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Returning 35 results for 'bat breaks diffusing contests respected'.
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Elder Brain
Legacy
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Monsters
Volo's Guide to Monsters
into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the elder brain succeeds, the mind believes the deception for 1 hour
brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature’s concentration on a spell it has cast. The creature also takes 1d4
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Werebat Caves These natural caves have uneven floors and 30-foot-high ceilings. Enough light enters to dimly illuminate each cave. In total, nine goblin werebats lurk here. If combat breaks out
anywhere in these caves, all the werebats in the three sections of area 12 quickly join the fray. Mobar (see area 14) remains where he is. 12a. Werebats in Bat Form Werebats. Three goblin werebats (see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Werebat Caves These natural caves have uneven floors and 30-foot-high ceilings. Enough light enters to dimly illuminate each cave. In total, nine goblin werebats lurk here. If combat breaks out
anywhere in these caves, all the werebats in the three sections of area 12 quickly join the fray. Mobar (see area 14) remains where he is. 12a. Werebats in Bat Form Werebats. Three goblin werebats (see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Werebat Caves These natural caves have uneven floors and 30-foot-high ceilings. Enough light enters to dimly illuminate each cave. In total, nine goblin werebats lurk here. If combat breaks out
anywhere in these caves, all the werebats in the three sections of area 12 quickly join the fray. Mobar (see area 14) remains where he is. 12a. Werebats in Bat Form Werebats. Three goblin werebats (see
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Skola Vale Revels Satyrs hold regular revels called rollick nights. These lengthy festivals are full of merrymaking, contests, impromptu performances, and song, all accompanied by good food and sweet
period of hazing follows, where the stubs are enticed to perform menial or humiliating tasks. When the satyrs grow bored—or a respected, sober satyr steps in—the hazing ends, which typically results in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Skola Vale Revels Satyrs hold regular revels called rollick nights. These lengthy festivals are full of merrymaking, contests, impromptu performances, and song, all accompanied by good food and sweet
period of hazing follows, where the stubs are enticed to perform menial or humiliating tasks. When the satyrs grow bored—or a respected, sober satyr steps in—the hazing ends, which typically results in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Skola Vale Revels Satyrs hold regular revels called rollick nights. These lengthy festivals are full of merrymaking, contests, impromptu performances, and song, all accompanied by good food and sweet
period of hazing follows, where the stubs are enticed to perform menial or humiliating tasks. When the satyrs grow bored—or a respected, sober satyr steps in—the hazing ends, which typically results in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Werebat Caves These dark, rough-hewn caves have rubble-strewn floors and 30-foot-high ceilings. In total, nineteen goblin werebats (see appendix A) dwell here. If combat breaks out anywhere in
these caves, all the werebats in the four sections of area 16 quickly join the fray. The noise also alerts the werebat boss in area 14, who investigates. 16a. Werebats in Bat Form Werebats. Three goblin
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Werebat Caves These dark, rough-hewn caves have rubble-strewn floors and 30-foot-high ceilings. In total, nineteen goblin werebats (see appendix A) dwell here. If combat breaks out anywhere in
these caves, all the werebats in the four sections of area 16 quickly join the fray. The noise also alerts the werebat boss in area 14, who investigates. 16a. Werebats in Bat Form Werebats. Three goblin
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Werebat Caves These dark, rough-hewn caves have rubble-strewn floors and 30-foot-high ceilings. In total, nineteen goblin werebats (see appendix A) dwell here. If combat breaks out anywhere in
these caves, all the werebats in the four sections of area 16 quickly join the fray. The noise also alerts the werebat boss in area 14, who investigates. 16a. Werebats in Bat Form Werebats. Three goblin
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
question. He spends his idle hours making gifts for her and, in bat form, leaving them in front of her tower. The lovestruck fool is otherwise bereft of conscience, and he presides over the werebat tribe
with iron-fisted resolve. As a rule, he does not treat with adventurers; he’d rather rob them and feed on their blood. If combat breaks out here, the werebats throughout area 16 investigate, converging
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
question. He spends his idle hours making gifts for her and, in bat form, leaving them in front of her tower. The lovestruck fool is otherwise bereft of conscience, and he presides over the werebat tribe
with iron-fisted resolve. As a rule, he does not treat with adventurers; he’d rather rob them and feed on their blood. If combat breaks out here, the werebats throughout area 16 investigate, converging
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
question. He spends his idle hours making gifts for her and, in bat form, leaving them in front of her tower. The lovestruck fool is otherwise bereft of conscience, and he presides over the werebat tribe
with iron-fisted resolve. As a rule, he does not treat with adventurers; he’d rather rob them and feed on their blood. If combat breaks out here, the werebats throughout area 16 investigate, converging
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their differences or engage in contests of strength. War Chief’s Quarters Adjacent to the main chamber is the room where the war chief resides, holds council, and hands out blessings or punishments
prey with high-pitched clicks and shrieks, then swoop down and snatch up their prey with razor sharp claws. Bat riders of the Red Fang return from their raids the same way they exited — through a crack
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their differences or engage in contests of strength. War Chief’s Quarters Adjacent to the main chamber is the room where the war chief resides, holds council, and hands out blessings or punishments
prey with high-pitched clicks and shrieks, then swoop down and snatch up their prey with razor sharp claws. Bat riders of the Red Fang return from their raids the same way they exited — through a crack
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their differences or engage in contests of strength. War Chief’s Quarters Adjacent to the main chamber is the room where the war chief resides, holds council, and hands out blessings or punishments
