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Returning 21 results for 'before blocking diffusing cower remain'.
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Orc
Legacy
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Species
Volo's Guide to Monsters
for survival in the material world, but to keep Maglubiyet at bay in the conflict on the planes. Her children will remain in her care, and if need be she wouldn’t hesitate to take to the field
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
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
) with the characters, Astarion recognizes two Vampire Wardens from Cazador’s palace. The wardens are blocking the public exit to Rat’s Run. Certain that someone from the palace wants to kidnap him
, Astarion sneaks upstairs to avoid the wardens until the trouble blows over. If the characters follow Astarion, they must remain inconspicuous while moving with him toward a staircase to area R6. Each
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Reflections of Lolth From the time they’re old enough to understand, drow are taught that they’re superior to all other creatures, for they remain steadfast in their devotion to Lolth despite the
defy their parents when they’re not around but cower in the corner when their parents return, terrified of having their bad behavior found out. Reverence for Lolth touches every aspect of drow life
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
remain protective of the area. If the characters want to proceed into area 10 without angering the kraken priests, they must succeed on DC 15 Charisma (Persuasion) check and promise not to harm Fhenimore
, one of the kraken priests triggers the ballistae trap, firing both siege weapons simultaneously, while the other casts Evard’s black tentacles, effectively blocking off the entrance to area 10. On the
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that aren’t free for the taking, kobolds try to remain
responsible for blocking tunnels to deter pursuit.
Kobolds feel a cool affinity or something like kinship for other members of their tribe, but they are rarely affectionate with each other. Two kobolds
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
two exits, including an adamantine portcullis blocking a passage to the north. Set into a metal plate above the portcullis is a row of five red crystals shaped like drops of blood.
The adamantine
the wardrobe, transforming into screaming orcs before your eyes.
Opening the wardrobe summons an orc war chief and seven orcs. Their bodies, armor, and weapons remain in this chamber when they die
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
mongrels cower in the shadowy northwest corner. One of them cradles something shiny. Three mongrelfolk are confined here. One of them cradles a polished brass candlestick as if it was a doll. Any
bones are all that remain of mongrelfolk who perished and were eaten. The survivors beg for food. S15f. Singing and Dancing Mongrelfolk Eight mongrels caper about the wreckage of this bedchamber while
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
to start the encounter, but the other two remain motionless until characters move close to them. You don’t need to keep track of exactly where everyone is standing in the room. Instead, rely on your
Elemental Plane of Fire—another dimension of reality that is the cosmic source of fiery energy. The Plane of Fire is the origin of both the orange crystal blocking the vent (which is actually an egg case
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
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
can choose to impose disadvantage on any checks the characters make to remain inconspicuous during their first day in Gracklstugh.
Map 4.1: Gracklstugh View Player Version Getting Captured Even after
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
area, the kobolds cower behind chairs and petition the characters for help in escaping the lodge. If the characters oblige, the kobolds stay with the characters until they’re outdoors, whereupon the
kobolds either part company with their saviors or remain with the characters for food and protection (at your discretion). L7. Garagai’s Bedroll The only furniture in this cavernous chamber is a big fur
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
to this cave, they cower at the western end of the room. G17. Earth Portal This colossal cavern is an alien landscape filled with soaring stone buttresses, weirdly twisting columns, and gargantuan
and melts away. Ironfang and the portal remain. Encounter with Ogrémoch Marlos Urnrayle appears much as he does in the previous section. When the characters arrive, he holds Ironfang aloft and intones
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
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 the lair is a
amount of resources to remain strong. As a rule, a tribe is violently hostile toward any other tribe it meets, seeing the rival orcs first and foremost as competitors for food and victims. On some
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
all that remain in this large room. Words are carved into a double door that leads south. Doors also exit to the east and west; the one to the west bears a large “X” in dark red.
The tunnel from the
unless the attacker doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight. G13: Private Rooms Half a dozen rough chambers along an L-shaped passage remain mostly
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, a successful DC 20 Strength (Athletics) check is needed to push the door open. Each check requires an action. Disable the Statues. A statue can be disabled by blocking the flow of gas from its mouth
a successful DC 15 Strength check made to block up the statue with a cloak or similar object, decreases the poison damage by 5 (1d10). Once a character succeeds on the check, someone must remain next
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
remain open, so the characters can explore the rooms beyond when they return from whatever stage is triggered by opening the door. Any treasure or other objects claimed in a stage stay with the characters
blocking it out of the way. Characters attempting to hold the door become suddenly distracted, unable to remember why they were doing so. Characters who refuse to enter the inn feel oddly compelled to move
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
seconds. C4: Captain’s Quarters The door to the captain’s quarters is barricaded from the inside, though the heavy wooden bar blocking the door is half rotten. A character who tries to force the door
). 2nd-Level Characters. If the characters are 2nd level, add two zombies to this encounter. Treasure. Some of the goods in the crates here remain valuable. Using a crowbar, a character can pry open a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
!” The doors remain open until a fire giant standing within 50 feet of them speaks, in Giant, the phrase “By Surtur’s flame, I command these doors to close!” in Giant. The doors can also be closed
outside of his cell.) If Jasper is rescued, he asks to remain with the characters until they return to civilization. He tries to befriend characters who are members of the Black Network, hoping to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
archmage Hoobur Gran’Shoop. The constructs remain motionless until the adventurers move close or attack. These scarecrows can cut the rope holding them with their claws, but they prefer to remain hanging
floor, making it difficult to push open.
Opening the Door. The stone blocking the door is a small statue — a kobold petrified by a pair of undead cockatrices that dwell here. The door can be forced
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
into the grand foyer have been broken open by the invading devils (see “Cathedral Assault”) and remain ajar. Four guards lie dead in the doorways, eviscerated by one of those devil-led groups. H2
characters enter this area: This large crypt area is presently home to over a hundred frightened people. They cower behind sarcophagi and in alcoves, their eyes red and their cheeks stained with tears
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
represent the casks in area D23, the crossed-out one representing the cask blocking a secret door.) A bubbling green potion contains
a Far Realm surprise D20: Component Storage This walk-in closet contains
(Arcana) to ascertain the purpose of the large crystals sprouting from the floor. These crystals focus the ritual’s extraplanar energy, allowing the fragment of Krokulmar to remain on the Material
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
calls out to the corpse in Draconic, as though the wizard were still alive. The dragon isn’t hungry or spoiling for a fight. But if one or more characters refuse to cower before her, Arveiaturace
of gnawing on old kills, and is often seen with a mangled corpse hanging from her mouth. Other dragons rarely remain in Kryptgarden Forest for long, because Claugiyliamatar drives them out. Suggested






