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Returning 35 results for 'before before defeated continue return'.
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Spells
Player’s Handbook
you could say, “Stop fighting, leave this library peacefully, and don’t return.”
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or
until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.
Beast Sense
Legacy
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Spells
Player’s Handbook (2014)
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to
return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Magic Items
Mythic Odysseys of Theros
When you drink this potion, you transform into a pool of water. You return to your true form after 10 minutes or if you are incapacitated or die.
You’re under the following effects while in
Strength, Dexterity, and Constitution saving throws.
Limitations. You can’t talk, attack, cast spells, or activate magic items. Any objects you were carrying or wearing meld into your new form and are inaccessible, though you continue to be affected by anything you’re wearing, such as armor.
Monsters
Bigby Presents: Glory of the Giants
, inquisitive, and power-hungry fomorians felt they had already learned all they could from the Material Plane, and they departed to the Inner Planes, where they could continue their journeys of knowledge
unopposed.
In their arrogance, these fomorian nobles unknowingly escaped the dreadful fate of their kin, and they remain unchanged in their remote enclaves. Occasionally they return to the Material Plane
Monsters
Mordenkainen Presents: Monsters of the Multiverse
undetected to bleed their victims dry.
Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn’t return to their burial places after being defeated or suffering
Monsters
Curse of Strahd
master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the
Bugbear
Legacy
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races
Volo's Guide to Monsters
. Cunning Grankhul is the younger one, and in the stories bugbears tell, he gifted them with stealth but in return he sapped their vigor, so that bugbears sleep in his stead while he remains eternally alert
instead of killing them, he showed mercy and even honored them in a way by setting them free — under his control — so that bugbears could continue to employ their talents against his enemies
Monsters
Mythic Odysseys of Theros
makes a radiant spear attack, and then its mount can use its reaction to make a melee weapon attack.
Return to Nyx (Costs 3 Actions). The archon causes a corpse it can see within 30 feet of it to burst
recounts the battle between a group of the gods’ champions and a mighty archon, which took place at the mysterious eastern edge of the world. Defeated, the falling archon is said to have met the
Monsters
Curse of Strahd
on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.
Special Equipment
memory shrouded by his hate.
Were Vladimir to let go of his hatred, his spirit would find peace and could remember the warmth of love. Were Strahd to be defeated, even temporarily, the mists surrounding
Triton
Legacy
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races
Volo's Guide to Monsters
spread across the world’s oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their
foes when they found them and drove the rest into hiding.
With their foes banished to the deepest reaches of the sea, tritons settled in to watch for any sign of their return. Over time, the tritons
Monsters
Icewind Dale: Rime of the Frostmaiden
hours.When a gnoll’s ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy.
A gnoll vampire is a savage predator
normal vampires, gnoll vampires don’t have coffins where they rest, and they have no such places to return to when their corporeal bodies are destroyed. They are undeterred by running water, and
Orc
Legacy
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races
Volo's Guide to Monsters
who study its ebb and flow to expect the stalemate to continue. A different view is put forth by the archmage Tzunk, who notes that Maglubiyet has never faced a foe as ferocious and protective as
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
Magic Items
Tasha’s Cauldron of Everything
wizard Tasha). Although she was defeated, Iggwilv managed to damage the crook during the battle, infecting it with an insidious curse—and the potential for future victory. In the aftermath, the
within 1 mile of you. Any fiend with a challenge rating of 19 or higher is unaffected. Each banished fiend is sent back to its home plane and can’t return to the plane the Crook of Rao banished it
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Domain’s Downfall Once you know what your domain and Darklord are, think ahead to the climax of your adventures. A Darklord likely can’t be defeated by combat alone, so what is their weakness? In
. Then, assuming the Darklord is defeated, consider what happens next and how that’s relevant to the player characters, addressing the following questions: Can the Darklord die permanently? Under what
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Domain’s Downfall Once you know what your domain and Darklord are, think ahead to the climax of your adventures. A Darklord likely can’t be defeated by combat alone, so what is their weakness? In
. Then, assuming the Darklord is defeated, consider what happens next and how that’s relevant to the player characters, addressing the following questions: Can the Darklord die permanently? Under what
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Domain’s Downfall Once you know what your domain and Darklord are, think ahead to the climax of your adventures. A Darklord likely can’t be defeated by combat alone, so what is their weakness? In
. Then, assuming the Darklord is defeated, consider what happens next and how that’s relevant to the player characters, addressing the following questions: Can the Darklord die permanently? Under what
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
to move on, strangers. Give us your stuff, and be on your way.”
Continue the insults and baiting as long as you like. The Redbrands attack in a round or two if the characters don’t. Neither side is
surprised, because it’s obvious that a fight is brewing. The group consists of four Redbrand ruffians. If three of them are defeated, the last one flees toward Tresendar Manor. Developments Redbrands
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
to move on, strangers. Give us your stuff, and be on your way.”
