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Returning 35 results for 'barriers bat diffusing captors return'.
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Monsters
Monster Manual
, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form
DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained
Monsters
Phandelver and Below: The Shattered Obelisk
of their psionic abilities, goblin psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst.
Psionic
with other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely contained psychic power.
Psionic
Monsters
The Wild Beyond the Witchlight
);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Moon Ray", "rollDamageType":"radiant"} radiant damage, and the target must succeed on a DC 13 Wisdom saving throw or be transformed into a bat for 1
moonlight. She wears a crescent moon mask and is one-half of an acrobatic duo called the Selenelion twins, alongside Glister, her sunny twin. Gleam wants to reunite with her twin and return to the
Fraz-Urb'luu
Legacy
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Monsters
Out of the Abyss
that of a great gargoyle, some 12 feet tall, with an extended, muscular neck and a smiling face framed by long, pointed ears and lank, dark hair, and bat-like wings are furled against his powerful
elaborate fantasies that have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream.”
61–80
“I convince myself that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Bat Cave The drow and their quaggoths recently expanded into this cavern, which is home to hundreds of bats. 12a. Drow Sentinels Sloped Roof. The ceiling here is 50 feet high but slopes down to
warriors (Ryld and Llauzdrar).
Bats. Harmless bats flutter around, disturbed by the drow’s presence.
Stumps. The floor is dotted with the stumps of felled zurkhwood stalks and the occasional bat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Bat Cave The drow and their quaggoths recently expanded into this cavern, which is home to hundreds of bats. 12a. Drow Sentinels Sloped Roof. The ceiling here is 50 feet high but slopes down to
warriors (Ryld and Llauzdrar).
Bats. Harmless bats flutter around, disturbed by the drow’s presence.
Stumps. The floor is dotted with the stumps of felled zurkhwood stalks and the occasional bat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Bat Cave The drow and their quaggoths recently expanded into this cavern, which is home to hundreds of bats. 12a. Drow Sentinels Sloped Roof. The ceiling here is 50 feet high but slopes down to
warriors (Ryld and Llauzdrar).
Bats. Harmless bats flutter around, disturbed by the drow’s presence.
Stumps. The floor is dotted with the stumps of felled zurkhwood stalks and the occasional bat
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
it to the tomb thinking it might be useful for setting off traps. The lizard escaped and wound up here. It doesn’t know what became of its captors and helps the characters any way it can if they promise to return it to Omu.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
it to the tomb thinking it might be useful for setting off traps. The lizard escaped and wound up here. It doesn’t know what became of its captors and helps the characters any way it can if they promise to return it to Omu.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
it to the tomb thinking it might be useful for setting off traps. The lizard escaped and wound up here. It doesn’t know what became of its captors and helps the characters any way it can if they promise to return it to Omu.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Cave of Crystals Xorn. Three xorn feast on crystals near the western edge of the cavern, while harmless bats flutter below the 30-foot-high ceiling.
Difficult Terrain. A thick mix of mud and bat
turn and sinks into the floor, never to return. Treasure Once the xorn are defeated, the characters can retrieve forty fist-sized crystals worth 10 gp each.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Cave of Crystals Xorn. Three xorn feast on crystals near the western edge of the cavern, while harmless bats flutter below the 30-foot-high ceiling.
Difficult Terrain. A thick mix of mud and bat
turn and sinks into the floor, never to return. Treasure Once the xorn are defeated, the characters can retrieve forty fist-sized crystals worth 10 gp each.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Cave of Crystals Xorn. Three xorn feast on crystals near the western edge of the cavern, while harmless bats flutter below the 30-foot-high ceiling.
