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Returning 35 results for 'before blinded diffusing coming retreats'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
. If detected, it sends electrical shocks through the ground toward pursuers while it retreats.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed
a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn.
2
Flawed Targeting. Roll a d6 at the start of the clockwork’s turn
Monsters
Curse of Strahd
hunting evil monsters.
The Waiting Game. Van Richten isn’t a young man anymore. He knows his road is coming to an end, but his work isn't done. He has come to Barovia to kill Strahd von Zarovich
, if he thinks he’s in danger of being unmasked, he retreats to his tower (see chapter 11) or some other quiet corner of Strahd’s domain.
Rictavio’s Traits
Ideal. “Evil
Zariel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
","rollDamageType":"necrotic"} necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its
Teleport action.Zariel’s Lair
Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and moans coming from the burned victims chained
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn.
2
Flawed Targeting. Roll a d6 at the start of the clockwork’s turn. If you
turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting.
7
Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1
Monsters
Mordenkainen Presents: Monsters of the Multiverse
at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn.
2
Flawed Targeting. Roll a d6 at the start of the clockwork’s turn. If you
turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting.
7
Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1
Monsters
Mordenkainen Presents: Monsters of the Multiverse
1
Faulty Sensors. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn.
2
Flawed Targeting. Roll a d6 at the start of
points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting.
7
Overheats. Roll a d6 at the start of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
poisoned in this way, the target is blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. Zariel casts one of
dangerous.Zariel’s Lair
Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams coming from burned victims chained to the stronghold
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
argument that’s on the verge of coming to blows.
Beds. Four stone-framed beds line the south wall.
Secret Trapdoor. A secret trapdoor in the 30-foot-high ceiling leads to area 23. The trapdoor is a
Gith about which one of them deserves “Al’chaia’s magic books.” If attacked, Kr’rison and Vlaadric fight together until one falls. The other then retreats to area 27. Treasure Kr’rison’s plate armor is
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
branches twist together to form a humanoid-looking body with a head and limbs. Twig blights seek out campsites and watering holes, rooting there to set up ambushes for potential victims coming to drink
)
WIS
8 (−1)
CHA
3 (−4)
Skills Stealth +3
Damage Vulnerabilities fire
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
speed of 30 feet. Clockwork Malfunctions d10 Malfunction 1 Faulty Sensors. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn. 2
in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn’t possible, it continues fighting. 8 Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the
Compendium
- Sources->Dungeons & Dragons->Divine Contention
is soon breached, so it doesn’t matter whether the party faces their foes on the ramparts or inside the town: more undead are always coming! In the first round, the players face three ghasts per
. Mark one victory and advance to Event 2: “The Storm Breaks.” The party retreats. The undead spill into the town. Proceed to Event 5: “Streets of Rage.” Event 2. The Storm Breaks If the defenders hold
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Madness table that lasts until cured. Short-Term Madness d100 Effect (lasts 1d10 minutes) 01-20 The character retreats into his or her mind and becomes paralyzed. The effect ends if the character
disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. 56-65 The character is blinded (25%) or deafened (75%). 66-75 The character experiences uncontrollable
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
sought revenge against the Vistani and took up a life of hunting evil monsters. The Waiting Game. Van Richten isn’t a young man anymore. He knows his road is coming to an end, but his work isn't done
he’s in danger of being unmasked, he retreats to his tower (see chapter 11) or some other quiet corner of Strahd’s domain. Rictavio’s Traits Ideal. “Evil cannot go unchallenged.” Bond. “To protect those
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. 21–30 The character becomes incapacitated and spends the duration screaming, laughing, or
The character is blinded (25%) or deafened (75%). 66–75 The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
they can hurl chunks of sandstone torn from Iymrith’s own amphitheater. If Iymrith is drawn to the surface and reduced to 240 hit points or fewer, she retreats to the dungeon level and makes her final
save, the creature takes 22 (4d10) bludgeoning damage from falling stone and is buried under stone and sand. While buried, the creature is prone and blinded. It also can’t breathe and has total cover
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
segmented body remains buried. If detected, it sends electrical shocks through the ground toward pursuers while it retreats. Clockwork Bronze Scout
Medium Construct, Unaligned
Armor Class 13
Hit
Malfunction 1 Faulty Sensors. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn. 2 Flawed Targeting. Roll a d6 at the start of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ability Score Mod Save
Int 1 −5 −5
Wis 6 −2 −2
Cha 2 −4 −4
Skills Stealth +2
Resistances Acid, Cold, Fire
Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened
to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the Mending
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, including Xardorok if he’s present, use Enlarge before joining the fight. If defeat seems likely, Xardorok retreats to area X22 and uses the elevator to make his way toward area X8, where he hopes
quaggoths follow Thonot Krob who, in turn, obeys Xardorok Sunblight. The noises heard coming from behind the west wall originate from the elevator located in area X22. X21. Treacherous Guards This room
Compendium
- Sources->Dungeons & Dragons->Divine Contention
face the wall if he knows he has guests coming. B10. Laboratory The laboratory is crammed with tables bearing alchemical gear. Bottles of rare ingredients line the walls, alongside strange trinkets and
ceiling. This effect lasts for 1d3 rounds.
