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Returning 29 results for 'before being defense compound release'.
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Monsters
Candlekeep Mysteries
Unarmored Defense. While Steel Crane is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.Multiattack. Steel Crane makes three attacks.
Force Strike. Melee Weapon Attack
it to grapple a creature. Anytime on his turn, he can release a creature grappled by the whip (no action required).
Heal Self (Recharges after a Long Rest). Steel Crane regains 2d8 + 4
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of them stay for months at a time to help with the work and the vigilant defense of the farm against insects and blights, as well as would-be vandals and plunderers. Hired guards and adventurers
the surrounding fields, and it’s enclosed on all sides by a wall of mortared stone. The outer wall is 60 feet high (20 feet high inside the compound) and 30 feet wide. The wall is built out at several
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
top of the parapet down to the compound. A set of locked, ironbound wooden doors at ground level provide access to storerooms and cellars located underneath each watch post. Picking a door lock requires
defense of Goldenfields. Stationed at each post are thirty scouts (NG males and females of various races and ethnicities) two-thirds of whom are on duty at any given time. The rest are asleep in their
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
homesteads in the vicinity, Kerbin Dellmon sent out word that anyone could stay at their compound for safety. A number of farmers and ranchers took the Dellmons up on their offer. Every able-bodied
is nearby and heading in the ranch’s direction. There’s not enough time to flee, and everyone is hunkering down to defend the compound as best as they can. Stowal and Branikan are brothers (male shield
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Crane carries a red wooden key that unlocks the door to area L3. Steel Crane Medium humanoid (human)
Armor Class 17 (Unarmored Defense)
Hit Points 76 (9d8 + 36)
Speed 40 ft.
STR
13 (+1
, Stealth +7
Damage Resistances poison, psychic
Senses passive Perception 16
Languages Common
Challenge 8 (3,900 XP) Proficiency Bonus +3
Unarmored Defense. While Steel Crane is wearing no
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
colony
Defense: Spore servants and awakened zurkhwoods
Commerce: None
Organizations: Seven myconid circles; Zuggtmoy’s servants
Myconids have lived in Neverlight Grove for untold generations
transformed myconid can release the spores in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the drow dispatch a well-armed defense force to destroy the surface dwellers. Racing ahead of this drow force is a high elf from Silverymoon named Khalessa Draga. A deep cover agent of the Lords
release her prisoner. If the characters refuse to turn back, Ryzliir kills Aljanor and orders her own force to attack. If the characters leave Aljanor behind or allow him to die, members of the party’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
friendly but humorless groundskeeper of Phaulkonmere, a compound located one block south of Kolat Towers (see chapter 8). Phaulkonmere is owned by the Tarm and Phaulkon noble families. Melannor
haven for enclave members and their friends. In her disembodied state, Jeryth can’t be harmed. If the need arises, Jeryth can cast any spell on the druid spell list. She uses her spells in defense of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, 1 lizardfolk subchief,* 2 lizardfolk scaleshields,* 1 lizardfolk render,* 8 lizardfolk These lizardfolk remain here until encountered, unwilling to jeopardize the queen’s defense by leaving. 42 3
reinforcements. 43a 1 sahuagin The sahuagin remains here unless the characters release it. 43e 1 lizardfolk commoner The commoner remains here unless the characters release it. If that happens, it
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
spots the Eye Stabbers while wandering through town, half-drunk, mulling over lyrics for a new song. Using his powerful set of lungs, he sounds the initial alarm and rushes back toward the inn. Defense
goblins that are still inside the compound, and they flee back toward the wall. During this time, inexplicably, Lob and Ogg decide to climb over the wall and enter the compound rather than flee, while the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
that all other creatures they meet join them, releasing a cloud of spores if anyone refuses to do so. They can release this cloud once, and any creature within 30 feet of one or more of the myconids
fight only in self-defense. Two-Headed Trolls Warped by Demogorgon’s presence in the Underdark, these trolls have each grown a second head. As part of its Multiattack routine, a two-headed troll can
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
towers provide defense. The southern gate, called the Twin Teeth, boasts the most impressive towers, standing twice as tall as the city walls, and bedecked with crenellations and arrow slits enough
equal it. The laws of the city govern the behavior of the Ships and their captains, decreeing the Ships responsible for the city’s defense, its administration, and the management of its resources
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
enter the keep.
Gatehouse Features The gatehouse has the following features:
Drawbridge. The keep’s first line of defense is a steep ditch, 10 feet wide and 10 feet deep, in front of the fortress
in both towers must be turned to release or tighten the drawbridge’s chains. The portcullis operates in a similar manner.
