Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'strange of rites dazzles versions'.
Other Suggestions:
strange of rites dazzles visions
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s goal is to tap into vast energy sources and perform the dire rites that will extend a bridge between the Material Plane and the squirming chaos of an Elder Evil’s realm.
An entity that
, transforming it into a star spawn seer. Whoever the mortal once was largely vanishes beneath the mass of tumorous skin than builds up in strange whorls all over the seer’s body. The mortal’s
Compendium
- Sources->Dungeons & Dragons->Stranger Things
world in places that the group has already visited, so they can see scary, haunted versions. Have there be strange howling noises on the wind, and make it feel like something is stalking them
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
up on Innsmouth island and shelter in the village. They experience strange dreams. Soon after, they encounter cultists who seek to initiate them and others who seek to sacrifice them. The characters
characters’ dreams and suggests ways to escape the island. After proving their worth, a character receives the cult’s Dark Gift (see “Cult Rites”). Levels 6–16. Led by their dreams and duplicitous cult
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
rites passed down for generations. It isn’t quite a civic organization, despite the fact that some of the wealthiest and most powerful people in Red Larch are members. The members of the Believers use
the town. The Believers formed years ago when local miners discovered a secret underground chamber beneath the town. Strange things happened in the chamber, such as heavy stones levitating and moving
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
orcs and other foul creatures, practicing strange rites by the light of the moons. While flawed, this vision isn’t entirely inaccurate. The Shadow Marches are a desolate land of swamps and moors. The
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
approaches peacefully and shares the following warnings: “Strange witchlights hover over Dragon Barrow at night. The hill is haunted by the restless spirits of the dead.” “Neverwinter Wood has become
overrun with orcs in league with half-orc spellcasters. Deep in the forest, atop a cave-riddled hill, is a circle of standing stones where the evil half-orcs perform their dark rites.” Xanth avoids
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
with orcs and other foul creatures, practicing strange rites by the light of the moons. While flawed, this vision isn’t entirely inaccurate. The Shadow Marches are a desolate land of swamps and moors
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Cult Rites The cults of Innsmouth seek initiates to aid in their unfathomable works. Those who prove themselves reliable devotees gain access to the transformative power of strange gods. Cult Renown
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
suffused with immortal magic and memory. Ages later, the Dakra Isles—also called the Isles of Enchantment—harbor strange sights and fierce monsters. Thassa’s power makes it impossible to keep an
island shifted to the mortal realm. Skathos The island of Skathos was once a sacred meeting place for a secret cult of Pharika whose rites revolved around consuming a magical flower native to the island. The island is now home to the medusa queen, Hythonia (described in chapter 6). (CHRIS RAHN)
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
corpulent bulk of tumorous skin than builds up in strange whorls all over the seer’s body. Hands become bulky, flipper-like appendages capable of grasping their strange staffs — formed of some blend of
expands to assault other creatures. The seer’s goal is to tap the energy sources and master the rites that will enable it to extend a bridge between the vulnerable sanity of the Material Plane and the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
versions. The multifaceted extradimensional nature of the Dran & Courtier makes it an ideal location for the Orrery of the Wanderer to channel the extraplanar magic of the Six’s ritual. A convenient number
versions of the Test Market, making them even more dangerous than usual — including one version that has already defeated the “C” Team. Map 6.1 shows the layout of this episode’s Test Market versions of the
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
traditions, sacrifices to strange gods or placations to lurking monsters are everyday events. For outsiders, though, these practices reveal the subjectivity of normalcy and societal truth. Examples
include Midsommar and The Wicker Man. Folk Horror Principles Consider the following principles when creating Darklords and domains with folk horror themes: Isolation Begets Weirdness. Strange and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. With constant upheaval, no one has performed the rites necessary to placate what dwells in the deep.
4 Dozens of servants were hired to help host a grand gala thrown by Arijani. The event was
, and the shadow-bereft soon sicken and die. A local leader claims that the strange plague’s cure lies among the hidden isles known as the Ashram of Niranjan (detailed in “Other Domains of Dread
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
knowledge she gleans from unholy rites. If Teocín is captured, she says nothing to the characters, but they can learn of her goals, Orencio, and Pazuzu by looking through her notes—dozens of filthy
have crashed to the floor below if the characters tried to use it. This sizable cavern’s ceiling is thirty feet high, and strange symbols are scrawled across its walls. The skeletons of two huge
Equipment
nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot radius around the
triggering creature and hums softly with discordant tunes. Anyone who hears the tune mindlessly whistles the song in moments of idleness for the next 1d6 days.
53–54
Strange glowing fungus
Equipment
the nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot radius
around the triggering creature and hums softly with discordant tunes. Anyone who hears the tune mindlessly whistles the song in moments of idleness for the next 1d6 days.
53–54
Strange glowing
Equipment
the nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot radius around
the triggering creature and hums softly with discordant tunes. Anyone who hears the tune mindlessly whistles the song in moments of idleness for the next 1d6 days.
53–54
Strange glowing
Equipment
nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot radius around the
triggering creature and hums softly with discordant tunes. Anyone who hears the tune mindlessly whistles the song in moments of idleness for the next 1d6 days.
53–54
Strange glowing
Equipment
the nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot radius around
the triggering creature and hums softly with discordant tunes. Anyone who hears the tune mindlessly whistles the song in moments of idleness for the next 1d6 days.
