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Returning 35 results for 'before before driven contested replaced'.
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Ancient Gold Dragon
Legacy
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Monsters
Basic Rules (2014)
Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of
action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect
Adult Gold Dragon
Legacy
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Monsters
Basic Rules (2014)
Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that
make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the
Monsters
Sleeping Dragon’s Wake
well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.Lhammaruntosz can take 3 legendary
Bahamut, which the dragon can use to commune with the deity.
In recent decades Lhammaruntosz has retreated inside the shrine, becoming reclusive due to a attack by a disguised demon which has driven her
Tabaxi
Legacy
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races
Volo's Guide to Monsters
, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world’s wonders. Ultimate travelers, the inquisitive
replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets.
A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Number of Feathers Characters who try to identify the hecklers can spot Kettlesteam in her current guise with a successful Wisdom (Perception) check contested by the kenku’s Charisma (Deception) check. See
“Catching Kettlesteam” later in the chapter if the characters try to corner her. Helping Palasha If she is driven from Silversong Lake by heckling, Palasha takes refuge in the river near the Hall of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Number of Feathers Characters who try to identify the hecklers can spot Kettlesteam in her current guise with a successful Wisdom (Perception) check contested by the kenku’s Charisma (Deception) check. See
“Catching Kettlesteam” later in the chapter if the characters try to corner her. Helping Palasha If she is driven from Silversong Lake by heckling, Palasha takes refuge in the river near the Hall of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Number of Feathers Characters who try to identify the hecklers can spot Kettlesteam in her current guise with a successful Wisdom (Perception) check contested by the kenku’s Charisma (Deception) check. See
“Catching Kettlesteam” later in the chapter if the characters try to corner her. Helping Palasha If she is driven from Silversong Lake by heckling, Palasha takes refuge in the river near the Hall of
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Barrier Peaks if left to their own devices. Immured Ones. These three unfortunate prisoners have been driven mad by their incarceration and abuse. If freed, each attacks the nearest target unless a
greataxe attack is replaced with a shackling chains attack, using the same modifiers but dealing bludgeoning damage. While in sunlight, an immured one has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Barrier Peaks if left to their own devices. Immured Ones. These three unfortunate prisoners have been driven mad by their incarceration and abuse. If freed, each attacks the nearest target unless a
greataxe attack is replaced with a shackling chains attack, using the same modifiers but dealing bludgeoning damage. While in sunlight, an immured one has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Barrier Peaks if left to their own devices. Immured Ones. These three unfortunate prisoners have been driven mad by their incarceration and abuse. If freed, each attacks the nearest target unless a
greataxe attack is replaced with a shackling chains attack, using the same modifiers but dealing bludgeoning damage. While in sunlight, an immured one has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
metallic to fetid and repugnant, the fires of industry replaced by squalor. The homes in this part of Gracklstugh are crudely carved from the rock or are just holes in the walls, arranged in no apparent
mob meant to drive away invisible duergar patrols. Derro make active Wisdom (Perception) checks contested by the characters’ Dexterity (Stealth) checks if a ward is activated. Characters using detect
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
metallic to fetid and repugnant, the fires of industry replaced by squalor. The homes in this part of Gracklstugh are crudely carved from the rock or are just holes in the walls, arranged in no apparent
mob meant to drive away invisible duergar patrols. Derro make active Wisdom (Perception) checks contested by the characters’ Dexterity (Stealth) checks if a ward is activated. Characters using detect
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
metallic to fetid and repugnant, the fires of industry replaced by squalor. The homes in this part of Gracklstugh are crudely carved from the rock or are just holes in the walls, arranged in no apparent
mob meant to drive away invisible duergar patrols. Derro make active Wisdom (Perception) checks contested by the characters’ Dexterity (Stealth) checks if a ward is activated. Characters using detect
Kobold
Legacy
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races
Volo's Guide to Monsters
; animosity, gnomes tend to avoid or abandon settlements that have a severe infestation of kobolds, and conversely kobolds are usually driven out of communities that have a large gnome population
moves its tribe to another area, ceding the contested territory to its more successful neighbors.
As demonstrated by their hatred of gnomes, kobolds have a persecution complex and easily take offense
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
fin that protrudes from the middle of her back. Whymsee is a shorter woman with broad shoulders. Her legs have been replaced with tentacles, and her upper torso is covered in some kind of tough
strung across the back of the chamber to serve as underwater beds, and a variety of hooks have been driven into the walls with netting attached to serve as shelving.
Caught up in the netting of the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
fin that protrudes from the middle of her back. Whymsee is a shorter woman with broad shoulders. Her legs have been replaced with tentacles, and her upper torso is covered in some kind of tough
strung across the back of the chamber to serve as underwater beds, and a variety of hooks have been driven into the walls with netting attached to serve as shelving.
Caught up in the netting of the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
fin that protrudes from the middle of her back. Whymsee is a shorter woman with broad shoulders. Her legs have been replaced with tentacles, and her upper torso is covered in some kind of tough
strung across the back of the chamber to serve as underwater beds, and a variety of hooks have been driven into the walls with netting attached to serve as shelving.
