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Returning 35 results for 'back both drake correctly reciting'.
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Monsters
Fizban's Treasury of Dragons
I repeat what others have said back to them to make sure I have remembered it correctly.
2
I might not like you, but I will endeavor to treat you with respect, if not kindness.
3
I like
dragon ages. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon’s horns and spines hover above the body, moving and shifting along the back
Monsters
Fizban's Treasury of Dragons
1
I repeat what others have said back to them to make sure I have remembered it correctly.
2
I might not like you, but I will endeavor to treat you with respect, if not kindness.
3
I
the back and tail to mirror the dragon’s mood.
Clever Concealment
The shyest of the gem dragons, emerald dragons are also the most curious. They love to observe local settlements and peoples
Monsters
Fizban's Treasury of Dragons
said back to them to make sure I have remembered it correctly.
2
I might not like you, but I will endeavor to treat you with respect, if not kindness.
3
I like to impress visitors by
scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon’s horns and spines hover above the body, moving and shifting along the back and tail to mirror the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Traits d8 Trait
1 I repeat what others have said back to them to make sure I have remembered it correctly.
2 I might not like you, but I will endeavor to treat you with respect, if not
kindness.
3 I like to impress visitors by reciting epic poetry.
4 The only people I’m interested in are those who know history and those who make history.
5 I like to adopt the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Traits d8 Trait
1 I repeat what others have said back to them to make sure I have remembered it correctly.
2 I might not like you, but I will endeavor to treat you with respect, if not
kindness.
3 I like to impress visitors by reciting epic poetry.
4 The only people I’m interested in are those who know history and those who make history.
5 I like to adopt the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Traits d8 Trait
1 I repeat what others have said back to them to make sure I have remembered it correctly.
2 I might not like you, but I will endeavor to treat you with respect, if not
kindness.
3 I like to impress visitors by reciting epic poetry.
4 The only people I’m interested in are those who know history and those who make history.
5 I like to adopt the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed. In addition, while
world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed. In addition, while
world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed. In addition, while
world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic
Monsters
Fizban's Treasury of Dragons
what others have said back to them to make sure I have remembered it correctly.
2
I might not like you, but I will endeavor to treat you with respect, if not kindness.
3
I like to impress
. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon’s horns and spines hover above the body, moving and shifting along the back and tail
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the characters for that job. To secure the sally port, characters must battle through two groups of foes. The first fight occurs against three acolytes, three kobolds, and one ambush drake (see
infiltrators trying to fight its way back outside. If characters barricade the door with barrels or other heavy objects while awaiting repairs, they might hold off attackers until the repairs are finished and avoid this fight entirely. Rewards Award standard XP for defeated foes.
compendium
- Sources->Dungeons & Dragons->Faster, Purple Worm! Everybody Dies, Vol. 1
Defending the Throne Room Goblin Unit D7 is assigned to the throne room as it contains the lone entrance to the treasure room, area D8, through the secret door in the back wall. The only fixtures are
pieces can figure out how to put it back together with a successful DC 15 Intelligence check. There are no bolts with it, but five bolts can be found in the various crates. Keeping It Spontaneous
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the characters for that job. To secure the sally port, characters must battle through two groups of foes. The first fight occurs against three acolytes, three kobolds, and one ambush drake (see
infiltrators trying to fight its way back outside. If characters barricade the door with barrels or other heavy objects while awaiting repairs, they might hold off attackers until the repairs are finished and avoid this fight entirely. Rewards Award standard XP for defeated foes.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the characters for that job. To secure the sally port, characters must battle through two groups of foes. The first fight occurs against three acolytes, three kobolds, and one ambush drake (see
infiltrators trying to fight its way back outside. If characters barricade the door with barrels or other heavy objects while awaiting repairs, they might hold off attackers until the repairs are finished and avoid this fight entirely. Rewards Award standard XP for defeated foes.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the characters for that job. To secure the sally port, characters must battle through two groups of foes. The first fight occurs against three acolytes, three kobolds, and one ambush drake (see
