Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 24 results for 'before bareris detected continues race'.
Other Suggestions:
before bearers defeated continue race
before bearers detached continue race
before bareris detect continue range
before bareris detect continual range
before bearers defeated continual race
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people
and many other Mulan shave off all their hair.
Mulan Names: (Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Chapter 9 Summary Chapter 9 starts in Sigil and continues in Pandesmos, the first layer of the chaotic plane of Pandemonium. The rest of the adventure takes place on that plane. With all pieces of
Tasha. Kas flees to Pandemonium to free Miska the Wolf-Spider and usurp Vecna’s ritual. The characters must race to Pandemonium in pursuit of Kas, who has discovered where Vecna’s ritual is taking place.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, fast-paced sport that draws a lively crowd. Characters can participate in the race as snail jockeys, but it costs 1 ticket punch to enter. On the Story Tracker, jot down the names of any characters who
take part in the snail racing, as the experience might prove useful in chapter 2 (see “Reaching the Bottom”). If at least half the characters participate in a snail race, the carnival’s mood rises by
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Cult Retaliation The eradication of one or more of the surface outposts of the elemental cults marks the characters as dangerous enemies. As the party continues the assault on cult strongholds in
abandon its shrine, run the “Race to Destruction” encounter. Parties that stay in the dungeon and choose not to return to town might be oblivious to the villains’ retaliations. If the characters never
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Dewlight detected their approach, turned invisible for safety’s sake, and fled into their homes for good measure. The lone exception is Wheeldoli, an elderly sprite whose curiosity outweighs his sense of
most a day or two from now.” When the characters have learned all they can from Wheeldoli, the sprite directs them to a narrow gravel path that skirts the community and then continues northward
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Extremiton is also gathering thralls of every race to help defend the colony if the neothelid is destroyed or fails in its task. City of the Mind Extremiton can sense intelligent creatures within 2 miles of it
captive audience reacts. Meanwhile, it continues to use its telepathy to reach out to the Waterdavians in the city above, gathering more information to better realize its version of the city.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
them with virtuous companions. Highwater,
Upper Dura Ghallanda Hall This proud Ghallanda enclave continues to operate amid the fading squalor of Middle Dura, and has become a tourist attraction. It
sporting events. Hareth’s Folly, Middle Dura The King of Fire A comfortable tavern and gambling hall, known as one of the safest places to bet on the Race of Eight Winds and the events at the Hollow Tower
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure
at the actions or deeds of other races. They aren’t forgiving of other races, and they enjoy nursing their hatred until they get a chance to wreak revenge on a creature or a race that has wronged
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
created the orcs and continues to direct their destiny. He is aided and abetted by the other warrior deities, Bahgtru and Ilneval, who bring strength and cunning to the battlefield. The followers of all
react to them.
As a race, orcs have no noteworthy universal social traits, but some commonality does exist in the crude written communication that all orcs employ and in the way that they use
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
8. Crevasse The characters arrive here by one of three routes: the tunnel from area 1, the storeroom at area 7, or the rough-hewn passage to the south, which continues off the map for about one
using telepathy. If detected, it prefers to negotiate and isn’t above betraying the Redbrands for the right incentive, such as the promise of food. When roleplaying the nothic, consider speaking in
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
continues to plague them. Fomorians make alliances with other creatures when it suits them, but they are disloyal by nature and betray their allies on a whim.
Curse of the Evil Eye. Fomorians can
deformed, gaining a glimpse into the pain and malice that has consumed this evil race.
