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Returning 35 results for 'before behind deciding could replacing'.
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Magic Items
Dungeon Master’s Guide
cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1
. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.
Magic Items
Mythic Odysseys of Theros
While wearing this helm, you know whether there is a celestial or fiend within 30 feet of you, as well as where the creature is located, provided the creature isn’t behind total cover
.
Whenever you finish a long rest while wearing the helm, you can pray to one of the gods listed on the Helm of the Gods table and store the listed spell in the helm, replacing any spell that is already stored
Monsters
Fizban's Treasury of Dragons
ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods
hope to ascend to godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and
Monsters
Fizban's Treasury of Dragons
reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods.
Cosmological Study
Many amethyst dragons are fascinated by the existence of
the world during a rare celestial alignment.
8
An amethyst dragon is fusing with their echoes on other worlds. They all hope to ascend to godhood, perhaps recreating or replacing Sardior
Monsters
Fizban's Treasury of Dragons
glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods.
Cosmological Study
Many
godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating
Monsters
Fizban's Treasury of Dragons
an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods
. They all hope to ascend to godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, provided the creature isn’t behind total cover. Whenever you finish a long rest while wearing the helm, you can pray to one of the gods listed on the Helm of the Gods table and store the listed spell in
the helm, replacing any spell that is already stored there. The save DC for the spell is 13. The helm has 3 charges. To cast a spell from the helm, you must expend 1 charge, and the helm regains 1d3
Magic Items
Tasha’s Cauldron of Everything
tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below).
Each tooth can only be used once. Track which teeth have been used. If a tooth’s
no hole behind, or it vanishes into the water. The creatures noted in the Creatures Summoned column appear in an unoccupied space as close to where the tooth was sown as possible. The creatures are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
!” Ingot, a neutral warforged soldier (see chapter 6) with a carved chunk of wood replacing a severed foot, collects a cover fee from creatures that enter the room. Warforged can enter the building for
to make them fall down, and striking a homemade machine hard enough with a hammer to make it ring a bell.
A small bar in the corner serves cheap ale. Behind this bar, a warforged bartender shouts
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Let This Be Their Battlefield The players can choose where their characters confront the demon lords by deciding where to set the dark heart talisman. Vizeran’s preference is anywhere in
experiences in the Underdark, the adventurers should be able to think of a number of likely sites for the final battle. A few likely options are discussed here. STAYING BEHIND
One or more of the
Orc
Legacy
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Species
Volo's Guide to Monsters
laden wagon or after heroically defending it from thieves gain great respect and advance higher in the tribe’s pecking order.
All Are Fighters
Most of the orcs that stay behind when 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->Acquisitions Incorporated
Franchise Downtime During the break between episode 4 and episode 5, the characters are likely to be focused on deciding their next move. The urgency of seeking out the final orrery component at Horn
, knowing that the Six are behind the attacks on Acquisitions Incorporated, the characters can learn everything Head Office knows about that faction — but what is known about the Six amounts to little
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lesser creatures to help them carry out their missions and, in this capacity, become the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil
You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Here are examples.
Deathlock
Archfey patron: blink, faerie fire
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
with the story behind the race or subrace you wish to create. Having a firm idea of a race’s story in your campaign will help you make decisions during the creation process. Ask yourself several
increasing the diversity of options for a particular race, rather than replacing some options with other ones. The following example walks through the creation of an elf subrace: the eladrin. This
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on
changes: it is a Fey, has a Neutral alignment, and doesn’t create new shadows. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
four-poster bed near the south wall. (Tucked under a moldy pillow is a jar filled with the night hag’s dirty toenail clippings, which the hag uses to weave evil magic.)
Dolls. Behind the bed
individual represented by the doll. A character who succeeds on a DC 15 Intelligence (Arcana) check can ascertain that the way to rob this power is by replacing the hag’s nail clipping with a piece of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
adventure when the tiefling Talanatha uses the timepiece of travel to escape from the attack on Tresendar Manor, only to have the timepiece stay behind (see later on in this episode for details).
By making
stand, but most have been burned or smashed to the ground. The older masonry of the manor walls had been crumbling for some time. New stonework was replacing the old, but everything has been smashed to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, moving in the same direction while swinging their censers gently. You can make the encounter harder by replacing the cultists with cult fanatics, or adding one or more invisible imps as escorts. If
spines stands west of the statue, glaring at four black-robed cultists who kneel and chant in the middle of the room, their faces hidden behind golden devil masks. Nine tapestries depicting the layers of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
stone, set with a crude gate made of thick lumber and festooned with metal blades. Gaps in the gate allow you to see an unusually tall figure in hide armor standing ten feet behind it and clutching a
until after it rolls the d20 before deciding to use the runestone die, but must decide before the DM says whether the roll succeeds or fails. Once the runestone die is rolled, it is lost, and the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
troops fighting elsewhere, and Jallizanx is deciding how to give directions the dim-witted kakkuus can be reasonably expected to convey. When they see the characters, the kakkuus rush into melee while
magical portal to the demiplane that has served as Miska’s prison for eons. Miska is bound behind the portal and can’t yet move through to Pandemonium. The stones can’t be affected by mortal magic, as they
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
.