infiltrators trying to fight its way back outside. If characters barricade the door with barrels or other heavy objects while awaiting repairs, they might hold off attackers until the repairs are finished and avoid this fight entirely. Rewards Award standard XP for defeated foes.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the characters for that job. To secure the sally port, characters must battle through two groups of foes. The first fight occurs against three acolytes, three kobolds, and one ambush drake (see
infiltrators trying to fight its way back outside. If characters barricade the door with barrels or other heavy objects while awaiting repairs, they might hold off attackers until the repairs are finished and avoid this fight entirely. Rewards Award standard XP for defeated foes.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the characters for that job. To secure the sally port, characters must battle through two groups of foes. The first fight occurs against three acolytes, three kobolds, and one ambush drake (see
infiltrators trying to fight its way back outside. If characters barricade the door with barrels or other heavy objects while awaiting repairs, they might hold off attackers until the repairs are finished and avoid this fight entirely. Rewards Award standard XP for defeated foes.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
giant’s behalf. When the ettin wants to talk to himself, one head gives the message to his steward, who runs off to deliver it to the other steward, who runs back to deliver it to the other head, and back
remains, the companion boggle having been disposed of in area 7. Both stewards are thus now the same creature, who works hard to make sure this is never discovered. The boggle intuits (correctly) that
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
giant’s behalf. When the ettin wants to talk to himself, one head gives the message to his steward, who runs off to deliver it to the other steward, who runs back to deliver it to the other head, and back
remains, the companion boggle having been disposed of in area 7. Both stewards are thus now the same creature, who works hard to make sure this is never discovered. The boggle intuits (correctly) that
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
giant’s behalf. When the ettin wants to talk to himself, one head gives the message to his steward, who runs off to deliver it to the other steward, who runs back to deliver it to the other head, and back
remains, the companion boggle having been disposed of in area 7. Both stewards are thus now the same creature, who works hard to make sure this is never discovered. The boggle intuits (correctly) that
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
.
A kobold’s cautious nature doesn’t mean it can’t get angry. The blood of dragons flows in its veins, and like a raging drake, a kobold that is pushed too far or has its back
some other convenient way (or, in a cannibalistic tribe, eaten). Kobolds believe that if they die in service to their tribe, Kurtulmak immediately sends each of them back to life as the next egg laid in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Z2. Storage Closet The door to this back room hangs loosely on broken hinges. The cramped chamber beyond smells strongly of sour fish and vinegar. It is filled with discarded ropes, canvas tarpaulins
offered to escort him. The two were jumped by five thugs as they left Fillet Lane and headed north on Zastrow Street. Renaer feels guilty that Floon was taken, since he believes (correctly) that they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Z2. Storage Closet The door to this back room hangs loosely on broken hinges. The cramped chamber beyond smells strongly of sour fish and vinegar. It is filled with discarded ropes, canvas tarpaulins
offered to escort him. The two were jumped by five thugs as they left Fillet Lane and headed north on Zastrow Street. Renaer feels guilty that Floon was taken, since he believes (correctly) that they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Z2. Storage Closet The door to this back room hangs loosely on broken hinges. The cramped chamber beyond smells strongly of sour fish and vinegar. It is filled with discarded ropes, canvas tarpaulins
offered to escort him. The two were jumped by five thugs as they left Fillet Lane and headed north on Zastrow Street. Renaer feels guilty that Floon was taken, since he believes (correctly) that they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Secret Door. Behind a 6-foot-tall wood-framed painting of Halaster hanging on a wall is a secret door that pulls open to reveal a small chamber with a stone arch embedded in its back wall.
Arch
hour, twice in a blue moon, and never in sunshine?” The answer is “The letter O.” The rules of this gate are as follows: If the riddle is answered aloud and correctly by someone within 30 feet of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Secret Door. Behind a 6-foot-tall wood-framed painting of Halaster hanging on a wall is a secret door that pulls open to reveal a small chamber with a stone arch embedded in its back wall.
