Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before blocking design constant release'.
Other Suggestions:
before blocking design constantly relate
before blocking designed constant release
before blowing designed contact release
before blocking desire contact release
before blooming desire constant release
monsters
featherfronds release a blinding burst of light. Each creature within 30 feet of the owlbear that can see the owlbear must succeed on a DC 13 Constitution saving throw or be blinded until the end of the
owlbear is used to a constant food supply and the diurnal cycle to which so many Material Plane beasts are adapted leaves a suneater feeling particularly hangry and irritable.
Indolent and Iridescent
monsters
release a blinding burst of light. Each creature within 30 feet of the owlbear that can see the owlbear must succeed on a DC 15 Constitution saving throw or be blinded until the end of the creature’s
used to a constant food supply and the diurnal cycle to which so many Material Plane beasts are adapted leaves a suneater feeling particularly hangry and irritable.
Indolent and Iridescent. The term
monsters
featherfronds release a blinding burst of light. Each creature within 30 feet of the owlbear that can see the owlbear must succeed on a DC 18 Constitution saving throw or be blinded until the end of the creature
owlbear is used to a constant food supply and the diurnal cycle to which so many Material Plane beasts are adapted leaves a suneater feeling particularly hangry and irritable.
Indolent and Iridescent
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Moghadam A legendary evil human artificer, Moghadam has long sought out interesting challenges for his immense intellect. As such, he considers the design of the Tomb of Horrors to be his masterwork
. If questioned about his motivations, he claims that Acererak took his family hostage, and will not release them until Moghadam completes his work. The truth is that the artificer has no family. He
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Moghadam A legendary evil human artificer, Moghadam has long sought out interesting challenges for his immense intellect. As such, he considers the design of the Tomb of Horrors to be his masterwork
. If questioned about his motivations, he claims that Acererak took his family hostage, and will not release them until Moghadam completes his work. The truth is that the artificer has no family. He
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Moghadam A legendary evil human artificer, Moghadam has long sought out interesting challenges for his immense intellect. As such, he considers the design of the Tomb of Horrors to be his masterwork
. If questioned about his motivations, he claims that Acererak took his family hostage, and will not release them until Moghadam completes his work. The truth is that the artificer has no family. He
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wererats. If your game session needs a jolt, try using one of the following encounters or an encounter of your own design. Carrion Crawlers Three carrion crawlers, one creeping along the floor and
and Groin, two argumentative goblins with no affiliations of note, are scouring the dungeon for intact skulls to claim as trophies. Their constant bickering can be heard up to 60 feet away, and they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wererats. If your game session needs a jolt, try using one of the following encounters or an encounter of your own design. Carrion Crawlers Three carrion crawlers, one creeping along the floor and
and Groin, two argumentative goblins with no affiliations of note, are scouring the dungeon for intact skulls to claim as trophies. Their constant bickering can be heard up to 60 feet away, and they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wererats. If your game session needs a jolt, try using one of the following encounters or an encounter of your own design. Carrion Crawlers Three carrion crawlers, one creeping along the floor and
and Groin, two argumentative goblins with no affiliations of note, are scouring the dungeon for intact skulls to claim as trophies. Their constant bickering can be heard up to 60 feet away, and they
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, and green copper. Its heavy iron gauntlets are clenched into fists, and the ominous helm that forms its head turns slowly from side to side.
Shield Guardian. The construct blocking passage into
, and a dizzying array of tools. Mounted on one wall is an iron ladder that ends before a trapdoor in the ceiling.
Inscribed on the floor is a complex geometric design that pulsates with light. In the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, and green copper. Its heavy iron gauntlets are clenched into fists, and the ominous helm that forms its head turns slowly from side to side.
Shield Guardian. The construct blocking passage into
, and a dizzying array of tools. Mounted on one wall is an iron ladder that ends before a trapdoor in the ceiling.
Inscribed on the floor is a complex geometric design that pulsates with light. In the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, and green copper. Its heavy iron gauntlets are clenched into fists, and the ominous helm that forms its head turns slowly from side to side.
Shield Guardian. The construct blocking passage into
, and a dizzying array of tools. Mounted on one wall is an iron ladder that ends before a trapdoor in the ceiling.
Inscribed on the floor is a complex geometric design that pulsates with light. In the
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
stand against the wave.
Orc Culture and Beliefs
Orcs live in constant fear of their gods, and their behavior is rooted in that mentality. They believe that they can see the influence of the gods
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
6. Captive Balor At the end of this hall, some sort of horrible binding process is underway. A balor is held against the wall, pressed in against the stonework design of a great green devil’s face. A
(area 14), and then set the controls in area 5 to release him. To convince them to do so, the fiend promises anything within his power. As a show of good faith, he can relate how to safely open the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
6. Captive Balor At the end of this hall, some sort of horrible binding process is underway. A balor is held against the wall, pressed in against the stonework design of a great green devil’s face. A
(area 14), and then set the controls in area 5 to release him. To convince them to do so, the fiend promises anything within his power. As a show of good faith, he can relate how to safely open the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
ensuring the legions of devils are full of diabolic soldiers for the Blood War. Yoke of Evil Under constant pressure from both the Abyss and her infernal peers, Zariel and her high-ranking vassals work to
— to fight face-to-face against the demon hordes in the Blood War. But the burden is a heavy one, and if given the chance, Zariel could be convinced to set it aside, release Elturel, and return to the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
ensuring the legions of devils are full of diabolic soldiers for the Blood War. Yoke of Evil Under constant pressure from both the Abyss and her infernal peers, Zariel and her high-ranking vassals work to
— to fight face-to-face against the demon hordes in the Blood War. But the burden is a heavy one, and if given the chance, Zariel could be convinced to set it aside, release Elturel, and return to the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
ensuring the legions of devils are full of diabolic soldiers for the Blood War. Yoke of Evil Under constant pressure from both the Abyss and her infernal peers, Zariel and her high-ranking vassals work to
— to fight face-to-face against the demon hordes in the Blood War. But the burden is a heavy one, and if given the chance, Zariel could be convinced to set it aside, release Elturel, and return to the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
6. Captive Balor At the end of this hall, some sort of horrible binding process is underway. A balor is held against the wall, pressed in against the stonework design of a great green devil’s face. A
(area 14), and then set the controls in area 5 to release him. To convince them to do so, the fiend promises anything within his power. As a show of good faith, he can relate how to safely open the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
entrance gates are similar in design, for ease of maintenance and the training of guards. The ground at your feet has been getting smoother and flatter, a welcome respite from the uneven passages to
placed to be phosphorescent mushrooms.
