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Returning 30 results for 'barriers being diffusing crown respond'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
became semi-independent while remaining loyal to the crown, and the diverse peoples of this region coexist in relative peace once again. With this big picture in mind, you can think of the Flanaess
information and respond to questions from the party. If the characters miss an important detail, this NPC can reinforce details in a way books and recollected facts can’t.
Any one of these methods is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
became semi-independent while remaining loyal to the crown, and the diverse peoples of this region coexist in relative peace once again. With this big picture in mind, you can think of the Flanaess
information and respond to questions from the party. If the characters miss an important detail, this NPC can reinforce details in a way books and recollected facts can’t.
Any one of these methods is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
became semi-independent while remaining loyal to the crown, and the diverse peoples of this region coexist in relative peace once again. With this big picture in mind, you can think of the Flanaess
information and respond to questions from the party. If the characters miss an important detail, this NPC can reinforce details in a way books and recollected facts can’t.
Any one of these methods is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
, the guards respond, “Speaker Crannoc Siever has no need for your heathen rituals!” C2. Snowy Courtyard Footprints in the snow lead to various doors along this courtyard’s perimeter, including a tall
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
, the guards respond, “Speaker Crannoc Siever has no need for your heathen rituals!” C2. Snowy Courtyard Footprints in the snow lead to various doors along this courtyard’s perimeter, including a tall
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
, the guards respond, “Speaker Crannoc Siever has no need for your heathen rituals!” C2. Snowy Courtyard Footprints in the snow lead to various doors along this courtyard’s perimeter, including a tall
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
with a jagged black crown on his brow and a spiky black gauntlet on one hand. His crown and gauntlet are made of chardalyn. DEEP DUERRA
Deep Duerra is a lawful evil god of conquest and psionic power
-stained, gray-bearded duergar with a jagged black crown on his brow and a spiky black gauntlet on one hand. His crown and gauntlet are made of chardalyn. The mind masters want their prisoner to identify
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
with a jagged black crown on his brow and a spiky black gauntlet on one hand. His crown and gauntlet are made of chardalyn. DEEP DUERRA
Deep Duerra is a lawful evil god of conquest and psionic power
-stained, gray-bearded duergar with a jagged black crown on his brow and a spiky black gauntlet on one hand. His crown and gauntlet are made of chardalyn. The mind masters want their prisoner to identify
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
with a jagged black crown on his brow and a spiky black gauntlet on one hand. His crown and gauntlet are made of chardalyn. DEEP DUERRA
Deep Duerra is a lawful evil god of conquest and psionic power
-stained, gray-bearded duergar with a jagged black crown on his brow and a spiky black gauntlet on one hand. His crown and gauntlet are made of chardalyn. The mind masters want their prisoner to identify
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction.
Siege Monster
two sons given to him by Marral, named Durth and Nildar. Clad in Chardalyn. Xardorok wears the following nonmagical items fashioned from chardalyn: a nine-spired crown (two intact spires representing
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction.
Siege Monster
two sons given to him by Marral, named Durth and Nildar. Clad in Chardalyn. Xardorok wears the following nonmagical items fashioned from chardalyn: a nine-spired crown (two intact spires representing
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction.
Siege Monster
two sons given to him by Marral, named Durth and Nildar. Clad in Chardalyn. Xardorok wears the following nonmagical items fashioned from chardalyn: a nine-spired crown (two intact spires representing
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
respond. Xabash can provide general details from the “Tyrant’s Spiral” section earlier in this chapter. Once the characters are done conversing with Xabash or if they attack it, the beholder drifts
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
respond. Xabash can provide general details from the “Tyrant’s Spiral” section earlier in this chapter. Once the characters are done conversing with Xabash or if they attack it, the beholder drifts
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
respond. Xabash can provide general details from the “Tyrant’s Spiral” section earlier in this chapter. Once the characters are done conversing with Xabash or if they attack it, the beholder drifts
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the
Power Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the
Power Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the
Power Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
chamber when they’re not hunting (25 percent chance of being absent when characters arrive). The bugbear wears a crown of antlers on his head to enhance his frightening appearance. Balsag considers all non
or disturbance in the main area draws all the monsters, although those in the northwest chamber respond most slowly. Investigating. The containers on the small tables in the main area hold mashed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
chamber when they’re not hunting (25 percent chance of being absent when characters arrive). The bugbear wears a crown of antlers on his head to enhance his frightening appearance. Balsag considers all non
or disturbance in the main area draws all the monsters, although those in the northwest chamber respond most slowly. Investigating. The containers on the small tables in the main area hold mashed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
chamber when they’re not hunting (25 percent chance of being absent when characters arrive). The bugbear wears a crown of antlers on his head to enhance his frightening appearance. Balsag considers all non
or disturbance in the main area draws all the monsters, although those in the northwest chamber respond most slowly. Investigating. The containers on the small tables in the main area hold mashed
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
emblazoned with Vrakir’s symbol—a crown encircling the branches of a tree wreathed in flame—as well his motto, atka ignari (Ignan for “all shall burn”). Two erinyes are stationed on the rooftops of the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
emblazoned with Vrakir’s symbol—a crown encircling the branches of a tree wreathed in flame—as well his motto, atka ignari (Ignan for “all shall burn”). Two erinyes are stationed on the rooftops of the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
emblazoned with Vrakir’s symbol—a crown encircling the branches of a tree wreathed in flame—as well his motto, atka ignari (Ignan for “all shall burn”). Two erinyes are stationed on the rooftops of the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
piercing and 4 (1d4 + 2) poison damage. Treasure. The chest and sacks contain the lair’s wealth. The chest holds 1,700 ep, a gold-bonded ivory scepter (100 gp), and a gold crown in the shape of a coiled
the characters unless they see the sahuagin prisoner traveling with them. If they hear combat in either area 50 or area 52, they respond and help defend their potential allies. In this case, they leave
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
piercing and 4 (1d4 + 2) poison damage. Treasure. The chest and sacks contain the lair’s wealth. The chest holds 1,700 ep, a gold-bonded ivory scepter (100 gp), and a gold crown in the shape of a coiled
the characters unless they see the sahuagin prisoner traveling with them. If they hear combat in either area 50 or area 52, they respond and help defend their potential allies. In this case, they leave
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
piercing and 4 (1d4 + 2) poison damage. Treasure. The chest and sacks contain the lair’s wealth. The chest holds 1,700 ep, a gold-bonded ivory scepter (100 gp), and a gold crown in the shape of a coiled
the characters unless they see the sahuagin prisoner traveling with them. If they hear combat in either area 50 or area 52, they respond and help defend their potential allies. In this case, they leave
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to
their hoards can include intact ships, the remains of kings and queens, thrones, the crown jewels of ancient empires, inventions and contraptions, and monoliths carried from the ruins of fallen cities. A
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to
their hoards can include intact ships, the remains of kings and queens, thrones, the crown jewels of ancient empires, inventions and contraptions, and monoliths carried from the ruins of fallen cities. A
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to
their hoards can include intact ships, the remains of kings and queens, thrones, the crown jewels of ancient empires, inventions and contraptions, and monoliths carried from the ruins of fallen cities. A






