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Returning 35 results for 'before bit destroyed could refuge'.
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Firbolg
Legacy
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Species
Volo's Guide to Monsters
We spent three months tracking the green dragon before locating the forest in which it sought refuge. On our second day in that place, we woke to find the dragon’s head placed in the center
destroyed, might not have a choice in the matter. Most adventuring firbolgs fall into this latter category.
Outcast firbolgs can never return home. They committed some unforgivable deed, usually
Monsters
Curse of Strahd
consider the wereravens a serious threat, but Lysaga has chosen to make them the bane of her existence. After much searching and scrying, she discovered a wereraven refuge at the Wizard of Wines
can rot.”
Flaw. “I will not rest until the last of my son’s enemies are destroyed.”
Monsters
Curse of Strahd
paraphernalia. On one of her less successful adventures, a werewolf bit off her right leg below the knee, and although she avoided being afflicted with lycanthropy, Ezmerelda was sidelined for months. She
destroyed.”
Bond. “My mentor and teacher, Dr. Rudolph van Richten, is like a father to me.”
Flaw. “I go where angels fear to tread.”
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Xaryxis Is Destroyed The destruction of Xaryxis causes the crystal vines to crumble. The heroes have saved their world! If Xaryxis was destroyed, the characters return home to find that the crystal
what’s left of the Xaryxian Empire to take refuge in the Astral Sea, where the astral elves still have numerous ships and strongholds. Xeleth and Xedalli had one clone apiece, making it likely that at least one sibling will survive the adventure with a hunger for revenge.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
pirates burned the abbey to the ground, but they suffered so many casualties that they were destroyed in turn by the local mariners’ guild. Unknown to the mariners’ guild, a small number of evil clerics and
their minions survived the pirate assaults by taking refuge in the cellars of the ruined abbey. Hidden halls, dangerous guardians, and shining treasures await those who dare to explore the depths of the abbey.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Chapter 5: Living on the Edge The Xaryxian Empire attacked the characters’ world, forcing them to take refuge on the Rock of Bral. There, they met a sympathetic giff named Krux. Aboard his ship, the
the Xaryxian Empire!
If the Second Wind was disabled or destroyed in the last session, the characters get to the wizard’s tower with the help of a pod of migrating kindori. Once they reach their
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
realizes that this Corlie is an imposter; she is a bit too tall, and her voice a bit too low. If the characters allow, the false Corlie and squires move to the siege weapon and begin attacking it
. It’s immediately clear that they are destroying the siege weapon rather than taking it apart, which should alert the characters that something is wrong. Once the siege weapon is destroyed, or if the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
woods for a missing Vistani girl named Arabelle when a wandering mob of needle blights accosted him. He was forced to take refuge in the mansion. Savid, who is more than four hundred years old
called the Order of the Silver Dragon. They gave shelter to refugees who had come to the valley to escape Strahd’s army. Strahd’s soldiers slew the dragon, destroyed the order, and sacked the mansion
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Old Sharn Sharn was built on the foundations of an older city, which was itself built atop goblin ruins. This old city was destroyed by dark magic, courtesy of the elemental powers of the infamous
secrets of the past. No one knows exactly what lurks in Old Sharn. The ruins could contain ghosts or other undead, the vengeful spirits of the aberrant-marked people who took refuge in the fallen city
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cyre (The Mournland) Capital: Metrol (destroyed) Previous Hallmarks: Art, artifice, jewelry, music, oratory, philosophy Current Hallmarks: Destruction, ruins Destroyed at the end of the Last War
best that Galifar had to offer, which is to say a little bit of everything. Cyrans value diversity and versatility, both in talents and thought. Cyre couldn’t match Karrnath in martial discipline or
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Cyre (The Mournland) Capital: Metrol (destroyed) Noted for Artifice, art, jewelry, music, oratory, philosophy; creativity, versatility Destroyed at the end of the Last War, Cyre now only exists in
to offer… which is to say, a little bit of everything. Cyrans value diversity and versatility, both in talents and thought. Cyre couldn’t match Karrnath in martial discipline or Aundair in the arcane
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
to return the vitrified statues of the city to flesh. (If the characters haven’t destroyed the undead medusa yet, such means might involve a side quest where they bring Kwalish her severed head
.) Ultimately, Kwalish might become a patron of sorts to the party, especially if the powered armor is loaned out. If any character has bestowed a bit of their soul to the inventor, he promises to return it
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Erebos’s Villains Erebos’s sphere of influence is every bit as essential to life on Theros as Heliod’s, but it is easy to see why many take a dim view of him and his champions. The status quo that
priest of Erebos terrorizes a village, convinced that a particular Returned has taken refuge there.
