Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 13 results for 'before being dousing creatures recluse'.
Other Suggestions:
before bring during creatures reclusive
before behind during creatures reclusive
before being during creatures reclusive
before being doing creatures reclusive
before bring during creatures recluse
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Artificer for more on crew stations). The Recluse, however, is unique in that the airship is powered not only by a captive air elemental, but also the spirit of a long-dead previous captain who
ship’s tilted orientation, creatures inside the ship must climb to access other areas of the ship. A creature without a Climb Speed that attempts to climb inside the ship must succeed on a DC 11 Strength
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Plotting the Course Korth is approximately 960 miles away from where the Recluse was attacked. The characters must navigate their airship to its intended destination if they have any hopes of
airship’s journey by 1d4 days. Another crew member can take the Help action to assist this check if they spend the entirety of the shift assisting the pilot. Supplies The Recluse has lost all but 100
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Recluse A drider lives here. The sea hags in area 10 use it to guard the “front door” of their lair. 11a. Petrified Prince Maw. This yawning cave resembles the maw of some great fish. Natural
petrified creatures hidden inside them. The creatures include several drow, kuo-toa, and troglodytes, as well as a few dwarf miners and human pirates. All of them are locked in poses of combat, with expressions of fear on their faces.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Recluse Though most giants are social creatures, some live alone by choice or circumstance. They establish lairs in remote places, or they tend ancient ruins or enclaves that were more recently
decades as other creatures crowd too close to the giant’s dwelling. 3 Adventurers are hired to deal with a rampaging wild beast, but they discover the beast has a collar. The beast’s owner is a giant who
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Medusa Snake-Haired Recluse with a Petrifying Gaze Habitat: Desert; Treasure: Any With their hair of living snakes and their infamous petrifying gazes, medusas are hubristic creatures that inhabit
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
helps the characters fight the other creatures in an encounter. The friend might be the sole survivor of another adventuring party, a solitary traveler or recluse, or a benevolent monster like a flumph
one of the most powerful monsters, and you can include multiple copies of weaker monsters so they’re more likely to be encountered. Groups. A group is a collection of creatures that might be
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
after the table to determine related details and story hooks. Island Theme d6 Theme 1 Alien 2 Cursed 3 Hostile 4 Sanctum 5 Welcoming 6 Wild Alien Alien islands are inhabited by isolated creatures
1d4 hours after death. The specter is obsessed with killing its former friends. 2 Creatures that aren’t inhabitants of the island must succeed on a Constitution saving throw at the end of each hour
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
a dusty, web-filled tunnel (area 19F) beyond. 19E. Chamber of Sacraments Eight torches illuminate this room. The light washes over a floor mosaic showing two creatures locked in combat: a small bear
choked with dust and webs. It’s clear that no one has been through here in years.
Traversing this corridor is the easiest way to transport the torches in area 19E to area 19B without dousing their
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Psychic damage) also frees the target, ending the effect. Oil (1 SP) You can douse a creature, object, or space with Oil or use it as fuel, as detailed below. Dousing a Creature or an Object. When you
burning oil. Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
douse a creature, object, or space with Oil or use it as fuel, as detailed below. Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing
oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil. Dousing a Space. You can take the Utilize action to pour an Oil
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Terror. When a hostile creature within 5 feet of the black gauntlet makes an attack roll or a saving throw, it has disadvantage on the roll. Creatures that are immune to the frightened condition are
creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
water flows from nozzles in the ceiling pipes. In the center of the room is a deep stone basin that’s set into the floor and filled to the brim. The surface ripples, revealing several watery creatures
inside. To the south, a closed door is padlocked.
See area C11 for more information about the padlocked door. A water elemental and two water weirds live in the 25-foot-deep fountain. These creatures
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bones and offal sits in the middle of this otherwise empty chamber.
Creatures who examine the bones and offal closely notice a stoppered bottle in the pile. Treasure. The bottle is a eversmoking bottle
. S13. Cackling Gnolls Characters hear the cackling of gnolls as they enter this corridor. They can surprise the gnolls by dousing their lights and succeeding on a DC 10 group Dexterity (Stealth) check






