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Returning 35 results for 'spirits of runes devils vicious'.
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Monsters
Eberron: Rising from the Last War
(Psionics). The Inspired's spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: mage hand, vicious mockery
(see “Actions” below)
1/day each: charm person, dissonant whispers, hex, hold person, mage armorMultiattack. The Inspired makes two crysteel dagger attacks. It can replace one attack with vicious
Monsters
Eberron: Rising from the Last War
). The Inspired's spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: mage hand, vicious mockery (see “Actions
” below)
1/day each: charm person, dissonant whispers, hex, hold person, mage armorMultiattack. The Inspired makes two crysteel dagger attacks. It can replace one attack with vicious mockery.
Crysteel
Monsters
Eberron: Rising from the Last War
following spells, requiring no material components:
At will: mage hand, vicious mockery (see “Actions” below)
1/day each: charm person, dissonant whispers, hex, hold person, mage
armorMultiattack. The Inspired makes two crysteel dagger attacks. It can replace one attack with vicious mockery.
Crysteel Dagger. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
Monsters
Eberron: Rising from the Last War
components:
At will: mage hand, vicious mockery (see “Actions” below)
1/day each: charm person, dissonant whispers, hex, hold person, mage armorMultiattack. The Inspired makes two crysteel
dagger attacks. It can replace one attack with vicious mockery.
Crysteel Dagger. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Crysteel Dagger"} to hit, reach 5
Monsters
Bigby Presents: Glory of the Giants
combined their efforts to protect their ancient empire from a particularly vicious dragon. Stone and hill giants hewed a mighty form from living stone. Cloud and frost giants gathered rare metals, and
fire giants shaped them into flexible joints and plated armor. Storm giants inscribed runes into the inert form to give it the semblance of life. The fruit of these labors was an everlasting guardian
Monsters
Mythic Odysseys of Theros
continue to flock around the demon, offering fealty and squabbling for scraps.
Some foul souls can't let go of the miserable lives they had. Having been despicable in life, these spirits fester in death
of Theros doesn't require food, drink, or sleep.
FIENDS OF THEROS
On Theros, the term “demon” encompasses all fiends. The people of Theros might refer to “demons” or “devils” interchangeably
Monsters
Mythic Odysseys of Theros
’ greed to turn them against one another and their own best interests.
Some foul souls can’t let go of the miserable lives they had. Having been despicable in life, these spirits fester in
” or “devils” interchangeably, having no understanding of the difference between fiendish species or distant nightmarish planes. A pit fiend might be interpreted by Theros’s
Monsters
Mythic Odysseys of Theros
miserable lives they had. Having been despicable in life, these spirits fester in death. The worst of these hateful dead, through ages of bitterness, gradually transform into fiends, the tormentors of
” encompasses all fiends. The people of Theros might refer to “demons” or “devils” interchangeably, having no understanding of the difference between fiendish species or
monsters
, while the other two heads are vicious and animalistic in nature; avians, bovines, canines, felines, and lupines are the most typical. When walking among mortals, an angel of obsession most often takes
devils everyone fears. These horrors are creatures of celestial provenance that are either terrifying in their natural form or warped versions of their benign selves through interactions with ever
monsters
than the demons and devils everyone fears. These horrors are creatures of celestial provenance that are either terrifying in their natural form or warped versions of their benign selves through
littered with the corpses and haunted by the spirits of those destroyed by the angel.
The region containing an angel of slaughter’s lair is affected by its presence, creating the following effects
Monsters
Eberron: Rising from the Last War
tipped with a vicious stinger. They are cruel and calculating, enjoying the power they wield over others as they concoct elaborate schemes to advance their own positions and discredit their rivals
competitors as they are on the furthering of il-Lashtavar's plans. When they aren't serving in the cities of their nightmare realm, they hunt the dreaming spirits of mortals.