Erebos’s Monsters Erebos has legions of fallen monsters, heroes, and villains that he can send back
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
approach, three humanoid heads stick out of the holes, each covered in putrid flesh and gnashing on an iron bit bolted to a chain bridle.
The gnashing heads belong to three zombies that are chained to a
33 or more can lift the door. The zombies attack any creatures they can reach. Withers and his tomb dwarves replace destroyed zombies within 24 hours.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
with little choice but to seek refuge in the house. The mists stop short of entering the house but engulf anyone outside (see chapter 2, “The Lands of Barovia,” for information on the mists’ effect
together to form blackened timbers, which then turn back into a sturdy wooden frame around which walls begin to materialize. Destroyed furnishings are likewise repaired. It takes 2d6 hours for the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Map 8.2: tletepecView Player Version Xoxotla Tletepec’s capital city, Xoxotla, is a refuge for those forced to evacuate settlements elsewhere in the region. Its founder, Meztli, sought a safe place for
operations in Xoxotla. From here, the group keeps paths across the region safe and clear. They are often at odds with fire giants that dwell among the volcanoes, who claim that their homes were destroyed
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
brought back to life by any means. If the adventurers fail to convince Thunderwing to give up her life, she turns invisible and leaves the cave complex, taking refuge in the surrounding forest. Xanthoria re
return to Candlekeep, they find Zelyth eager to hear the tale of their harrowing experience. If the characters inform Zelyth that Xanthoria has been destroyed, Zelyth thanks them for granting Xanthoria
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
in Meletis crumbled. Ephara kept her temple standing throughout the mighty quake, making it a place for Meletians to take refuge in the following days during the aftershocks. After the cataclysm, she
terrible fire destroyed the place, and along with it generations of collected knowledge. Once the people finished rebuilding the structure to start the library over, Ephara is said to have appeared and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
motivates the slaves of drow. If you’re lucky, you’ll only feel normal shackles and the occasional whip or light spell-blast. A bit less luck or more malice, and the serpent-headed whips of the
drow in their refuge. The constant fear of punishment, from one’s mistress or another, more powerful drow, keeps most slaves obedient, even when they aren’t directly supervised. The great cavern of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
their work in the Underdark, but shadows are shadows wherever they occur. As a Gloom Stalker ranger, you find solace and refuge in dark alleys, dimly lit back rooms, and the shadowy corners of any
encounter, you stand at the back of the room and look dangerous. Just focus on a bit of sensitivity training to counter your predator’s instincts and you can be the definitive Acquisitions Incorporated
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
everything around it until it is destroyed or completely repaired. “The more rigid its physical form, the less likely the golem is to lose its sense of purpose. The clay ones can be a bit twitchy
it is destroyed or regains all its hit points.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
destroyed almost all traces of the illithids’ astral domains. Only the mind flayers that had infiltrated the worlds of the Material Plane survived, and their safety was short-lived. Both the
in hiding, seeking ways to recapture their former glory but hampered by their paranoia of being discovered and destroyed by their enemies. Lost Colonies Speculation persists concerning mind flayer
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
a character are destroyed can that character pull itself out of the sand or be pulled out by others. Consortium of Three The party encounters three flameskulls floating around the ruins, each wearing
the remains of the Consortium of Three, the Netherese wizards who were loyal to Prince Hamukai. After establishing the refuge at Haruun, they honed their magic and vowed to return to Azumar to defeat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Elminster. Fearing that he might be destroyed by his foes, Manshoon magically crafted several clones — but a mishap caused all of them to be awakened at once, whereupon they tried to destroy one another in
a series of conflicts that came to be known as the Manshoon Wars.
