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Returning 35 results for 'some of relatively defeat vision'.
Other Suggestions:
some of relatively deceit visions
Backgrounds
Sword Coast Adventurer's Guide
called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and maintains relatively good relations so that they can hire themselves out as warriors. Few city
never leave a friend behind.
3
My honor is my life.
4
I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.
5
Those who fight beside me are those
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion Defeating the prophet in the Temple of the Elder Elemental Eye (area F21) causes the two remaining elemental prophets to receive a vision of the defeated prophet’s final moments and the
final incantations of a summoning ritual they haven’t yet attempted. Each surviving prophet retreats into his or her respective elemental node and begins preparations to summon one of the four Prince of Elemental Evil. Any monsters in the fane remain until the characters defeat them.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. The dragon is using trickery to prevent the cult from doing anything too terrible and to draw possible allies to the temple to help him defeat the cult leader. Even as he sends the cult leader on
relatively harmless missions to steal goods, he whispers to the non-Undead members of the cult to undermine their loyalty to Xia. The gullible cultists are in disarray, and the characters’ arrival sets the stage for the final phase of Nezzarum’s plan.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
normal vision out to 30 feet. 2 Hearing and normal vision out to 60 feet. 3 Hearing and normal vision out to 120 feet. 4 Hearing and darkvision out to 120 feet. Alignment A sentient magic item has
defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.) 2 Bane: The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
damage is real. A character free of the vision can free another character from it by using an action to shake or slap them. If the characters defeat Hexacali, their last collective memory is of pinning
the naga down to be slain and raised as a bone naga. The vision then ends for all characters and can’t take hold of them again. 17c. Mirror Gate to Level 10 A wedge of dry land rises from the water to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the Talons are terrifying. Their numbers are relatively few, but they’re organized enough to oppress Lekar’s ragged survivors and enforce Drakov’s totalitarian laws. In the face of zombie hordes
, though, they’re fighting a losing battle against foes whose numbers only grow. And every time a Talon falls, Lekar’s final defeat grows closer. Talon soldiers use the guard stat block, while commanders
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hearing and standard vision out to 120 feet 4 Hearing and Darkvision out to 120 feet Sentient Item’s Special Purpose 1d10 Special Purpose 1 Aligned. The item seeks to defeat or destroy those of a
communicate telepathically with any creature that carries or wields it. Sentient Item’s Senses 1d4 Senses 1 Hearing and standard vision out to 30 feet 2 Hearing and standard vision out to 60 feet 3
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Castle Naerytar Over a century ago, a half-elf wizard built a castle at the edge of the Mere of Dead Men. He lived there a relatively short time before the growing swamp flowed past the castle on all
the mere, Rezmir created an uneasy alliance in the Mere of Dead Men and brought her vision into reality.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Castle Naerytar Over a century ago, a half-elf wizard built a castle at the edge of the Mere of Dead Men. He lived there a relatively short time before the growing swamp flowed past the castle on all
Naerytar an essential hub in the cult’s treasure-amassing activity in the North. Through diplomacy and intimidation, and by leveraging the influence of Voaraghamanthar with the monstrous creatures of the mere, Rezmir created an uneasy alliance in the Mere of Dead Men and brought her vision into reality.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Find a long-lost artifact that bestows oracular visions upon the user.