Arch
hour, twice in a blue moon, and never in sunshine?” The answer is “The letter O.” The rules of this gate are as follows: If the riddle is answered aloud and correctly by someone within 30 feet of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Secret Door. Behind a 6-foot-tall wood-framed painting of Halaster hanging on a wall is a secret door that pulls open to reveal a small chamber with a stone arch embedded in its back wall.
Arch
hour, twice in a blue moon, and never in sunshine?” The answer is “The letter O.” The rules of this gate are as follows: If the riddle is answered aloud and correctly by someone within 30 feet of the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Encounters d8 Encounter 1 6 kobolds 2 3 kobolds and 1 ambush drake (see appendix D) 3 6 cultists 4 4 cultists and 1 guard 5 2 cultists and 1 acolyte* 6 3 guards and 1 acolyte* 7 1d6 townsfolk being hunted
the spoils for transport back to their camp (see chapter 2). Any marauding group that the party encounters has a 50 percent chance of having stolen treasure in its possession. Roll a d6 and multiply the result by 10 to determine the total value of the stolen items, in gold pieces (gp).
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The cultists and their kobold lackeys are in the midst of looting Greenest and collecting the spoils for transport back to their camp (see chapter 2). Any marauding group that the party encounters has
d8 Encounter 1 6 kobolds 2 3 kobolds and 1 ambush drake (see appendix D) 3 6 cultists 4 4 cultists and 1 guard 5 2 cultists and 1 acolyte* 6 3 guards and 1 acolyte* 7 1d6 townsfolk being hunted
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The cultists and their kobold lackeys are in the midst of looting Greenest and collecting the spoils for transport back to their camp (see chapter 2). Any marauding group that the party encounters has
d8 Encounter 1 6 kobolds 2 3 kobolds and 1 ambush drake (see appendix D) 3 6 cultists 4 4 cultists and 1 guard 5 2 cultists and 1 acolyte* 6 3 guards and 1 acolyte* 7 1d6 townsfolk being hunted
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Encounters d8 Encounter 1 6 kobolds 2 3 kobolds and 1 ambush drake (see appendix D) 3 6 cultists 4 4 cultists and 1 guard 5 2 cultists and 1 acolyte* 6 3 guards and 1 acolyte* 7 1d6 townsfolk being hunted
the spoils for transport back to their camp (see chapter 2). Any marauding group that the party encounters has a 50 percent chance of having stolen treasure in its possession. Roll a d6 and multiply the result by 10 to determine the total value of the stolen items, in gold pieces (gp).
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Encounters d8 Encounter 1 6 kobolds 2 3 kobolds and 1 ambush drake (see appendix D) 3 6 cultists 4 4 cultists and 1 guard 5 2 cultists and 1 acolyte* 6 3 guards and 1 acolyte* 7 1d6 townsfolk being hunted
the spoils for transport back to their camp (see chapter 2). Any marauding group that the party encounters has a 50 percent chance of having stolen treasure in its possession. Roll a d6 and multiply the result by 10 to determine the total value of the stolen items, in gold pieces (gp).
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The cultists and their kobold lackeys are in the midst of looting Greenest and collecting the spoils for transport back to their camp (see chapter 2). Any marauding group that the party encounters has
d8 Encounter 1 6 kobolds 2 3 kobolds and 1 ambush drake (see appendix D) 3 6 cultists 4 4 cultists and 1 guard 5 2 cultists and 1 acolyte* 6 3 guards and 1 acolyte* 7 1d6 townsfolk being hunted
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
. Alternatively, characters who fly above the maze are shunted back into the real world, emerging above the hedge tangle with their companions nowhere in sight. The only way for them to rejoin the party is to
correctly, they won’t need to face any of the maze’s dangers. That’s unlikely, though. Although the maze is devilishly hard to get through, it’s easy to leave. All the characters need to do is express
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
. Alternatively, characters who fly above the maze are shunted back into the real world, emerging above the hedge tangle with their companions nowhere in sight. The only way for them to rejoin the party is to
correctly, they won’t need to face any of the maze’s dangers. That’s unlikely, though. Although the maze is devilishly hard to get through, it’s easy to leave. All the characters need to do is express