prey with high-pitched clicks and shrieks, then swoop down and snatch up their prey with razor sharp claws. Bat riders of the Red Fang return from their raids the same way they exited — through a crack
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
town, while also distributing fresh tropical fruit free of charge to the townsfolk. 11–12 A fire breaks out in town, and Eda Oweland raises funds to support those who lost their homes. 13–14 A fishing
reconciliation, giving the factions a chance to make amends. 17–18 A bungled smuggling operation lands a few respected people in jail, leading to near riots as fishers gather in a huge mob to effect a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
town, while also distributing fresh tropical fruit free of charge to the townsfolk. 11–12 A fire breaks out in town, and Eda Oweland raises funds to support those who lost their homes. 13–14 A fishing
reconciliation, giving the factions a chance to make amends. 17–18 A bungled smuggling operation lands a few respected people in jail, leading to near riots as fishers gather in a huge mob to effect a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
town, while also distributing fresh tropical fruit free of charge to the townsfolk. 11–12 A fire breaks out in town, and Eda Oweland raises funds to support those who lost their homes. 13–14 A fishing
reconciliation, giving the factions a chance to make amends. 17–18 A bungled smuggling operation lands a few respected people in jail, leading to near riots as fishers gather in a huge mob to effect a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out — or if she has a reason to remind her followers to fear her — Lolth’s lower
his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out — or if she has a reason to remind her followers to fear her — Lolth’s lower
his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out — or if she has a reason to remind her followers to fear her — Lolth’s lower
his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-Towns. If the druid is killed or captured, its awakened companions behave as intelligent humans would when faced with the loss of their leader: either their morale breaks and they flee, or they become
might challenge one or more characters to an athletic contest. If the characters accept this challenge, roll on the Athletic Contests table to determine what game the goliaths propose. The goliaths are
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-Towns. If the druid is killed or captured, its awakened companions behave as intelligent humans would when faced with the loss of their leader: either their morale breaks and they flee, or they become
might challenge one or more characters to an athletic contest. If the characters accept this challenge, roll on the Athletic Contests table to determine what game the goliaths propose. The goliaths are
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-Towns. If the druid is killed or captured, its awakened companions behave as intelligent humans would when faced with the loss of their leader: either their morale breaks and they flee, or they become
might challenge one or more characters to an athletic contest. If the characters accept this challenge, roll on the Athletic Contests table to determine what game the goliaths propose. The goliaths are
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
painstaking process in the narrow space takes 5 minutes, and if the check fails by 5 or more, the sphere breaks at the end of the attempt. Sleep Gas. If the glass sphere breaks, it releases green, swirling
of jade with cowrie-shell eyes and obsidian pupils. About the corpse’s neck is a jade pendant carved with the face of a humanlike bat.
Creature. The corpse is the body of Tloques-Popolocas, a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
painstaking process in the narrow space takes 5 minutes, and if the check fails by 5 or more, the sphere breaks at the end of the attempt. Sleep Gas. If the glass sphere breaks, it releases green, swirling
of jade with cowrie-shell eyes and obsidian pupils. About the corpse’s neck is a jade pendant carved with the face of a humanlike bat.
Creature. The corpse is the body of Tloques-Popolocas, a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
painstaking process in the narrow space takes 5 minutes, and if the check fails by 5 or more, the sphere breaks at the end of the attempt. Sleep Gas. If the glass sphere breaks, it releases green, swirling
of jade with cowrie-shell eyes and obsidian pupils. About the corpse’s neck is a jade pendant carved with the face of a humanlike bat.
Creature. The corpse is the body of Tloques-Popolocas, a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
quasits in bat form to deliver messages to Rilna from the gate tower (area 18a). A Small creature can slip through the hole easily, and a Medium creature can do so with a successful DC 17 Dexterity
. If a fight breaks out here, Drivvin uses his first action in combat to cast time stop. He uses the extra time granted by the spell to summon a barlgura and cast fire shield on himself, as well as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
quasits in bat form to deliver messages to Rilna from the gate tower (area 18a). A Small creature can slip through the hole easily, and a Medium creature can do so with a successful DC 17 Dexterity
. If a fight breaks out here, Drivvin uses his first action in combat to cast time stop. He uses the extra time granted by the spell to summon a barlgura and cast fire shield on himself, as well as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
quasits in bat form to deliver messages to Rilna from the gate tower (area 18a). A Small creature can slip through the hole easily, and a Medium creature can do so with a successful DC 17 Dexterity
. If a fight breaks out here, Drivvin uses his first action in combat to cast time stop. He uses the extra time granted by the spell to summon a barlgura and cast fire shield on himself, as well as
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Charisma (Deception) check with advantage to deceive the target’s mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check
.
Tentacle. The elder brain makes a tentacle attack.
Break Concentration. The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Charisma (Deception) check with advantage to deceive the target’s mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check
.
Tentacle. The elder brain makes a tentacle attack.
Break Concentration. The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Charisma (Deception) check with advantage to deceive the target’s mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check
.
Tentacle. The elder brain makes a tentacle attack.
Break Concentration. The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, fast-moving patrols or as pack animals for larger, longer patrols. The deinonychuses are used for hunting — like dogs, only far more vicious. These animals are well respected by the soldiers of the
in command to Liara Portyr, and she’s responsible for every detail of the day-to-day functioning of the fort. If a soldier breaks the rules, Gruta decides on the punishment. If a patrol is overdue from