Services. Each location offers unique services. Shops typically offer
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, outside assistance is essential to the continued defense of the realm. FORT MORNINGLORD
Several years ago, the entire complement of paladins at Fort Morninglord simply disappeared in a calamitous
fear of what evil they might release into the world. The fort remains sealed today, and guards occupy a fortified encampment nearby to patrol this area and serve as a deterrent to adventurers and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
). She would even agree to release Felgolos from custody. She has no honor, however, and will break her word or attempt to reclaim what’s hers as soon as the children are safely returned to her. If any
in the pool (see below). They also come to the aid of the guards in area 29. They otherwise attack only in self-defense or if Sansuri commands them to. Looking out over the battlements are three
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Some expelled blasts of elemental fire from their hands or mouths; others wielded adamantine swords they could wreathe in flame. Some colossi also used bound elementals for defense: manifesting shields
doomed to haunt it until they can find blessed release. Map 4.8: Fallen Warforged Colossus View Player Version
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
shells of empty fortresses, and swarms of hungry flies. The archduke of Maladomini is Baalzebul, the Lord of Flies. He is a tall, powerful devil with the compound eyes of a fly. The archduke has long
. Malsheem resembles a gigantic hollowed-out stalagmite. The citadel is also a prison for souls that Asmodeus has locked away for safekeeping. Convincing him to release even one of those souls comes at a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the characters release them, the dogs run back to the nearest town to seek shelter. Under the sled are two small crates. One is empty, and it appears that the dogs broke into it and ate the provisions
, raking him with its claws and biting into his shoulder. Mokingo the goliath came to Garret’s defense but didn’t last long. Perilou hid in the cave as Astrix fled up the mountain. The yeti pursued Garret
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
secret exists before its details can be sussed out. To that end, Candlekeep’s vast library is something of a defense in and of itself: for every bit of hidden lore of potentially great power that lies
deceit before being permitted to take the oaths of the order. The monks’ first priority is the defense of the library’s knowledge against those who would steal or destroy it, but also against natural
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
11 (+0)
Skills Acrobatics +4, Athletics +3, Perception +5, Stealth +4
Senses passive Perception 15
Languages Common, Elvish, Goblin
Unarmored Defense. While Zi is wearing no armor and
arms, chest, back, and head. When Goldenfields suffers, so does his business, so he takes strides to protect the compound.
Ideal: “As does the Emerald Enclave, I believe that civilization and the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
city’s security and decides where the output of Mirabar’s mines are sold. The city’s defense falls to the Axe of Mirabar, a well-armed garrison. All members of the Axe of Mirabar are shield dwarves. A
as a likely target to illustrate his point. Gundahella agrees to Fylo’s terms and tells him that Duke Zalto is going to release a Zhentarim prisoner currently being held in Ironslag as a token of good
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
successful DC 15 Wisdom (Perception) check notices that the lock of the stone door is connected to wires that run into the tower’s stone walls. This custom-built franchise defense system is rigged to
release a rain of arrows from turrets up higher on the lighthouse. The trap can be bypassed by pressing a hidden button on the door, requiring a successful DC 15 Intelligence (Investigation) check to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
removing the garbage and burying the excrement. Darz has also buried his shady past; he was a member of a thieves’ guild in Waterdeep who was caught and imprisoned for his many crimes. After his release from
, Kolstaag’s bracers of defense, and a +1 wand of the war mage. T16. The Triboar Arms The Triboar Arms has burned to the ground twice and been rebuilt twice. Its owner and proprietor is Nemyth (NG male
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
and onto the ground, releasing the tadpoles. On its turn, a crawling claw can move to a specimen jar and take an action to release the slaad tadpole trapped within. Treasure. On the shelf along the
answer the ghost will never find. The ghost is harmless and attacks only in self-defense or if a character tries to steal a star map. The ghost stops attacking as soon as the stolen map is returned
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Toes serves Bavlorna as a chef and butcher. The hag has forbidden the redcap from attacking or murdering guests, so Bloody Toes fights only in self-defense. The redcap despises everyone and everything
despite his current situation, believing everything will work out and he’ll have quite a story to tell afterward. If the characters release him, he searches the kitchen (area B13) for something to wear
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
troops of the legion. They are adept at breaking up mobs and organized lines of defense. Sometimes described as living thunderstorms, reckoners charge their bodies with lightning that bursts forth in
feet of such an opening must succeed on a DC 15 Dexterity saving throw or be knocked prone and pushed up to 20 feet in a straight line away from the opening. Spore-laden fungi release a cloud that
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
leading advisor and by far the most intelligent lizardfolk in the lair: the aged minister, Sauriv. The minister does not fight, even in self-defense, and can be slain without undue effort. His first
tells them that it is a triton held captive by the evil lizardfolk, and it offers to assist the characters against their “mutual enemies” if they release it. Even if the characters correctly identify it
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
manes—a creature incapable of feeling guilt. Even if they are freed from temporal stasis, the prisoners remain trapped in their cages until the pixies release them, which they can’t do while frozen in
staff of striking and wears bracers of defense. Warduke wields a flame tongue longsword. Zargash wears a bat-shaped amulet that has the properties of a ring of feather falling.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and
deadly sinkholes that are the dragon’s first line of defense.
A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows out, leaving its






