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Returning 9 results for 'visions survive'.
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Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
queen’s hoard on Avernus by agents of Zariel — treasure given to Duke Vanthampur and her sons to buy the loyalty of the Dead Three followers. Guided by visions sent to them by Tiamat, the cultists know
an agent of Zariel. Cultists who survive this encounter can show up at a later time to help or hinder the characters, at your discretion. If it’s present when the cultists of Tiamat confront the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Teraza’s visions enable them to target enemies with unerring precision and reveal enemy plans before they are carried out. Can the adventurers find a way to deal with Sora Teraza and end this threat
before the armies of Droaam and agents of Daask make their move? A middle-of-the-road view is that the Daughters are motivated solely by Sora Teraza’s visions. They have no interest in gaining power
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
suffering. Yet, just because someone serves Pharika doesn’t mean they are immune to her whims. Why did Pharika turn her gaze upon you, and how did you survive long enough to earn her approval? The
to a rare toxin granted you visions of Pharika, and you have sought her wisdom ever since.
3 Your medical attention proved crucial to a stranger’s survival, and now your acquaintances
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Elk and Tiger With grand events having been set in motion, those sensitive to prophecy have begun to experience dreams and visions. One such person is Mjenir, a fifty-year-old shaman of the Reghed
survive, as does Hengar. All three are reduced to half their hit points (rounded down). Everyone else is slain. Bjornhild takes Hengar prisoner and interprets the characters’ escape as a sign that Auril
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
creature that enters the area and can see normally is overwhelmed by multiple visions of itself. Each creature that passes through this area must succeed on a DC 20 Dexterity saving throw or accidentally
the dais is a sun blade placed there by Valin. It came into her possession years before, after she had received two visions about it—one in which she used the weapon to slay a great enemy, and one in
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Lolth’s blessing by being the one to bring such a blasphemer to justice. In order to survive, a wild mage must defeat or elude all attackers and forge an alliance with those who can be threatened or
bribed to provide a safe haven. Most wild mages who are discovered are put to death, some survive as outcasts, and a rare few rise to positions of status, declaring their allegiance to Lolth — or at
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
M21, also releasing the angry umber hulk in that area. Qarbo is eager to let the umber hulk in area M21 have its fun, so he prefers the third option. If the characters survive the experience, he is
called “the Fane of the Eye” by powerful visions. There he found “Ironfang, the Holy Implement of Earth Power,” and took it for his own; Marlos established the Temple of Black Earth in the ruins of a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
weed has a 1 percent chance of instead becoming incapacitated for the duration of the plant’s effect. During this time it experiences terrifying visions of an enormous shark devouring great amounts of
fight for a party of four 7th-level characters. For each additional character in the party, allow one more priestess to survive to maintain the same degree of difficulty. Dark Words in the Deep. Non
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
!
Overcoming the jabberwock in area P22 is one of the main challenges of this chapter and, indeed, the whole adventure. The characters are unlikely to survive a head-on fight with the creature, but there
13 Wisdom saving throw. On a successful save, the creature takes 7 (2d6) psychic damage as its mind is ravaged by nightmarish visions too horrible to describe. On a failed save, the creature is