The lights are proper lamps flanking two massive stone gates blocking the tunnel. Before you get a chance to examine the intricate carvings on the gates
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
entrance gates are similar in design, for ease of maintenance and the training of guards. The ground at your feet has been getting smoother and flatter, a welcome respite from the uneven passages to
placed to be phosphorescent mushrooms.
The lights are proper lamps flanking two massive stone gates blocking the tunnel. Before you get a chance to examine the intricate carvings on the gates
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
entrance gates are similar in design, for ease of maintenance and the training of guards. The ground at your feet has been getting smoother and flatter, a welcome respite from the uneven passages to
placed to be phosphorescent mushrooms.
The lights are proper lamps flanking two massive stone gates blocking the tunnel. Before you get a chance to examine the intricate carvings on the gates
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
) check (the target chooses the ability to use). If you succeed, the target is hooked and can’t move further away from you. A hooked creature is no longer hooked if you release the tether with both
constant motion. They have the finesse and two-handed properties, and deal 2d4 slashing damage on a hit. They also have the Special: Whirl property. Special: Whirl. When you are wielding the twinblade in two
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
only a short time, it was a terrifying feeling to my human mind, but in a way it was also comforting to feel myself a part of a much greater design. What I felt was not the hunger of one beast, but
the minds of his followers an unquenchable, supernatural hunger, both for violence and for the flesh of intelligent creatures. A gnoll feels a constant, gnawing demand for blood and destruction that
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
only a short time, it was a terrifying feeling to my human mind, but in a way it was also comforting to feel myself a part of a much greater design. What I felt was not the hunger of one beast, but
the minds of his followers an unquenchable, supernatural hunger, both for violence and for the flesh of intelligent creatures. A gnoll feels a constant, gnawing demand for blood and destruction that
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
only a short time, it was a terrifying feeling to my human mind, but in a way it was also comforting to feel myself a part of a much greater design. What I felt was not the hunger of one beast, but
the minds of his followers an unquenchable, supernatural hunger, both for violence and for the flesh of intelligent creatures. A gnoll feels a constant, gnawing demand for blood and destruction that
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) and the overlook (area O3) run down to release the ogre zombie from its cage and attack intruders who breach this hall. The zombie sides with the duergar in any fight. Duergar that fall below half
pulling the lever a second time. This trap is designed to isolate a single enemy in the western part of the room, blocking it from its allies with the spikes. Creatures can see through the gaps between
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) and the overlook (area O3) run down to release the ogre zombie from its cage and attack intruders who breach this hall. The zombie sides with the duergar in any fight. Duergar that fall below half
pulling the lever a second time. This trap is designed to isolate a single enemy in the western part of the room, blocking it from its allies with the spikes. Creatures can see through the gaps between
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) and the overlook (area O3) run down to release the ogre zombie from its cage and attack intruders who breach this hall. The zombie sides with the duergar in any fight. Duergar that fall below half
pulling the lever a second time. This trap is designed to isolate a single enemy in the western part of the room, blocking it from its allies with the spikes. Creatures can see through the gaps between
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X4. No ability check is needed to find either secret door from inside the tunnel. DUERGAR NAMES
Here are some names
door behind the brazier in the southwest corner. This 5-foot-wide, 10-foot-tall stone door swings into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X3. No ability
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X4. No ability check is needed to find either secret door from inside the tunnel. DUERGAR NAMES
Here are some names
door behind the brazier in the southwest corner. This 5-foot-wide, 10-foot-tall stone door swings into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X3. No ability
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
something else entirely. Both Konrad and Rugga are in constant agony. They can communicate telepathically out to a range of 60 feet. Their communications consist of pleas to release them from their torment
vines by attacking their root in the center of the room. Treat the root as an immobile, Medium object with AC 15 and 100 hit points. When the root is reduced to 0 hit points, the vines release spores
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X4. No ability check is needed to find either secret door from inside the tunnel. DUERGAR NAMES
Here are some names
door behind the brazier in the southwest corner. This 5-foot-wide, 10-foot-tall stone door swings into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X3. No ability
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
something else entirely. Both Konrad and Rugga are in constant agony. They can communicate telepathically out to a range of 60 feet. Their communications consist of pleas to release them from their torment
vines by attacking their root in the center of the room. Treat the root as an immobile, Medium object with AC 15 and 100 hit points. When the root is reduced to 0 hit points, the vines release spores
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
something else entirely. Both Konrad and Rugga are in constant agony. They can communicate telepathically out to a range of 60 feet. Their communications consist of pleas to release them from their torment
vines by attacking their root in the center of the room. Treat the root as an immobile, Medium object with AC 15 and 100 hit points. When the root is reduced to 0 hit points, the vines release spores