A Flying Snake of the Zhentarim
Now the original Manshoon is dead, and it’s widely believed that all his clones were destroyed
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
can’t be averted; the warning is the prelude to an inevitable cataclysm. This can be a good way to radically transform your campaign. For example, if the characters survive disaster only to see their world destroyed, they might seek refuge in the stars of a Spelljammer campaign or among the many planes.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Feygrove The southeastern side of the hill once held flourishing gardens: an idyllic refuge in an otherwise martial environment. When the abbey was destroyed, three dryads settled in the abandoned
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
door is connected to the lightning grid in area 7c. Unless the creatures in area 7c have been destroyed, the door emits a soft hum when approached. A creature that touches the humming door must make a
the middle of the room amid destroyed tables, shards of broken glass, and rusty mining equipment.
Chute. A 5-foot-wide, 5-foot-high chute in the southeast corner curves downward, descending 20 feet
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Skull Dunes The Skull Dunes (see map 5.2) lie beyond a beach of coarse brown sand at the southern end of the island. The dunes are desolate; only an occasional bit of scraggly grass grows here
abbey carried a special scepter that allowed its holder to safely pass through the dunes, but this scepter was destroyed in the fire that razed the abbey. The skeletons now form an uncontrolled minefield
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
what has transpired. Agony the ghost took possession of him long enough to deliver its rebuke, then vanished and took refuge in the Last Breath’s cargo hold. Gargenhale encourages the characters to
disposed of. Giving Chase If the Second Wind was destroyed earlier in the adventure, continue with “Shipless Pursuit” below. Otherwise, skip ahead to “Aboard the Second Wind.” Shipless Pursuit Without the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
grinning cat can be persuaded to bestow one of its whiskers as a gift. A creature holding a whisker can use it to cast the misty step spell once, then the whisker turns to smoke and is destroyed. If a
clenched fist, if you get my meaning.
—Bigby
Trust me when I tell you that the cat was every bit as annoyed as you were, my friend.
—Diancastra
Grinning Cat Large Fey, Typically Chaotic Neutral
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Ander is a wide-eyed, fast-talking, teenage halfling commoner who works as one of Barthen’s clerks. He was taking stock of the store when the goblins destroyed the well. Ander is waiting at Barthen’s
Provisions to talk with the characters when they arrive. He reveals the following information: Hex Sharpe Goblins destroyed Barthen’s Well
when they stole an obelisk shard
from the winch Base of
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
scorpion-god and strike terror into their enemies’ hearts. Umbragen Shadow Walker. Umbragen drow are the descendants of drow who fled the giants and found refuge underground. For countless generations, they
passage through which the wizard-king journeyed into the deeps. Ring of Storms. The Ring of Storms, according to legend, was the mountain refuge of a sect of powerful drow spellcasters during the Age of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
and take refuge at Motherhorn. Skylla carries the key to Golmo’s chains and willingly parts with it only if doing so might save her life. Even though she is costumed, Skylla is instantly recognizable to
the Mother of Witches. The hags used Iggwilv’s Cauldron, a powerful artifact crafted with help from Baba Yaga, to trap Iggwilv in time. The cauldron can be destroyed by a flame tongue sword, just like
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
can join the ranks of another faction, abandon the city entirely—or flee to Nowhere. The huddled welter of ramshackle tenements lies deep in the bowels of Undersigil, a doleful refuge for criminals and
impromptu forums as desperate factols hope to rekindle interest in outdated ideologies and poach each other’s members. One Pixel Brush Dead factions cling to life in Nowhere, a depressing refuge
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Monster Manual). The archfey can see through this orb at all times. If the detached eye is destroyed, it rematerializes undamaged in the archfey’s empty eye socket. 7 Simulacra. The archfey can make
does. 5 Refuge. The archfey creates a wooded glen, a dome of brambles, a silken cocoon, or some other kind of refuge. Creatures hostile toward the gift’s recipient can’t enter this refuge without the






