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Returning 11 results for 'some of rely delving visions'.
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Vampiric Mind Flayer
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monsters
Van Richten’s Guide to Ravenloft
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Unusual Nature. The mind flayer doesn’t require air, food, or sleep.Multiattack. The mind flayer makes
mental static of visceral visions. While these ravenous creatures are horrifying to behold, they unsettle none more than other mind flayer;mind flayers, which consider them abominations.Necrotic
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Gray Dwarves (Duergar) The gray dwarves, or duergar, live deep in the Underdark. After delving deeper than any other dwarves, they were enslaved by mind flayers for eons. Although they eventually won
rest. Intelligence is your spellcasting ability for these spells. Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
static of visceral visions. While these ravenous creatures are horrifying to behold, they unsettle none more than other mind flayers, which consider them abominations. Vampiric Mind Flayer
Medium Undead
Wisdom (Perception) checks that rely on sight.
Unusual Nature. The mind flayer doesn’t require air, food, or sleep.
Actions
Multiattack. The mind flayer makes two Claw attacks or one Claw attack
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
by sending them omens in the form of visions, dreams, and signs. As such, gnolls instinctively look for such omens to guide their activities, and they find them in many places. Among the signs that
gnolls rely on are the blood trails and spatters left behind after making a meal of an intelligent humanoid. They attach significance to a number of other phenomena as well, including the sight of arrows
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
that rely on sight. The eyestalks vanish after 1d4 days. 10 Bathing in the spring causes a creature’s voice to sound sinister. For the next 24 hours, the creature’s voice grants it advantage on Charisma
grant the creature advantage on Wisdom (Perception) checks that rely on hearing. The ears vanish after 1d4 days. 12 Bathing in the spring causes a creature to develop a third eye on its forehead. The eye
Magic Items
Infernal Machine Rebuild
feet of you over the previous hour.
You are distracted by voices and visions, forcing you to succeed on a Wisdom saving throw every 4 hours or gain one level of exhaustion.
15
You understand all
times. When you do, you must begin and end your teleportation in an area of shadow.
While in direct sunlight, you have disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, tongues
Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The giant makes two attacks with its morningstar.
Morningstar. Melee Weapon
. Those who don’t shrink from such visions or report them to priests of Thrym receive more of the same. If a frost giant comes to relish these dreams and nightmares, as some do, Vaprak sets a troll
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
” section), and has counter-bribed the militia that Dory has paid off, so that they ignore calls for help from the warehouse. No patrol ever arrives, forcing Mr. Dory to rely solely on his own guards and
can move about more easily. The skum that lurk in area D7 patrol the upper deck once every 30 minutes, but they mostly rely on the guards in area D5 to warn them of intruders. As the characters move
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
they dare to visit the surface world — at night, the better to avoid the glaring dreams and visions that would assail them during daylight. A stone giant that visits the surface for too long or is
delving into Ostorian ruins that have been sealed for millennia. The less obvious one is that certain portents, if confirmed to be true, would indeed bring about the return of Annam, upending the giants
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the Counting House — but anyone who succeeded would likely be set for life. Eastway Expeditions Eastway Expeditions used to buy dubious exploration and dungeon-delving gear on the cheap — often from
parchment. Pulling it carefully away reveals a prophetic scene rendered in bloody sap. These arboreal visions of the future are often cryptic, yet inevitably come to pass. As much as the city’s elite would
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
House — but anyone who succeeded would likely be set for life. Eastway Expeditions Eastway Expeditions used to buy dubious exploration and dungeon-delving gear on the cheap — often from hollow-eyed
sap. These arboreal visions of the future are often cryptic, yet inevitably come to pass. As much as the city’s elite would love to harness this power, anyone else attempting to peel the tree’s bark