Fearmongers. Their ability
Magic Items
Storm King's Thunder
the ground and is a massive thing made of polished obsidian with oversized feet — the impaled skulls of four ancient blue dragons. Runes glisten in the carved obsidian, winking to life with blue
creature seated on the throne can hear faint whispers in Draconic — the whisperings of the four blue dragons whose skulls adorn the throne. Although powerless, these spirits try to influence the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
spans the chasm. Holy runes etched into the stonework of the bridge indicate that the structure has been consecrated in the name of Torm, god of courage and self-sacrifice. Six infernal creatures stand
group consists of two bearded devils and four spined devils. Unsubtle brutes, these creatures have parked themselves in the middle of each bridge to maintain a vigilant watch. Taking them on is a tough
Compendium
- Sources->Dungeons & Dragons->Monster Manual
fiendish terrors that prey on creatures above and below the water. Called “sea devils” by residents of coastal communities, sahuagin are ruthless raiders. They ransack ships, fishing villages, and
undersea communities to slake their bloodthirst, claim treasure, and make sacrifices to their vicious deity—the sharklike god Sekolah. Sahuagin constantly war on any peoples living near their territory
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Devils: Archdevils At the top of the hierarchy of the Nine Hells stand the archdevils, a vicious and backbiting group made up of the Hells’ elite devils. They include the various lords, the nobles
betters. Many dread names are included in the rolls of the archdevils; the few described here are among those that adventurers are most likely to encounter. Wish Fulfillment. All devils seek control
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ceiling by iron chains is a 20-foot-long iron horn with etched Dwarvish runes coiling around it.
The giant horn weighs 2 tons. It dangles 20 feet above the floor on three thick, 5-foot-long iron chains
the horn. A character who understands Dwarvish can translate the horn’s runes, not all of which are visible from the floor. The runes visible from the floor read, “If you blind us.” A character must fly
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Inspired The rulers of distant Sarlona are known as the Inspired. These noble families are said to be bound to celestial spirits that guide and empower them, but the truth is far darker. The Inspired
are the mortal hosts of the nightmare spirits of Dal Quor, and they carry out the foul agenda of the Dreaming Dark. Any humanoid who can dream can volunteer to serve as a quori vessel. But the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
calloused and amoral. Nils Hamm
Bone devils travel across the multiverse to fulfill diabolical orders. If left with no other choices, they might conscript mortals to aid them in their vicious
Bone Devil Devil of Dread and Obedience Habitat: Planar (Nine Hells); Treasure: Implements Bone devils are gaunt, nightmarish Fiends with pallid skin stretched tight over frames that combine human
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
night.
6 Settle a dispute between mortals and devils who both claim the same child is their next ruler.
7 Put to rest a pair of spirits that bring tragedy to any couple who tries to get
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
trust a wizard. They’re all devils in disguise, especially the friendly ones. 3 Dwarves have lost their spirits, and are almost like the undead. That’s why they live underground. 4 Magical things bring
believe that spirits inhabit the plants and animals of the world, and the barbarians look to them for omens and power. Other barbarians trust only in the blood that runs in their veins and the steel
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, stalked by packs of ghost hounds, and troubled by the spirits of dead warlocks that cause trees to rot from the inside out. Any kind of ghost story adventure (as described in chapter 2) fits in Mordent
spirits enforce an archaic and repressive social order where everyone knows their place, and those who step out of line are punished—sometimes gruesomely. Consider the plots on the Mordent Adventures
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
fighting spined devils, bearded devils, barbed devils, horned devils, and erinyes. Advice from the Spirits Any characters inhabited by the spirits of I’jin, Obo’laka, or Shagambi receive advice when
more devils emerge from the murals and attack all other creatures in the room. Roll initiative for each group of new arrivals. Each magically summoned devil vanishes in a puff of smoke when it drops to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
pays double their bet. Copper Slots These machines, referred to by some casino patrons as “tricky devils,” are simple clockwork devices that accept copper coins. Each machine has a spring-loaded lever
and five identical spinning cylinders called reels. Six golden, Infernal runes are painted on each reel. A player inserts between 1 and 9 copper coins into the machine’s slot and pulls the lever, which
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
48. Shagambi’s Tomb Each character who teleports into this tomb from area 47C appears atop a randomly determined teleportation rune (see “Teleportation Runes” below). Characters can also enter the
“Terracotta Warriors” below). To steal Shagambi’s treasures, characters must move quietly. Advice from the Spirits Any characters inhabited by the spirits of Unkh or Wongo receive advice when entering
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
spirits of the slain storm giants congregate in this chamber, harmlessly but mournfully wailing their sorrow. A circle of Giant runes on the floor hums softly (see “Storm Call” below). Trench. The oceanic trench dives into darkness (see “Planar Crossing” below).
