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Returning 25 results for 'before bad devourer canaries raise'.
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Criminal / Spy
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
always have a plan for what to do when things go wrong.
2
I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3
The first thing I do in a
.
4
I have a “tell” that reveals when I’m lying.
5
I turn tail and run when things look bad.
6
An innocent person is in prison for a crime that I committed. I’m okay with that.
Backgrounds
Guildmasters’ Guide to Ravnica
1
I never raise my voice or lose my temper.
2
I feel the pains and joys of everyone around me, friend or foe.
3
I would rather make a friend than thwart an enemy.
4
I’m
conclave has a deeper connection to the Worldsoul than I do.
6
I’m trying to atone for the life of crime I led before I joined the Selesnya, but I find it hard to give up my bad habits
Backgrounds
Sword Coast Adventurer's Guide
situation. I never raise my voice or let my emotions control me.
3
The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden
things look bad.
6
An innocent person is in prison for a crime that I committed. I’m okay with that.
Backgrounds
Baldur’s Gate: Descent into Avernus
matter what the situation. I never raise my voice or let my emotions control me.
3
The first thing I do in a new place is note the locations of everything valuable—or where such things
tail and run when things look bad.
6
An innocent person is in prison for a crime that I committed. I’m okay with that.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Epilogue: Croc Hunt Either as a way of apologizing for making a bad first impression on the lizardfolk, or to provide some extra excitement for combat-loving characters, this encounter pits the party
Devourer. Roleplay a conversation with the queen, or summarize the conversation using the following information: When the lizardfolk returned to this long-abandoned lair, they soon discovered that a giant
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
represents both life and the grave. It is her worshipers that raise young orcs to be warriors, and then, at the end of their lives, take them to Yurtrus and Shargaas to be carried into death and the
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Fensirs Arash Radkia Two fensirs bring an offering of food to a hungry devourer that has outgrown her hut Long ago, a band of frost giants led trolls in a campaign to win Annam’s favor by conquering
seems like a transparently bad idea. What were those giants thinking?
—Bigby
And yet, can we fairly say that the existence of fensirs is “transparently bad”? Some might argue they are a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
on other domains. Taking inspiration from sci-fi horror and tales of alien abduction, adventures involving Bluetspur’s mind flayers might begin anywhere with bad dreams or a stranger’s impossible
taken over by an intellect devourer.
6 An inventor requests the characters’ insight into a pill-sized device she extracted from her own body. As the characters examine it, the device projects a map
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
nightmare of franchise-branded zombies running amok. Still, if things get bad, there’s nothing like a general marketing campaign reminding local folk that necromancy means raise dead. Even if you can’t cast
creatures for scouting or guard duty, or using dimension door to slip away from a deal gone bad. The hard part of that last one is always figuring out which of your franchise mates you’ll bring with you
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stones, and make sure no one disturbs the Delvers, who are entombed here. The Believers watch the moving stones carefully, because it’s a bad sign when they move, and they have to figure out what it
the characters release Braelen, he tries to go back to the surface through the tunnel in area T1. Chains. Fastened to iron bars here are chains to the cages in area T3. Characters can raise a fallen
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. If the characters rid Meloon of the intellect devourer in his skull, Vajra gives the party a wand of secrets. 5th “Xanathar is using intellect devourers to take control of Waterdavians in key
: Each Gray Hand character gains 2 renown. Every character who participated in the raid receives a potion of resistance. In addition, Vajra covers the cost of any raise dead spells needed to bring back dead characters.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
calm, no matter what the situation. I never raise my voice or let my emotions control me. 3 The first thing I do in a new place is note the locations of everything valuable — or where such things
money. 3 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. 4 I have a “tell” that reveals when I’m lying. 5 I turn tail and run when things look bad. 6 An innocent person is in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
calm, no matter what the situation. I never raise my voice or let my emotions control me. 3 The first thing I do in a new place is note the locations of everything valuable — or where such things
money. 3 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. 4 I have a “tell” that reveals when I’m lying. 5 I turn tail and run when things look bad. 6 An innocent person is in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
on rare magic to the hag’s daughter. THE RULE OF THREE
They say that things come in threes. Good things. Bad things. Strange things. Hags and purveyors of witchcraft embrace the Rule of Three, as it
, raise dead 6th level (1 slot): circle of death Nature. Hags might seek to exert control over their environment and the creatures in it by mastering the following group of spells: 1st level (4 slots
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pass by 6 A bugbear with an intellect devourer in its skull that tries to lure characters to area 21f 7 Preeta Kreepa (see area 21m) 8–10 Three hobgoblins and a hobgoblin captain keeping the peace and
checking visitors’ identification papers Combat behind closed doors probably doesn’t raise an alarm, but any loud disturbance in the streets is likely to put the entire settlement on alert. As it
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
lanterns hang from posts that support the balcony of the upper deck. A rusty winch bolted to the deck is used to raise and lower the ship’s anchor. The winch is normally operated by two crew members
, but a single creature can operate it with a successful DC 12 Strength (Athletics) check. It takes one action to drop the anchor and ten actions to raise it. 7. Dining Room This room is full of tables
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
target. Hit: 17 (2d12 + 4) slashing damage.
