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Returning 35 results for 'that follow dead'.
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that follow deep
that follow draw
that follow deadly
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Monsters
Forgotten Realms: Adventures in Faerûn
wicked cults that follow their paths of tyranny, murder, and necromancy.
More than any other gods, the Dead Three directly influence Faerûn—and particularly the city of Baldur’s Gate
Nearer to the Dead. While Bloodied, the cultist has Immunity to the Frightened and Poisoned conditions.Multiattack. The cultist makes three Necrotic Burst attacks.
Necrotic Burst. Melee or Ranged
Monsters
Forgotten Realms: Adventures in Faerûn
follow their paths of tyranny, murder, and necromancy.
More than any other gods, the Dead Three directly influence Faerûn—and particularly the city of Baldur’s Gate—in malign
adventurers Bane, Bhaal, and Myrkul seized divinity but were slain for their hubris. All three have been reborn and are now known as the Dead Three. Each of the Dead Three has inspired wicked cults that
Monsters
Forgotten Realms: Adventures in Faerûn
. Each of the Dead Three has inspired wicked cults that follow their paths of tyranny, murder, and necromancy.
More than any other gods, the Dead Three directly influence Faerûn—and
their hands as a sign of devotion.
Cultists
The adventurers Bane, Bhaal, and Myrkul seized divinity but were slain for their hubris. All three have been reborn and are now known as the Dead Three
Monsters
Baldur’s Gate: Descent into Avernus
":"damage","rollDamageType":"necrotic"} necrotic damage.Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.
Delvers into Lore. Cultists of Myrkul study rituals
that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal
Monsters
Baldur’s Gate: Descent into Avernus
spell slot of 2nd level or higher, the damage increases by 1d8;{"diceNotation":"1d8","rollType":"roll"} for each slot level above 1st.Those who follow Myrkul are either wizards or those who seek to
master the necromantic arts.
Delvers into Lore. Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten
Monsters
Baldur’s Gate: Descent into Avernus
): darkness, misty step, scorching ray (see “Actions” below)
3rd level (2 slots): animate dead, fireballMultiattack. The master of souls attacks twice with its flail.
Silvered Skull Flail. Melee
","rollAction":"Scorching Ray","rollDamageType":"fire"} fire damage per ray.Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.
Delvers into Lore. Cultists of
Monsters
Mythic Odysseys of Theros
Bolt","rollDamageType":"necrotic"} necrotic damage.Although the dead typically recall little of their lives, some have an obsession with magic that survives both death and rebirth as a Returned. These
’t build meaningful relationships or establish new lives. Instead, most experience fleeting emotions and follow hollow routines, their existences reduced to shadow plays without weight or substance
Monsters
The Book of Many Things
. But during the next full moon, they transformed into the first werevultures: hideous, birdlike creatures who hungered for the flesh of the dead. In the years since, the curse has spread far and wide
, like vrocks. They follow travelers from high in the air, and when a pretty bauble catches their eye, they descend rapidly to slay the travelers and take their victims’ treasures.Change Shape. The
Hallow
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature
. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Everlasting Rest. Dead bodies interred in the area can't be turned
Monsters
Mythic Odysseys of Theros
relationships or establish new lives. Instead, most experience fleeting emotions and follow hollow routines, their existences reduced to shadow plays without weight or substance.
Returned Masks. Adventurers
. They think and speak and even feel emotions based on their new experiences, but given their circumstances, those emotions tend to be muted.
VARIANT: RETURNED KAKOMANTIS
Although the dead typically
Dhampir
Legacy
This doesn't reflect the latest rules and lore.
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Species
Van Richten’s Guide to Ravenloft
Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire
lineage option, follow these additional rules during character creation.
Ability Score Increases
When determining your ability scores, you increase one of those scores by 2 and increase a different
Backgrounds
Sword Coast Adventurer's Guide
masses.
4
I take great pains to always look my best and follow the latest fashions.
5
I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the Undying patron is a good match for a character who seeks to follow in the footsteps of a long dead but mighty wizard.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
L5. North Camp A dead campfire is surrounded by six tents, each containing a bedroll and a mess kit. Further inspection reveals that the tents and bedrolls have been partially dissolved by some kind
deduce that the humanoids were killed and dragged down into the sand by burrowing monsters. Ankhegs collapse their tunnels behind them, leaving no way to follow them.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
20. Third-Floor Hall This hall is especially creaky. It features a threadbare rug covered in geometric patterns, the lines of which are impossible to follow. Séance Two. The second séance should
occur soon after characters reach this floor. If the séance hasn’t occurred yet, the clock in area 22 inexplicably chimes thirteen or a dead raven topples from a door frame. If one of the investigators
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
3. Cornered The fleeing hook horrors make their way here, where they wait in ambush for any creatures that follow them. The passage is narrow enough that Medium creatures must move single file
through it. The cave appears to be a dead end, and the hook horrors fight to the death against any creatures that enter. Characters who take the time to search the cave spot a hole in the 10-foot-high
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Akirrans whisper that the interior holds a door between this world and the land of the dead. In front of this wonder, a giant statue of Anu, the Great Jackal, overlooks parched riverbeds. A small order
of jackal-masked priests guards entry to the pyramid. The priests follow the commands of Thute, a limber and vicious Child of Ankhtepot with a jackal’s head.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Light of the Dead The earthen floors of these caves are covered by a 2-foot-thick layer of fog. 2a. Will-o’-Wisp Two columns of rock support the roof of this 15-foot-high cave, the walls of which
minotaurs. As the characters move through the cave, the will-o’-wisp flies into the tunnel that leads northwest out of this area and illuminates itself. It whispers, “Follow me!” in Elvish, trying to stay at