5 Defeat the champion of another god in a battle of wits (perhaps Phenax, Mogis, or Klothys).
6 Find and restore a
prophecies, potentially drawing in secrets of the other gods or of reality itself. It is relatively easy for a mortal to lose Keranos’s favor because the god is quick to anger and doesn’t suffer failure
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
might receive a vision; roll on the Visions of Ioun table below. Visions of Ioun 1d6 Vision 1 Minotaurs dig beneath the hill and build a temple to Bahamut and other gods. 2 Minotaurs clad in the
garb of a bestial cult summon demons and slay other minotaur priests in a horrific bloodbath. 3 Monks and knights travel to the hill and construct the abbey at its summit. 4 Knights defeat a hobgoblin
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
proximity to the secret continent. Its collections of artifacts and scholarly works about ancient Xen’drik and the Dhakaan Empire are unparalleled. In many ways, it lives up to the shining vision of
fortune through such questionable means. Allies. The academic world is relatively small, and people at any one university tend to have connections at others. You might parlay such relationships into
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. The follower of a god serves as an agent of that god in the world. The agent seeks to further the ideals of that god and defeat its rivals. While some folk might refuse to honor the gods, none can
world’s fate. The World Is Magical. Practitioners of magic are relatively few in number, but they leave evidence of their craft everywhere. The magic can be as innocuous and commonplace as a potion that
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
package.
6 A delirious street preacher has an apocalyptic vision concerning one of the player characters.
7 The PCs discover a bound-elemental explosive device in their quarters. They have
magical weapon.
4 Defeat a rival.
5 Open a planar portal.
6 Summon fiends or undead.
7 Overthrow a peer or superior.
8 Cause a riot in the Cogs.
9 Start a war
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
consists of cargo vessels delivering food and other supplies. Gardens The citadel’s gardens are trimmed and cultivated to represent an idyllic vision of Xaryndar’s forests. The greenery replenishes the
servants have dwellings in the low quarter. Here, too, are relatively cheap lodgings for visitors. Military Quarter Members of the imperial navy and the imperial guard maintain residences in the military
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
).
Visibility Vision is limited to 100 feet within the canyon because of the fog and night sky. The manticore, hippogriffs, and giant vultures know the canyon well enough to avoid running into the
the spire (area S11). The aarakocra in area V8 come to the characters’ aid in that event. If the characters defeat their attackers, surviving knights flee on hippogriffs and giant vultures. They lead
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
attacks won’t end until the adventurers delve deep into the Cogs and defeat Cavallah herself. The
Sharn Inquisitive
Monstrous Deception
Monsters are infiltrating our city! Though the Sharn Watch
powers in Sharn, or pursue ancient artifacts in the ruins below the city to keep them out of others’ hands. Dreamlily is relatively safe; dragon’s blood is not. Its effects are intentionally unpredictable
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, heavy rain obscures vision and creates quicksand pits (see “Environmental Effects” and “Hazards” in chapter 3). The front rank of the party might fall into a quicksand pit while two Giant Crocodiles
Contagions” in chapter 3). The Artifact can’t be removed from the character’s head until a Remove Curse spell is cast on the character. If the characters defeat Melchis and search him, they find a Bag of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
that other folk study, making them skilled in battle but relatively illiterate on the finer points of how and why their magic works. The Academy of Devastation believes that an academic approach to
ready to wield a deadly combination of unarmed fighting techniques and shadow magic to deceive and defeat her foes. She continues to spy on other hobgoblins, but is now also empowered to conduct
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
receive relatively cordial treatment from those other hags instead. Every hag has a particular status relative to others of her kind and to hags of all sorts, based on age, abilities, influence
purpose, such as to defeat a champion of good, to serve as oracles for the delivery of baleful prophecies, or to corrupt a pristine wilderness. In such a case, because the coven strives to bend its magic
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
by creatures it can catch in the open, including the travelers that enter and exit the place. On occasion, this state of (relatively) peaceful coexistence is shattered when a devious rival dragon with
reminisce over the defeat of a dragon, or weep as they recall the death of a beloved elder.
In contrast to clan gatherings, dwarves who drink alone invariably become morose and sullen — when
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
fills your mind, “Push through this vision. It only represents what Lulu wishes was true. We need to see more.”
Each character must make a DC 10 Intelligence saving throw. If one or more of the
.
“The devils!” hisses the hag’s disembodied voice. “You must defeat those devils!”
