spells and other magical effects that restore hit points have no effect on you until you are stabilized. If you fail three death saving throws
bargained with; it keeps its side of any bargain it makes, though it might twist the wording of any agreement to suit its purposes. If attacked, or if negotiations fail and you refuse the Fiend’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
turn there makes a DC 12 Constitution saving throw, taking 5 (1d10) Poison damage on a failed save or half as much damage on a successful one. Creatures in the gas also have Disadvantage on Death
(4d10) at levels 5–10, 55 (10d10) at levels 11–16, and 99 (18d10) at levels 17–20. Vicious Vine Nuisance Hazard (Levels 1–4) Vicious vines are animated by magic. They often cling to doorways, archways
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
least 50 feet ahead of characters who do so. It attempts to lure creatures into area 7 and provoke a battle with the minotaurs. If the characters refuse to follow the will-o’-wisp, it turns invisible
and trails them instead, waiting until one or more characters are near death before attacking them in an attempt to finish them off. 2b. Broken Lute Hidden under the fog in this 10-foot-high alcove is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
lot of noise. Once combat starts, Zemk fights to the death. How Krentz reacts to the adventurers depends on how they treated him earlier. If they helped him, he gives them a chance to leave in peace
, but he fights alongside Zemk if they refuse to withdraw. If the duergar is killed, Krentz flees if he can or surrenders if he must. Neither Zemk nor Krentz carries any treasure. Both report to Grum’shar (see area Q7).
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
monuments, tombs, and pyramids of past golden ages litter Har’Akir. These countless tombs are interconnected, forming a vast, semi-hidden underground network called the Labyrinth. Akirran death rituals call
prefer to sing, dance, or play an instrument? What animal, hero, god, or past pharaoh is evoked in your favorite song? How do others feel about your performances?
How do the gods feature in your life