53–54
Strange glowing
Equipment
teleported to the nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot
radius around the triggering creature and hums softly with discordant tunes. Anyone who hears the tune mindlessly whistles the song in moments of idleness for the next 1d6 days.
53–54
Strange
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. You can pay a fine of 10 gp to avoid jail time, or you can try to resist arrest. 11–20 You regain consciousness in a strange place with no memory of how you got there, and you have been robbed of 3d6
days equal to his or her current renown multiplied by 10, the character’s renown increases by 1. Performing Sacred Rites A pious character can spend time between adventures performing sacred rites in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
disappeared in the area. 11 Slay a dragon or some other challenging monster. 12 Discover the nature and origin of a strange location or phenomenon. 13 Pursue fleeing foes taking refuge in the dungeon. 14
of strange occurrences in a haunted house or other location. 11 Interfere with the operation of a business. 12 Rescue a character, monster, or object from a natural or unnatural disaster. 2. Identify
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
unmoored from time and reality, appearing in different ages, in strange versions and configurations of domains, and even on worlds beyond the Domains of Dread. His lyrical accounts of his travels are
traditions, many Vistani travel between domains, learning much of hidden lands, the many faces of evil, and the strange wonders of the Mists. A people unto themselves, Vistani refuse to be captives of a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, Fierna and Belial rule in strange tandem. They are variously thought of by mortals as mother and son, daughter and father, wife and husband, or ruler and consort, but none of those terms can capture
, Abriymoch, is a pleasure palace of sorts for devils that are enjoying a respite from their duties. Abriymoch is filled with devilish versions of taverns, theaters, casinos, and other entertainments. In
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the phases of the moon (or moons)? Do strange and magical effects occur at the same time as these phenomena? Religious Observances Sprinkle holy days throughout your calendar. Each significant deity in
grand scale. Other holy days are important only to people particularly devoted to a single deity. Still others are observed by priests, who perform private rites and sacrifices inside their temples on
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
elevated to godhood or a deity whose arrival was foretold by prophets and leaders of new religions. In cosmopolitan places such as Waterdeep and Calimshan, small shrines and temples to strange gods spring
concern directly competes with that of an established deity. The methods of resolving such conflicts range from friendly dueling festivals or rites meant to emphasize the glory of one god over another
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, and some hill giants share two strange commonalities: insatiable hunger and a tendency to serve the demon lord Yeenoghu. Sometimes a hill giant who delights in senseless slaughter turns to the Beast
Snurre’s hall houses a temple where drow priests lead rites to the Elder Elemental Eye Another popular avenue for giants who turn from the gods of the Ordning derives from giants’ close ties to the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Supernatural Regions Not all lands thrive as nature intended. Magical forces, strange interlopers, or tragic events can alter an area’s destiny, fundamentally changing the land. While the flora
a rest in the region must succeed on a DC 12 Charisma saving throw, or it gains no benefit from finishing the rest. It instead finds strange scrawls, stacked stones, or its belongings arranged in
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Daoine Gloine The city of Daoine Gloine has long been thought of as mere legend — just another strange tale from the already-strange Barrier Peaks. Occasionally, travelers would return from the
dangerous-looking walkways extending between the ruins. The rooftops and upper levels of the towers are strewn with vines and foliage. But a strange gleam extends across the lower reaches of the city
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
strange mutations. The Far Realm goblins push forward, trying to press through the portal and into your world.
Splugoth laughs. “You are too late! The ritual is under my control, and now you must hear
subconscious, the ritual manifests the most terrifying figures the characters can think of — their bosses. At the start of combat, wraithlike Far Realm versions of Omin Dran, Jim Darkmagic, Môrgæn, and Viari
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
intruding fragment bears a strange inscription on one side.
By training the magic telescope on distant stars, Ythryn’s astronomers could summon alien creatures from those stars to be questioned
, its crystal roof marred by a web of cracks. Through the gaps in the building’s shell, and on the other side of the open entranceway, you see a strange landscape of miniaturized natural features
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
energy sources and perform the dire rites that will extend a bridge between the Material Plane and the squirming chaos of an Elder Evil’s realm. An entity that appears as a star spawn seer in the
. Whoever the mortal once was largely vanishes beneath the mass of tumorous skin than builds up in strange whorls all over the seer’s body. The mortal’s hands become bulky, flipper-like appendages able to
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
flap-like ears, another protruding tusks, and a third drooping wattles—all are strange and doleful.
Adrián Ibarra Lugo A ghastly visage outside the entry
caverns portends the dangers within Each
, Kashem reveals herself and attacks. Illusory Finery. The room’s genie-wrought furnishings and inhabitants are convincing illusions. These illusions blanket dingy, neglected versions of the objects
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
headbands and silver bracelets are performing a ritual over the eggs.
Two sahuagin priestesses are conducting rites to Sekolah over the unhatched eggs. If the priestesses notice the party, they
inset with dark stones that reflect the chamber’s dim blue light.
If the characters look into the chamber without interrupting the ritual taking place, read: Glowing symbols and strange designs are
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
drooping wattles—all are strange and doleful.
The carved faces are magical. They are immune to all damage and speak a few programmed messages. When a creature approaches one of the tunnels, the face
illusions. These illusions blanket dingy, neglected versions of the objects they cover and feel real if touched. To pierce the dao’s ruse, a character examining the chamber’s fixtures must succeed on a DC