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
) ventures far from the Rattle, threatening harvests in the Ribbon. The pack’s leader is a particularly vicious, red-furred specimen. The characters are hired to end the creatures’ threat. 2 The water
subsides from Cradlelace Lake, revealing a hidden house haunted by a long-limbed phantom who keeps her family of spirits trapped. A mysterious message reaches the characters, entreating them to free the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Chain Devil Devil of Pain and Control Habitat: Planar (Nine Hells); Treasure: Implements Also known as kytons, chain devils consider themselves morbid artisans who use deception, menace, and vicious
metal to coerce prisoners into betraying themselves. Many serve powerful devils, wrenching secrets from imprisoned souls using deadly, animate chains. Left to their own devices, chain devils
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
incorporeal Undead attacking the camp’s south gate and soldiers making an organized defense. A moment later, whether the characters are near the gate or elsewhere, three wraiths that look like the spirits of
, eat, and resupply. The soldiers and scholars of the camp are here in hopes of reclaiming Lambakluha and making it safe for resettlement. Their work is slow, as the tortured spirits of the land attack at
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
) might use the magic of Giant runes, or a paladin’s Sacred Oath could involve allegiance to the tenets of a philosophy or organization of giants (such as those described in chapter 2). Giant-Made
Accessories You might use a giant-crafted item—probably something inscribed with one or more Giant runes—as a spellcasting focus. For example, the staff you wield as an arcane focus might have been a giant’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual
called dracoliches. These deathless dragons bind their spirits to gems and magically animate their rotting corpses. Eventually becoming skeletal horrors, dracoliches continue the centuries-spanning
plots they pursued in life, seek revenge on those that brought them low, and strive toward vicious goals they couldn’t indulge in life. Dracoliches combine the corrupt immortality of the undead with the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
The Returned Walking the Path of Phenax doesn’t restore a soul to its life. Those who return from the Underworld are hollow shells inhabited by grim and purposeless spirits. These Returned are
effects demand more significant sacrifices. Palamnites While most of the Returned are listless and quiet, palamnites burn with envy and rage. They are vicious killers, destroying what no longer brings
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
true form combines the features of a human and a tiger, with one noteworthy deformity: its palms are where the backs of the hands would be on a human. Evil Spirits in Mortal Flesh. Rakshasas originated
long ago in the Nine Hells, when powerful devils created a dark ritual to free their essence from their fiendish bodies in order to escape the Lower Planes. A rakshasa enters the Material Plane to feed
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
claim that devils gather here nightly to gamble. Allegedly anyone who bests the cheating devils is granted a wish. House of Lament The abandoned House of Lament abuts the tower of a ruined castle
. Numerous spirits haunt this accursed place, which has been known to appear in the Mists and in other domains. Lechberg The residents of Lechburg pretend not to notice that many of their neighbors are
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Imp Devil of Pettiness and Suspicion Habitat: Any; Treasure: None Patrik Hell Known for their cowardice and toadying, imps serve devils and wicked magic-users. Their abilities to shape-shift and
take over bands of weaker monsters, or they might pose as helpful spirits and trick influential individuals into pursuing nefarious ends. I can tell you what I know, but wouldn’t you rather I tell you
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
contract crumbles to dust and is destroyed. Devils require compensation in exchange for voiding a contract. Some cowardly devils might be willing to void a contract in exchange for their lives, but most
(lesser devils will often settle for three, greater devils for nine, and archdevils have no interest in such a paltry alternative) An exorbitant sum of gold plus the sacrifice of many humanoids in the