Grumink the Renegade Grumink is a dwarf gone bad. He is a chaotic evil gold dwarf assassin with dwarf racial traits. Bloodthirsty, callous, and mercenary
the Nettlebee clan, a wealthy family of halflings that raise livestock and farm their land. He presents the outward appearance of a modest rancher, and he forbids extravagance on his farm. Thinking he
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
portcullis between this area and area X24 can be raised with a successful DC 22 Strength (Athletics) check, or with a knock spell or similar magic. The lever to raise the portcullis is in area X24. Scrying
lever to raise and lower it is set into the north wall. Characters who peer through the bars of the portcullis can see the room’s contents: In the middle of the room, a blood-spattered chair made of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
light is now under “Elturel’s Shield,” but such claims raise hackles among Elturgard’s neighbors. The Creed Resolute With no clear sign of the source of the Companion and so many faithful arriving in
-called “First Folk of Berdusk,” have made a great show of their piety since the founding of Elturgard, and a great many of the high-ranking priests hail from their families. Over the years a few bad
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, three move to the arrow slits, while the fourth steps into area K4 and heads toward area K8 to raise the alarm. The stairs lead to area K3. K3. Gatehouse Upper Floor This room above the castle
raise or lower the portcullis. The bandits posted in this area operate the mechanisms to let people into or out of the castle. The stairs in this room descend to area K2. The doors lead out onto the wall
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
are removed, hidden springs raise the trunk’s false bottom to rise slightly, at which point the stone visage above the bed opens its mouth and belches a cloud of poisonous gas large enough to fill the
down, Grandolpha invites the characters to join her for dinner. The main course is a cooked intellect devourer, its brain-body stewing in its own juices. The characters can partake of the feast that
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
worth by its size. The small folk are beneath my concern. 7 The small folk are vermin. I enjoy torturing and killing them. 8 Good or bad, Annam’s sons represent the ideals that we, as giants, must
over their neighbors. Fire giants raise and train hell hounds as war dogs, and they sometimes persuade human wizards (free or enslaved) to harness fire elementals as guardians for their strongholds
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
sister’s plan to win the dragon’s favor a bad one. He doesn’t think Challidax will honor any pledges of fealty from Aerstigga, even if Aerstigga tries to buy off the dragon with treasure. He thinks it
they could do more than raise their weapons. Their restless spirits linger here as five Ghosts. The spirits are Chaotic Neutral. They emerge from their frozen corpses if the pillars entombing them are
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
form, he is usually accompanied by seven golden canaries — actually seven ancient gold dragons in polymorphed form. Bahamut seldom interferes in the affairs of mortal creatures, though he makes
Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Devourer of Wealth. Gold dragons can eat
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
? “Months past, I was on my way to seek my fortune and took the Old Road. My bad luck that the goblin bandits caught me; I’ve been here ever since. My deity’s blessings have kept me healthy; otherwise I’m
splint armor (AC 19) and has 18 hit points, a +4 bonus to hit, a +1 bonus to damage, and Strength 15 (+2). These changes raise his challenge rating to 1 (200 XP). When not in combat, Durnn sits on the