Fomorian
Huge giant, chaotic evil
Armor Class 14 (natural armor)
Hit Points 149 (13d12 + 65)
Speed
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dark. Five years ago, a kalaraq quori (see chapter 6) named Tirashana implanted a mind seed in her thoughts. Maira continues to do her job while concealing any evidence of the Dreaming Dark’s schemes
feelings interfere with his duties. Sharn Watch Races d20 Race 1 Changeling 2–4 Dwarf 5–6 Elf 7 Gnome 8–9 Half-elf 10–11 Half-orc 12–13 Halfling 14–16 Human 17 Kalashtar 18 Shifter 19–20 Warforged
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
succeeding on a DC 13 Intelligence (Investigation) check can see through the illusion. If the illusion is detected, all the characters see the gibbering mouthers in their true forms as both creatures
spot glimpses of tentacles beneath the rattling lid, and notes that the lid will fly off if the pressure continues to mount. As an action, a character can attempt a DC 15 Dexterity check using thieves
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
add even more danger to the fight. After 3 rounds of combat, Mother Stag approaches and pretends to drive the treant away. See “Offer of Help” below. Perilous Exploration. As the party continues on
(Investigation) check while watching him carefully, notices details that give the illusion away. If detected in this way, Olitor claims to have pressing business and departs. I Call Gorgon Spit!
The hags
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Dwarves of the Multiverse Like any race, dwarves display a wide array of skin tones, hair colors, and other physical traits. Adding to this diversity, they have a variety of cultural identities from
form bonds with neighbors. Mountain Dwarves. As tough and strong as the natural stoneworks they dwell among, mountain dwarves see themselves as the true progenitors of their race and the exemplars of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
patrolling the Doomvault don’t notice the disruption, since a disrupted black gate continues to function normally. However, the gate’s active field deals 10 (3d6) force damage (instead of 2d6). Gatehouse
detected. Dungeon Denizens The Red Wizards, aided and abetted by their Thayan servants, hold sway over the Doomvault. In addition to battling the monstrous residents of the dungeon, the characters will
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
stone block walls and a flagstone floor. Several barrels are stored against the walls here, along with empty crates, straw for packing, hammers, pry bars, and nails.
The cavern continues for some
, which continues off the map for about one hundred feet and emerges from a cave in the woods south of Tresendar Manor. The southern passage is an excellent way to smuggle people or goods in and out of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
is Gruumsh One-Eye, who created the orcs and continues to direct their destiny. He is aided and abetted by the other warrior deities, Bahgtru and Ilneval, who bring strength and cunning to the
bursting the orcs apart. If it was not for the followers of Luthic, it is possible that the race of orcs would be no more than small bands of warrior-nomads, scratching out a meager existence, rather
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
race out and prepare to yank this rope, timing it so the boulder smashes down on the cart. They make an attack roll (+4 to hit) against the cart’s AC, which depends on its speed. Rolling at top speed
. The cart continues down the track unhindered.
3–5. The cart derails into area 11. Each creature in the cart is thrown out, lands prone, and must succeed on a DC 12 Dexterity saving throw or take 5
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tunnels beneath the warehouse were dug as smugglers’ byways. Later, worshipers of That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3) excavated chambers beneath the ground
above are spread across the floor. An underground passage is blocked to the south, but it continues into darkness to the north. Two pairs of human-sized boot prints, easily spotted in the dust, head
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god was conquered by Maglubiyet, after all
Exterior. Anyone who is skilled or fortunate enough to pass through the territory of a goblin tribe without being detected is likely to come upon some telltale signs of habitation — complete with goblins at
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
trap, which sprays anyone who tries to pick the lock with a potent contact poison. The trap can be detected with a successful DC 16 Intelligence (Arcana or Investigation) check and disarmed with a DC
, frightened, paralyzed, petrified, and poisoned conditions, and to exhaustion. The clockwork behir does its best to destroy the characters, and continues fighting even after Lottie’s illusion departs (see
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
) check to spot. If the characters detected the faint trail that leads there, a successful DC 10 Wisdom (Perception) check locates the door. Beyond is a flight of stone stairs that leads upward. The
. Double stone doors lead into a barrel-vaulted area containing several furnaces. The eastern end of the chamber continues into a large, dark cave, from which a cold wind moans. A stream of water
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
of the cave. A character who makes a successful DC 15 Wisdom (Perception) check discovers the door. On the other side, a worked passage continues up to what appears to be a blank wall, marked with
by jamming the door open. If the trap resets, it can be activated only once more before its fiery substance is depleted. The spouts on the wall can be detected by someone who succeeds on a DC 15






