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Returning 35 results for 'before being dealing continues release'.
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Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
of itself behind. The destruction of a fractine is accompanied by a loud sound reminiscent of shattering glass.
A fractine attacks by falling on its targets, dealing damage as it passes through them
, and the fractine can’t be harmed from within the demiplane.
The fractine can imprison only one creature at a time and can release that creature as a bonus action. If the fractine is reduced
Monsters
Princes of the Apocalypse
immediately after dealing damage to him.
Fire Form. Imix can enter a hostile creature’s space and stop there. He can move through a space as narrow as 1 inch without squeezing if fire could pass
":"Wildfire","rollDamageType":"fire"} fire damage. A wildfire continues to threaten the characters for 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Wildfire Rounds"} rounds or until they
Monsters
Fizban's Treasury of Dragons
in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane
object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it. This property of the lair vanishes after 1d10;{"diceNotation":"1d10
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
races is in directing them and their affairs down the paths necessary to release their overlords; aside from that, dealing with mortals is a tedious chore.
serve its own ends. The goal of the Lords of Dust is to release the overlords from their bindings and loose them upon Eberron in a new age of darkness. Despite this unified goal, the Lords of Dust
Monsters
Fizban's Treasury of Dragons
magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks
the lower level brings a creature to the upper level. A creature or object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
8. Fungi Cavern This cave has hindered Nezznar’s explorations. The drow suspects that the mine’s magic workshops are close by, but he’s reluctant to risk dealing with the monsters here. Dense carpets
or a light source. Poison Gas. Whenever a creature attempts to cross the cavern, the carpets of fungi that cover most of the floor release poisonous gas into the air. Each creature in the cavern must
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
5. Overpass Where a high tunnel passes through the larger tunnel cavern below, the goblins have set up a bridge guard post. The stream passage continues up beyond another set of uneven steps ahead
against the goblin’s passive Wisdom (Perception) score to creep by without being noticed. If the goblin spots the adventurers, it signals the goblins in area 7 to release a flood (see the “Flood!” section
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
offer. This process continues until the characters comply or none are left. Those who agree to the beholder’s terms are permitted to leave with their lives. If the characters give Xanathar the stone, it
character makes. On a failure, Xanathar demands that the character release Sylgar at once or be disintegrated (and makes good on its threat).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Disrupting Manshoon’s Operation Characters can hinder Manshoon in the following ways. Release the Barlgura If the characters free the barlgura demon in area K15 and allow it to roam Kolat Towers
is said and done, Manshoon is forced to retreat to his extradimensional sanctum. From there, he continues his search for the Vault of Dragons while fending off attackers. Steal Manshoon’s Spellbook
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
make it back to Nandar Keep, Daphne fled to the Dripping Caves with the other villagers—a decision she has come to regret. If she learns that Lady Nandar is dead, Daphne becomes inconsolable. Dealing
with Hark Characters can try to negotiate with Hark instead of attacking him. He agrees to release the remaining villagers if the characters do one of the following things (and leave the goblin lair in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
will be alerted by disturbances in the flow of water as the party tampers with it upstream. The stream that flows through this room is suspended in the same manner as in area 23. It continues from
a net, a creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a successful check. Dealing 5 slashing damage to the net (AC 10) also frees
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The Ultimate Sacrifice If the characters have no other options for dealing with Zariel, one or more of them might be willing to give up everything in order to save the innocent people of Elturel
can free the city from its chains and return it to the Material Plane. Relinquishing the Sword If the characters try to bargain for Elturel’s release without the Sword of Zariel, Zariel considers
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
T3. Cage Trap If the party continues east along the tunnel past area T2, they walk into a trap. Read the following text only if a character examines the ceiling: The ceiling consists of square stone
continues down the passage.
Ten iron cages are suspended from chains over the hallway, and the “panels” are the cage bottoms. The true ceiling is 25 feet high, and each cage hangs from 5 feet of heavy
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
addition to dealing with the castle’s defenses, they must also contend with reinforcements from Parnast. Such reinforcements include Captain Othelstan (see appendix D for statistics), one veteran, six
either kill them as sacrifices or drive them out of the village. Othelstan can also call for reinforcements in the form of three dragonclaws, one of whom takes the time to release the two wyverns in the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
dealing with the castle’s defenses, they must also contend with reinforcements from Parnast. Such reinforcements include Captain Othelstan, one veteran, six guards, and three dragonclaws. In addition
village. Othelstan can also call for reinforcements in the form of three dragonclaws, one of whom takes the time to release the two wyverns in the stables (see area 3).