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Kartakass Campaign Arc A campaign in Kartakass might follow this outline: Levels 1–2. The characters meet Maria, a human woman whose idealistic son, Frantosh, ran away to Harmonia to become a
people-eating Goblins. Levels 3–6. In Harmonia, the characters find Frantosh has begun performing with a skilled bard named Harkon Lukas. Harkon encourages the characters to help Frantosh follow his
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
find themselves separate from the living, their memories lost and their unnatural states striking fear in most mortals. As a result, most Returned come to follow certain paths of behavior and gravitate toward two city-states, known as the necropoleis—cities of the dead.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
deeper into the Mere of Dead Men to investigate. Traveling within the Mere requires ability checks to follow the lizardfolk’s trail and avoid hazards and threats (see “Tracking the Lizards” below). Any
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
map shows that the area you now travel is where the High Road runs into the edge of the Mere of Dead Men. The Leilon soldiers start their patrol into the Mere here. Just off the path, the wet earth is
. An obvious trail also leads west, deeper into the Mere of Dead Men. With a successful DC 10 Wisdom (Survival) check, the adventurers can also learn the following: A large number of tracks are apparent
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Mordent, but evidence of forgotten druidic traditions lies scattered around the wilds. Spiritualism. Attempting to communicate with the dead is a popular pursuit for investigators, bored nobles, and
charlatans. Tradition and Shame. The people of Mordent follow traditions that prioritize hard work, self-sufficiency, and avoiding public embarrassment. Locals overlook blatant strangeness so not to shame their neighbors, and every family has secrets.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Leaving Mantol-Derith If Ghazrim DuLoc dies, characters can remove the ring from his dead hand and use it to find their way to Gravenhollow. If the characters deduce that Kinyel’s gem is responsible
happen upon the beholder’s remains, he uses a flint knife to remove the intact eyestalks, then tucks them in his bag for safe delivery to Xazaz the Eyemonger (see “Follow-Up Encounters”).
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
length is 300 feet. At 80 feet from the entrance in this pool, the tunnel branches; the left branch leads to the surface and the right branch extends 50 feet to a dead-end. In the pitch blackness, a
swimmer has few cues about which tunnel to follow. A DC 15 Intelligence (Investigation) check reveals which tunnel to follow. Many bats also roost in this cavern. They can reach the outside through natural
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
length is 300 feet. At 80 feet from the entrance in this pool, the tunnel branches; the left branch leads to the surface and the right branch extends 50 feet to a dead-end. In the pitch blackness, a
swimmer has few cues about which tunnel to follow. A DC 15 Intelligence (Investigation) check reveals which tunnel to follow. Many bats also roost in this cavern. They can reach the outside through natural
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
divided into the following four factions. Griswill Garrison The Griswill Garrison is a group of gnome mercenaries paid to serve Shalfey. Believing the elder sage dead, the gnomes now follow Piyarz’s orders
. Hostel Staff Several commoners run a hostel on a smaller island bordering the tower. Piyarz told them Shalfey was dead and instructed them to keep the hostel up and running. Sage Pupils and Tower
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
1. Cave Entrance Whether the characters follow Gundren’s map or receive directions to Wave Echo Cave from another source, their initial approach leads them to a narrow tunnel whose entrance is hidden
supplies, you see the body of a dwarf miner, dead for at least a week.
The northeastern section of the cavern has collapsed, forming a ten-foot-wide, twenty-foot-deep pit. A sturdy hemp rope is tied off
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
literally and spiritually. Its adherents most often follow the Way of Shadow, as described in the Monastic Tradition class feature in the Player’s Handbook. The Hin Fist A halfling monastic order from
outside Luiren, where the teachings available only to halflings have been opened to students of other races who are willing to follow the path laid out by Yondalla. Hin Fist monks generally follow the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
in the City of the Dead. The mage gives the characters directions to the site and a key to the mausoleum. (They won’t need the key, since the mausoleum is open when they arrive.) Spy in the Sky As the
characters leave Mistshore, a gazer (see appendix B) begins to follow them, staying at least 60 feet away. Xanathar uses it to spy on the characters. Characters who have a passive Perception score of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
crisscross the cave with enough frequency to imply that their makers dwell nearby. A successful check also reveals three sets of dwarf-sized boot prints, allowing the tracker to follow the prints straight
. 4c. Dead-End Loop This mine tunnel loops back on itself. The floor is littered with slime-covered rocks, which the fomorians have been licking for nourishment. 4d. Dead-End Fork This tunnel terminates
Compendium
- Sources->Dungeons & Dragons->Monster Manual
as the faiths they follow. Some obey gods and their servants, while others live by age-old creeds. Belief guides priests’ actions and their magic, which they use to shape the world in line with their
elder who speaks for the dead. 3 An exorcist who hunts wicked spirits. 4 A follower of a god no one has heard of. 5 A mediator and teacher of traditional ways. 6 A philosopher devoted to a concept
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Kalakeri Campaign Arc Campaigns set in Kalakeri typically involve balancing the horrors committed by the Vasavadan factions. A campaign here might follow this outline: Levels 1–4. Agents from the
travel to the forest, a messenger delivers a request from Ramya to do the same. The characters must face Basilisks and the Wraiths of the petrified dead to recover the shield and then decide who to return
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Mordent Campaign Arc Mordent campaigns often involve ghostly mysteries. A campaign here might follow this outline: Levels 1–2. Caarey Gelthik, a local ne’er-do-well in Mordent, has become a Ghast and
party’s dead loved ones, insisting the characters find the rod swiftly and help him use the Apparatus (see chapter 3). Francesca Baerald Map 2.26: Mordentshire View Player Version