Continue the insults and baiting as long as you like. The Redbrands attack in a round or two if the characters don’t. Neither side is
surprised, because it’s obvious that a fight is brewing. The group consists of four Redbrand ruffians. If three of them are defeated, the last one flees toward Tresendar Manor. Developments Redbrands
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
to move on, strangers. Give us your stuff, and be on your way.”
Continue the insults and baiting as long as you like. The Redbrands attack in a round or two if the characters don’t. Neither side is
surprised, because it’s obvious that a fight is brewing. The group consists of four Redbrand ruffians. If three of them are defeated, the last one flees toward Tresendar Manor. Developments Redbrands
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
of his thugs while the others continue to hold back the mob that has gathered at the docks. If Traevus is defeated, any remaining thugs in his employ lose their will to fight. Some are overrun by the
, and one of those ships is mine. Pity I can’t reach it. Would you be good enough to help me? I promise to return the favor.”
Captain Elaina Sartell, a chaotic good bandit captain, commands the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
of his thugs while the others continue to hold back the mob that has gathered at the docks. If Traevus is defeated, any remaining thugs in his employ lose their will to fight. Some are overrun by the
, and one of those ships is mine. Pity I can’t reach it. Would you be good enough to help me? I promise to return the favor.”
Captain Elaina Sartell, a chaotic good bandit captain, commands the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
of his thugs while the others continue to hold back the mob that has gathered at the docks. If Traevus is defeated, any remaining thugs in his employ lose their will to fight. Some are overrun by the
, and one of those ships is mine. Pity I can’t reach it. Would you be good enough to help me? I promise to return the favor.”
Captain Elaina Sartell, a chaotic good bandit captain, commands the
Monsters
Fizban's Treasury of Dragons
connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s
region.
If the dragon dies, the populations of aquatic life near the lair return to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
sooner had the gith defeated their sworn enemies than they were plunged into a bitter civil war. In the ensuing conflict, Zerthimon was killed and his followers, naming themselves githzerai
, relocated their civilization to the plane of Limbo. Today, under the leadership of the Great Githzerai, Zaerith Menyar-Ag-Gith, the githzerai continue to stand fast against the githyanki, as well as taking
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
druidic shrines. The Marches are the birthplace of the druidic tradition of the Gatekeepers. Long ago, this sect defeated the vile daelkyr; today, its last champions continue to protect Eberron from
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
sooner had the gith defeated their sworn enemies than they were plunged into a bitter civil war. In the ensuing conflict, Zerthimon was killed and his followers, naming themselves githzerai
, relocated their civilization to the plane of Limbo. Today, under the leadership of the Great Githzerai, Zaerith Menyar-Ag-Gith, the githzerai continue to stand fast against the githyanki, as well as taking
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
when the characters leave. You need to track which rooms have been explored, which monsters have been defeated, which secrets remain undiscovered, what treasure has been taken, and so on. If the characters return to an area, your notes can remind you what is different from the original text.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
druidic shrines. The Marches are the birthplace of the druidic tradition of the Gatekeepers. Long ago, this sect defeated the vile daelkyr; today, its last champions continue to protect Eberron from
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
druidic shrines. The Marches are the birthplace of the druidic tradition of the Gatekeepers. Long ago, this sect defeated the vile daelkyr; today, its last champions continue to protect Eberron from
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
sooner had the gith defeated their sworn enemies than they were plunged into a bitter civil war. In the ensuing conflict, Zerthimon was killed and his followers, naming themselves githzerai
, relocated their civilization to the plane of Limbo. Today, under the leadership of the Great Githzerai, Zaerith Menyar-Ag-Gith, the githzerai continue to stand fast against the githyanki, as well as taking
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Conclusion If the adventurers achieve their objectives and return safely to Saltmarsh, they receive a hero’s welcome. They are granted Saltmarsh citizenship, and a house is set aside for them to use
, rent-free, whenever they wish. If you want to continue the story, proceed with the “The Assault.” That information assumes that the characters take on a role in the upcoming invasion of the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Conclusion If the adventurers achieve their objectives and return safely to Saltmarsh, they receive a hero’s welcome. They are granted Saltmarsh citizenship, and a house is set aside for them to use
, rent-free, whenever they wish. If you want to continue the story, proceed with the “The Assault.” That information assumes that the characters take on a role in the upcoming invasion of the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Conclusion If the adventurers achieve their objectives and return safely to Saltmarsh, they receive a hero’s welcome. They are granted Saltmarsh citizenship, and a house is set aside for them to use
, rent-free, whenever they wish. If you want to continue the story, proceed with the “The Assault.” That information assumes that the characters take on a role in the upcoming invasion of the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Conclusion The chapter concludes when the characters leave Faunel or when they have defeated the Vile Hunt. If the characters return to any of the leaders of the animal groups, the leaders commend
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Conclusion The chapter concludes when the characters leave Faunel or when they have defeated the Vile Hunt. If the characters return to any of the leaders of the animal groups, the leaders commend