Last Recourse. If the castle flies
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
crashing against the wall in area 7. As it rolls through, the bone boulder crushes and slashes at any creature in area 6, dealing 18 (4d8) bludgeoning damage and 18 (4d8) slashing damage, or half as
much damage with a successful DC 17 Dexterity saving throw. Any creature that fails this first save is grabbed by skeletal hands and pulled into the sphere, which continues to roll over any other
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Square, targeting the Ashen Heirs’ boomhailers. When the Ashen Heirs see the worm racing toward them, they attempt to flee. The purple worm is irritated by the sound from the boomhailers and continues
fleeing crowd and scattered debris make the entire square difficult terrain. Map 11.1: three sun squareView Player Version Dealing with the Boomhailers The purple worm thrashes its head as it rampages
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
before crashing against the wall in area 7. As it rolls through, the bone boulder crushes and slashes at any creature in area 6, dealing 18 (4d8) bludgeoning damage and 18 (4d8) slashing damage, or half
as much damage with a successful DC 17 Dexterity saving throw. Any creature that fails this save is grabbed by skeletal hands and pulled into the sphere, which continues to roll over any other
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
8 miles per hour (80 feet per round) in a direction of the creature’s choice. The iceberg continues this movement until the attuned creature changes the direction and speed or the creature’s
. The Frostfell Shard can be destroyed by dealing at least 75 fire damage to it in a single turn, whereupon it melts and the iceberg shatters.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. A character pretending to be a Harper can fool her with a successful DC 16 Charisma (Deception) check. Otherwise, the characters must either compel Elaspra to release the information using magic, or
they trace the key to its owner, the characters can head to the Southern Ward in search of Volkarr Kibbens. The spring chain continues with encounter 10, “Converted Windmill.”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
simple matter, and she isn’t receptive to bribes. If one or more of her children are imperiled, Speleosa becomes calm and begins negotiating for their safe release. While the characters are dealing with
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. If asked about a reward for dealing with the thieves, the sisters say they have little coin, but they can provide food and comfortable beds in exchange for the party’s help. They’ll even throw in a few
Kelvin’s Cairn. If they refuse the quest, Caer-Konig continues to be tormented by invisible thieves until the duergar stop searching the town for chardalyn. Getting a Dogsled If the characters are
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
, dealing 1 (1d4 - 1) bludgeoning damage on a hit. The ball has AC 13 and 50 hit points. It is immune to all damage except for magical effects that deal acid, fire, force, piercing, or slashing damage
) force damage. When the ball moves out of a goal, it flies to the center of the corridor and hovers, awaiting the start of another point. The game continues until the characters die or score a goal
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
them. Development. When the goblin boss is defeated, any remaining goblins attempt to flee to area H3 and release the wolves there. Treasure. The goblin boss has a belt pouch containing 16 sp. H3
. Development. A goblin in this area can use an action to release one wolf from its chain. If the wolves are goaded by enemies beyond their reach, they are driven into a frenzy. Each round that any
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
trees, dealing 2 (1d4) bludgeoning damage. Arboreal fungus releases a cloud of toxic spores in the area. The character must succeed on a DC 12 Constitution saving throw or take 3 (1d6) poison damage
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
escapes. If not, the chase continues for another round. If the characters catch Itzmin, he tells them where Serapio is in exchange for his release. Should Itzmin escape, the character who has the highest
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, it reveals the following information in response to a successful DC 15 Charisma (Intimidation) check, assuming the characters agree to release it: The demon attacks from the River Styx intensified when
forget about those NPCs, assuming that the most capable among them are dealing with minor threats in the background while the adventurers handle the potent foes. You can also have combat-worthy NPCs
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. The characters can use this chance to escape, or they can help, albeit with disadvantage on attack rolls if they are shackled. The duergar are pragmatists and release characters who help them deal
arrivals to the city. If the characters knocked Rihuud unconscious instead of dealing a lethal blow, a grateful Dorhun asks them to visit Cairngorm Cavern before they leave the city, informing the Stone
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
self-destructs, leaving no trace of itself behind. The destruction of a fractine is accompanied by a loud sound reminiscent of shattering glass. A fractine attacks by falling on its targets, dealing
imprisoned. No other creature can enter the demiplane, and the fractine can’t be harmed from within the demiplane.
The fractine can imprison only one creature at a time and can release that creature as
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
increasing or reducing the size of the fire spilling out of the furnace. The more heat that is allowed to fill the balloon, the higher the ship can rise. Opening the hatch or the valve doesn’t release the
ballista (see the “Siege Equipment” section in chapter 8 of the Dungeon Master’s Guide). Tying a rope to a harpoon, if desired, takes an action. In addition to dealing 16 (3d10) piercing damage on a hit
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
been fixed. Keeping the Spirit Alive. Characters can use healing magic to give the Spirit more Hit Points, but its maximum is 10 Hit Points, and it continues to lose 1 HP each round unless the bowl is
the dent back into shape. That is a similar idea that helps work toward the best outcome.
Dealing with the Bandits. One method of making memorable encounters is to mix up what is happening in a scene
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
tipped, the scrap metal within falls to the floor, dealing 14 (4d6) bludgeoning damage to any creature below it. Offices The two unlocked offices on the catwalk contain rough furniture, years-old
this time, the tlacatecolo becomes a separate entity that continues fighting. Serapio uses the commoner stat block and keeps out of battle. If the tlacatecolo is reduced to 0 hit points while
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the area is filled with rubble and becomes difficult terrain. Falling Net Mechanical trap This trap uses a trip wire to release a net suspended from the ceiling. The trip wire is 3 inches off the
creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
. Lord Volmer also tells the party that the lords of the Nine Hells are divided when it comes to the matter of Tiamat’s release. He tells the party that if Tiamat is prevented from escaping, the party
in the Field Ward of Waterdeep. This pattern of murder and suicide continues unless the spy’s true identity is discovered.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
) check understands how to release the pod’s inhabitant. Freeing the Scientist. The stasis pod opens with a hiss of depressurized gas. Inside the pod is a scientist (lawful good, human noble) named Nova
the ship’s hull in this area. A dark, narrow tunnel extends from the opening and into the mountainside. If the characters follow the tunnel, it continues for 1 mile before exiting into the Barrier