6-9 Flashbang. All creatures within 10 feet of the character must make a DC 12 Constitution saving throw. On a failed save, they are blinded and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
moans coming from the burned victims chained to the stronghold’s wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by
feet of her. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
poisoned in this way, the target is blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. Zariel casts one
damage.
Zariel’s Lair Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams coming from burned victims chained to the stronghold’s
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
beast retreats to a safe distance. If it’s cornered and doesn’t like its chances of survival, it bargains or pleads for its life. An awakened beast knows its territory well and can point characters to
suggested name that it likes. If you’re having trouble coming up with a voice for the awakened beast, try mimicking the speech of a cartoon character or a famous actor. Awakened Beast Encounter d8
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14
Languages Common, Draconic
Challenge 1 (200
can be heard coming from all directions within 6 miles of the lair. Subterranean beasts within 1 mile of the ancient deep crow’s lair serve as the creature’s eyes and ears, alerting it to the presence
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
attic is stuffy, dimly lit, and covered in a fine layer of dust. A character who has a passive Wisdom (Perception) score of 13 or higher notices light coming through the floorboards above area M13. The
, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 7
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a DC 20 Constitution saving throw. On a failed save, the creature is blinded. The blindness lasts until the creature receives a lesser restoration spell or similar magic. Once an exemplar of courage
tunnel at the bottom of the pit in area 23b leads south before coming to a dead end. The floor of the tunnel is covered with bones, bits of adventuring gear, and other debris. At the end of the tunnel
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Because of the acoustics in the cave, the characters must be within 5 feet of the east tunnel to discern that the barking and yipping is coming from that direction. The east tunnel has a rough-hewn
points or fewer, the wraith retreats to the icy cyst that contains Drakareth’s frozen remains, passing through the interposing walls of ice to reach it. There, it fights to the bitter end. The walls of
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Con 16 +3 +3
Mod Save
Int 1 −5 −5
Wis 6 −2 −2
Cha 2 −4 −4
Skills Stealth +2
Resistances Acid, Cold, Fire
Immunities Blinded, Charmed, Deafened
cumulative −1 penalty to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
(+1)
INT
12 (+1)
WIS
11 (+0)
CHA
14 (+2)
Skills Perception +4, Stealth +6
Damage Immunities lightning
Condition Immunities blinded, prone
Senses blindsight 60 ft. (blind beyond
!” “The one in the scarlet robe, Oshundo, is gathering forces to assault Talhundereth. I must warn the priests that the mind flayers are coming!”
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ability Score Mod Save
Int 1 −5 −5
Wis 6 −2 −2
Cha 2 −4 −4
Skills Stealth +2
Resistances Acid, Cold, Fire
Immunities Blinded, Charmed, Deafened, Exhaustion
cumulative −1 penalty to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
floor is covered in shards of rock and bone. A rough five-foot wall separates the two halves of the room.
Two ogres in plate armor (AC 17) and four half-ogres challenge anyone coming from outside the
. If it becomes obvious that the fight is going badly for the cultists, the efreeti retreats to his lair in the fire node (see chapter 5) via area E14. If the characters arrive with salamanders or azers
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, Perception +5
Damage Immunities poison
Condition Immunities blinded, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15
Languages Common, Terran
Challenge 5
loyal to him. In the Earth Node When the Temple of Black Earth is threatened, Marlos Urnrayle retreats to the Black Geode, the earth node. Within this node, Marlos gains one additional use of his
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
before they arrive here. While the golem holds intruders at bay, Dory retreats to the far corner of the room and uses Eye of Corruption to weaken the most threatening character. He then follows up with
circumstances. Dory is willing to give up this information because he knows its time in the Styes is coming to an end — and he wants to trigger as much final mayhem as it can. If he can’t use the cult for its
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
which it was used to slay her. Not willing to destroy the weapon for fear of thwarting the first vision, she has kept the hilt hidden in an attempt to keep the second vision from coming to pass. Each
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages —
Challenge 13 (10,000 XP
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
look for opportunities to push characters off the bridge. If two gargoyles are defeated, the third retreats, flying to area B2 to hide. Chasm Floor. Several skeletons lie broken or half-buried on the
the golem to defend him. He then retreats to the back of the room to cast spells. Miraj turns invisible and flees if death seems imminent. The worktables and shelves hold common alchemical ingredients
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
nowhere else to go, Mirran retreats to her quarters (area 30), refusing to abandon the stronghold she believes is rightfully hers, while Nym retreats to area 6 and wisely tries to flee Maelstrom on the
important information about her father!” or “Princess Serissa told you that we were coming, or have you forgotten?” Have the liar make a Charisma (Deception) check contested by the giants’ Wisdom (Insight