The characters must defend Lulu and Zariel from the six spined devils. At this point, the characters and the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements
. You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
which it was used to slay her. Not willing to destroy the weapon for fear of thwarting the first vision, she has kept the hilt hidden in an attempt to keep the second vision from coming to pass. Each
, saying that she has already seen their defeat written in their past and future. As you like, she can share key details from your campaign’s past to indicate that she has been watching the characters—and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Hostile toward all who approach. As an Influence action, a character can try to convince Armin that the characters are strong enough to defeat Sunset-Is-Nigh. The character makes a DC 13 Charisma
elf wearing gleaming plate mail and an empty scabbard. Vision of the Past. The first time a character stays in this area longer than 1 minute at night, the character must succeed on a DC 12 Wisdom
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the orb, the character touching the orb experiences a vivid vision of the target’s location and knows how far away it is and in what direction. Such insight, however, comes with a risk: a creature
that receives a vision must make a DC 20 Constitution saving throw. On a failed save, the creature takes 10 (3d6) piercing damage as one of its eyes is magically plucked from its socket and teleported
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
people. She was a strong leader with a vision for her people, and she dedicated her life to gathering them together and protecting them. Over time, she elevated to godhood those halflings who were the
to defeat a much larger foe. The elders know that the world outside is dangerous and that their kin must understand how to deal with those dangers. Stories about Arvoreen are told in such a way that
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Darkhold, and his vision for the revival of the organization was along military lines. After a time of recruitment and training, the Zhentarim emerged from Darkhold not as conquerers or as bullying
occupation in a relatively flat and defensible valley called Darkhold Vale. Darkhold Vale contains a small settlement of the same name, consisting mostly of shepherds who tend their flocks in the high
Magic Items
Infernal Machine Rebuild
Machine of Lum the Mad. Yet with Lum’s eventual defeat, his great machine was destroyed.
The Infernal Machine is a delicate, intricate, bulky, and heavy device, weighing some 5,500 pounds. It can
check or saving throw, you receive a grim vision of the DM’s determination, imposing disadvantage on your next attack roll, ability check, or saving throw.
53
As an action, you can become
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cost of their free will. The Cult of the Howling Hatred relies upon deception and trickery both to recruit its members and defeat its enemies. Even so, those that underestimate the air cult for their
Cult of the Black Earth, viewing its members as stubborn, unenlightened drones without vision or imagination. Feathergale Knight The Feathergale Knights are ambitious, wealthy folk from cities such
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
erupted thirty years ago. They use the zombie stat block. When they die, they leave a cloud of ash that lasts for 5 minutes but does not obscure vision.
U4: Druid’s Watch Post This small house is in
relatively good condition, although half of the tower’s roof is gone. A door leads into the cottage, and several arrow-slit windows are visible in the tower. You notice an eerie quiet in the area and a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
shrine is cursed, so they avoid it. However, Yokka had a vision of a treasure inside the shrine that could make him a great figure in his tribe, so he and his followers have spent the last tenday
trying to work up the courage to tackle the shrine’s traps. The arrival of adventurers is a great boon from Yokka’s point of view. If they defeat the shrine’s traps, he can simply take its treasure from
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
in this area. The furniture here is of similar construction to that seen in area H3, surviving for centuries in the relatively dry environment of the haven but eventually succumbing to rot. The room is
those masters long gone, the characters must now defeat the combined forces of the library’s guardians to claim the keys. Zyrian knows that the guardians are summoned when any damage-dealing spell is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
drawn to the spot by a vision. Because of his medusa curse and his possession of the elemental weapon, the other Black Earth cultists believe that he stands high in Ogrémoch’s favor and are fanatically
, Terran
Challenge 8 (3,900 XP), or 12 (8,400 XP) with lair actions
Earthen Defeat. When Marlos drops to 0 hit points, his body transforms into mud and collapses into a pool. Anything he is wearing
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Maze of Mists The second floor of the pyramid is the Maze of Mists: a vast, confounding maze designed to defeat clever intruders who bypass the false tomb by way of the offering bowl in area P4. Amun
mist confuses your faculties and sense of direction.
The mists heavily obscure vision and magically disorient those inside them. Such creatures lose all sense of distance and direction while in the