Caught up in the netting of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Dangerous Paths These caverns stand between the drow and goblinoid settlements on this level. 17a. Contested Cavern Guards. Eleven hobgoblins and a hobgoblin captain are stationed in this 20-foot
, but its Disintegration Ray is replaced with the following: Telekinetic Ray. If the target is a creature, it must succeed on a DC 14 Strength saving throw, or the zombie moves it up to 30 feet in any
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the characters and begins shadowing them, attempting to remain unseen. Characters keeping an eye out for trouble spot the drow with a successful Wisdom (Perception) check contested by the drow’s
is out surveying damaged sections of the city. Merchants and crafters who confront the priestess, claiming to have lost everything in Demogorgon’s attack, are banished to the Braelyn. Locals driven mad
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Merrow These worshipers of Demogorgon have been driven into a frenzy by his arrival in the Underdark. They immediately attack, trying to capsize or wreck boats as they utter the war cry, “Blood and salt
contested by the merrow’s Strength check. If the merrow wins the contest, the vessel capsizes. Stirges These stirges cling to the ceiling like bats. If the party is aware of the stirges, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Dangerous Paths These caverns stand between the drow and goblinoid settlements on this level. 17a. Contested Cavern Guards. Eleven hobgoblins and a hobgoblin captain are stationed in this 20-foot
, but its Disintegration Ray is replaced with the following: Telekinetic Ray. If the target is a creature, it must succeed on a DC 14 Strength saving throw, or the zombie moves it up to 30 feet in any
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Dangerous Paths These caverns stand between the drow and goblinoid settlements on this level. 17a. Contested Cavern Guards. Eleven hobgoblins and a hobgoblin captain are stationed in this 20-foot
, but its Disintegration Ray is replaced with the following: Telekinetic Ray. If the target is a creature, it must succeed on a DC 14 Strength saving throw, or the zombie moves it up to 30 feet in any
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the characters and begins shadowing them, attempting to remain unseen. Characters keeping an eye out for trouble spot the drow with a successful Wisdom (Perception) check contested by the drow’s
is out surveying damaged sections of the city. Merchants and crafters who confront the priestess, claiming to have lost everything in Demogorgon’s attack, are banished to the Braelyn. Locals driven mad
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Merrow These worshipers of Demogorgon have been driven into a frenzy by his arrival in the Underdark. They immediately attack, trying to capsize or wreck boats as they utter the war cry, “Blood and salt
contested by the merrow’s Strength check. If the merrow wins the contest, the vessel capsizes. Stirges These stirges cling to the ceiling like bats. If the party is aware of the stirges, the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the characters and begins shadowing them, attempting to remain unseen. Characters keeping an eye out for trouble spot the drow with a successful Wisdom (Perception) check contested by the drow’s
is out surveying damaged sections of the city. Merchants and crafters who confront the priestess, claiming to have lost everything in Demogorgon’s attack, are banished to the Braelyn. Locals driven mad
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Merrow These worshipers of Demogorgon have been driven into a frenzy by his arrival in the Underdark. They immediately attack, trying to capsize or wreck boats as they utter the war cry, “Blood and salt
contested by the merrow’s Strength check. If the merrow wins the contest, the vessel capsizes. Stirges These stirges cling to the ceiling like bats. If the party is aware of the stirges, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
created from slaves put to death specifically to serve a greater purpose.
Creature of Ritual. A mummy obeys the conditions and parameters laid down by the rituals that created it, driven only to punish
its endless rest by undoing the transgression that caused it to rise. A sacred idol might be replaced in its niche, a stolen treasure could be returned to its tomb, or a temple might be purified of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
created from slaves put to death specifically to serve a greater purpose.
Creature of Ritual. A mummy obeys the conditions and parameters laid down by the rituals that created it, driven only to punish
its endless rest by undoing the transgression that caused it to rise. A sacred idol might be replaced in its niche, a stolen treasure could be returned to its tomb, or a temple might be purified of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
created from slaves put to death specifically to serve a greater purpose.
Creature of Ritual. A mummy obeys the conditions and parameters laid down by the rituals that created it, driven only to punish
its endless rest by undoing the transgression that caused it to rise. A sacred idol might be replaced in its niche, a stolen treasure could be returned to its tomb, or a temple might be purified of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is caught during that hour. If the check succeeds, the character hooks a knucklehead trout (see appendix C) and must make a Strength (Athletics) check contested by the fish’s Strength check to pull it
clothes are taken off and replaced with dry ones. Frigid Water Rules for frigid water appear in the Dungeon Master’s Guide but are repeated here for your convenience. A creature can be immersed in frigid
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is caught during that hour. If the check succeeds, the character hooks a knucklehead trout (see appendix C) and must make a Strength (Athletics) check contested by the fish’s Strength check to pull it
clothes are taken off and replaced with dry ones. Frigid Water Rules for frigid water appear in the Dungeon Master’s Guide but are repeated here for your convenience. A creature can be immersed in frigid
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is caught during that hour. If the check succeeds, the character hooks a knucklehead trout (see appendix C) and must make a Strength (Athletics) check contested by the fish’s Strength check to pull it
clothes are taken off and replaced with dry ones. Frigid Water Rules for frigid water appear in the Dungeon Master’s Guide but are repeated here for your convenience. A creature can be immersed in frigid
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Daelkyr Modifications d10 Modification 1 The creature is fused with another creature or object. 2 The creature has additional eyes, or its existing eyes are replaced with the eyes of a
different creature. 3 The creature produces eerie music instead of speech. 4 The creature’s skin has an unusual texture or color. 5 The creature’s hair is replaced by spines or tentacles. 6 The creature’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Daelkyr Modifications d10 Modification 1 The creature is fused with another creature or object. 2 The creature has additional eyes, or its existing eyes are replaced with the eyes of a
different creature. 3 The creature produces eerie music instead of speech. 4 The creature’s skin has an unusual texture or color. 5 The creature’s hair is replaced by spines or tentacles. 6 The creature’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Daelkyr Modifications d10 Modification 1 The creature is fused with another creature or object. 2 The creature has additional eyes, or its existing eyes are replaced with the eyes of a
different creature. 3 The creature produces eerie music instead of speech. 4 The creature’s skin has an unusual texture or color. 5 The creature’s hair is replaced by spines or tentacles. 6 The creature’s