Difficult Terrain. A thick mix of mud and bat
turn and sinks into the floor, never to return. Treasure Once the xorn are defeated, the characters can retrieve forty fist-sized crystals worth 10 gp each.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
memories of their captors or the realm they came from. Likewise, adventurers who return from an excursion to the Feywild are often alarmed to discover upon their return that time flows differently on
Optional Rules: Feywild Magic Tales speak of children kidnapped by fey creatures and spirited away to the Feywild, only to return to their parents years later without having aged a day, and with no
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
memories of their captors or the realm they came from. Likewise, adventurers who return from an excursion to the Feywild are often alarmed to discover upon their return that time flows differently on
Optional Rules: Feywild Magic Tales speak of children kidnapped by fey creatures and spirited away to the Feywild, only to return to their parents years later without having aged a day, and with no
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
memories of their captors or the realm they came from. Likewise, adventurers who return from an excursion to the Feywild are often alarmed to discover upon their return that time flows differently on
Optional Rules: Feywild Magic Tales speak of children kidnapped by fey creatures and spirited away to the Feywild, only to return to their parents years later without having aged a day, and with no
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, not loyalty. He’s waiting for his companion, Sylvia, to return (see area 31). If threatened, Flyndol commands the giant rats to cover his escape. If escape is impossible, he surrenders but won’t
give his captors any useful information unless they charm him. He carries nothing of value. Fountains Each fountain consists of a blue marble basin enclosed by a 1-foot-high stone retaining wall with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, not loyalty. He’s waiting for his companion, Sylvia, to return (see area 31). If threatened, Flyndol commands the giant rats to cover his escape. If escape is impossible, he surrenders but won’t
give his captors any useful information unless they charm him. He carries nothing of value. Fountains Each fountain consists of a blue marble basin enclosed by a 1-foot-high stone retaining wall with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, not loyalty. He’s waiting for his companion, Sylvia, to return (see area 31). If threatened, Flyndol commands the giant rats to cover his escape. If escape is impossible, he surrenders but won’t
give his captors any useful information unless they charm him. He carries nothing of value. Fountains Each fountain consists of a blue marble basin enclosed by a 1-foot-high stone retaining wall with
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, and the opportunistic bloodsuckers attack in the confusion. The stirges gain a +2 bonus to AC in the bat storm. The bats calm down and return to their roosts on the ceiling after five minutes of quiet
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
opportunistic bloodsuckers attack in the confusion. The stirges gain a +2 bonus to AC in the bat storm. The bats calm down and return to their roosts on the ceiling after five minutes of quiet in area
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
opportunistic bloodsuckers attack in the confusion. The stirges gain a +2 bonus to AC in the bat storm. The bats calm down and return to their roosts on the ceiling after five minutes of quiet in area
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
opportunistic bloodsuckers attack in the confusion. The stirges gain a +2 bonus to AC in the bat storm. The bats calm down and return to their roosts on the ceiling after five minutes of quiet in area
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, and the opportunistic bloodsuckers attack in the confusion. The stirges gain a +2 bonus to AC in the bat storm. The bats calm down and return to their roosts on the ceiling after five minutes of quiet
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
9. Bat Cave This cave is thick with stalactites and stalagmites, and home to thousands of bats. The cavern floor is covered in a thick layer of guano, making the floor difficult terrain. The bats
1d4 bludgeoning damage. Development When the purple worm that caused the bats to swarm exits the nursery, the bats return to this cave to roost 10 minutes later.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
9. Bat Cave This cave is thick with stalactites and stalagmites, and home to thousands of bats. The cavern floor is covered in a thick layer of guano, making the floor difficult terrain. The bats
1d4 bludgeoning damage. Development When the purple worm that caused the bats to swarm exits the nursery, the bats return to this cave to roost 10 minutes later.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
9. Bat Cave This cave is thick with stalactites and stalagmites, and home to thousands of bats. The cavern floor is covered in a thick layer of guano, making the floor difficult terrain. The bats
1d4 bludgeoning damage. Development When the purple worm that caused the bats to swarm exits the nursery, the bats return to this cave to roost 10 minutes later.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, and the opportunistic bloodsuckers attack in the confusion. The stirges gain a +2 bonus to AC in the bat storm. The bats calm down and return to their roosts on the ceiling after five minutes of quiet
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
action, a character can try to free a prisoner within reach, doing so with a successful DC 12 Strength (Athletics) check. The prisoners are desperate to return to Phandalin. They can recount their
harrowing journey through Illithinoch, the Briny Maze, and the Briny Pool, and they can share the following additional information: Fanatical Captors. Three mind flayers brought nine people to this
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
action, a character can try to free a prisoner within reach, doing so with a successful DC 12 Strength (Athletics) check. The prisoners are desperate to return to Phandalin. They can recount their
harrowing journey through Illithinoch, the Briny Maze, and the Briny Pool, and they can share the following additional information: Fanatical Captors. Three mind flayers brought nine people to this
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
action, a character can try to free a prisoner within reach, doing so with a successful DC 12 Strength (Athletics) check. The prisoners are desperate to return to Phandalin. They can recount their
harrowing journey through Illithinoch, the Briny Maze, and the Briny Pool, and they can share the following additional information: Fanatical Captors. Three mind flayers brought nine people to this
Compendium
- Sources->Dungeons & Dragons->Monster Manual
mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form, and it must reach its resting place within 2
target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5
Compendium
- Sources->Dungeons & Dragons->Monster Manual
mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form, and it must reach its resting place within 2
target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5
Compendium
- Sources->Dungeons & Dragons->Monster Manual
mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form, and it must reach its resting place within 2
target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
emperor’s justice.” The commander then orders your captors to return your weapons to you. “Princess Xedalli sends her regards.”
Weapons confiscated from the characters and their allies are promptly