Garret’s dog, Boy, tore free of its harness and ran back to Targos to get help, leaving the other five sled dogs (use the wolf stat block) behind. The dogs are friendly, cold, hungry, and miserable. If
characters until they return to Ten-Towns, then parts ways with them after deciding that her adventuring days are over. Against one wall, hidden under the shattered remains of a dogsled, is a mess kit, an
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
bones, leaving nothing but a couple of skulls and carved stone knives behind. V9. Duhg Is Here A natural tunnel bisects a ring-shaped excavation in this area, which was once an additional burial
. Replacing the stolen object ends the curse, as does a remove curse spell or similar magic.Gahg the verbeeg has a basket of goodies for her beloved Duhg
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Valin’s service, but she recalls no details of the transfer. The ritual likewise leaves no physical signs behind.
Personality Trait. “I serve my masters in faith willingly, and I let fate and faith
ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the number, but it must decide before the DM says whether the roll succeeds
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, replaced by the one in area F7. F2: Casino Cages Here gamblers can cash out their winnings or purchase razorleaves for 10 gp apiece. An attentive imp cashier sits behind each barred window, retrieving
Bounty. Named after a god of revelry, this game is played on a long table embroidered with a flat pattern of an unfolded, twenty-sided die. The game’s dealer is also its deciding piece: a spectator
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
based on the Test of the Empty Moon trap from chapter 4 with these differences: Northern Door. A door stands behind the portcullis to the north; this door leads to area 6. If the characters entered
characters and fight to the death. They use hit-and-run tactics to launch attacks, ducking behind and hiding within illusory columns when possible to create the impression that they vanish. Secret
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
carved wooden scimitar emblazoned with the inn’s name in red paint on both sides. An inn yard with stables and outbuildings lies behind the building. The Swinging Sword is welcoming and luxurious by the
. Behind the bar are three stout and well-used cudgels, and an old cloak used as an improvised stretcher to lug drunks outside (and sometimes thrown over the heads of brawlers so they can be clubbed down
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
their lives. Aerisi disposes of these minstrels on a whim, replacing them with other initiates. Those that master some skill with their instruments survive the longest, but the cost of failure creates a
sleep.
Howling Defeat. When Aerisi drops to 0 hit points, her body disappears in a howling whirlwind that disperses quickly and harmlessly. Anything she is wearing or carrying is left behind
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
concealed behind a steel mask that bears a smiling visage. The simulacrum attacks anyone it doesn’t recognize. Extreme Cold. The rules for extreme cold (see chapter 5 of the Dungeon Master’s Guide) apply in
devote time and resources to retrieving or replacing it. If Laeral Silverhand has the opportunity to trade for Manshoon’s spellbook, she offers the characters a sailing ship and a set of bracers of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
allowed them to be reborn. While the Sundering saw the other gods of the Forgotten Realms withdraw their direct influence from the world, the Dead Three remained behind in mortal form as quasi-divine
replacing the normal flail’s striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
most likely to enter Xanathar’s lair by this route: a spiral staircase accessible from the Castle Ward’s sewers and hidden behind a secret door. This staircase circumvents a more difficult route
. Secret Hallway This magically lit hall is concealed behind secret doors. It circumvents the audience chamber (area X18) and gently slopes down toward the east. Finding either secret door requires a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
visit, though the Bormuls attributed this to a bout of shellfish poisoning that afflicted many households that spring. Days later, the uncle departed, leaving some of his curios behind. The Bormuls
already prepared. This results in a certain degree of corruption, naturally, which is compounded by the proxy judge’s near-absolute discretion in deciding whether to accept a conviction or exonerate a
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
visit, though the Bormuls attributed this to a bout of shellfish poisoning that afflicted many households that spring. Days later, the uncle departed, leaving some of his curios behind. The Bormuls
already prepared. This results in a certain degree of corruption, naturally, which is compounded by the proxy judge’s near-absolute discretion in deciding whether to accept a conviction or exonerate a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
players and the DM. Group Design When selecting a feature, the characters must make decisions together — meaning the players must do the same. Deciding on the features of a headquarters should be a team
could contain a portal or teleportation circle, allowing the characters to travel to distant locations while the stronghold remains behind. There are a lot of perks to being an intern that people
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
chaos, cultists of the Dead Three have infiltrated the slaughterhouse and begun murdering people across the city, leaving the victims in an alley behind the Smilin’ Boar in Bloomridge. To further fan the
would provide a suitable cover for the cult’s murderous activities. Since then, he’s been slowly laying off existing workers and replacing them with cultists loyal to the group’s mission. Assisting him
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
slaughterhouse and begun murdering people across the city, leaving the victims in an alley behind the Smilin’ Boar in Bloomridge. To further fan the flames, the cult slices the corpses across the wrists and
activities. Since then, he’s been slowly laying off existing workers and replacing them with cultists loyal to the group’s mission. Assisting him are Corian Khee, a death’s head of Bhaal who spends days






