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Returning 35 results for 'before blocks defusing consult regions'.
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Half-Elf
Legacy
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Species
Basic Rules (2014)
parents.
Diplomats or Wanderers
Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and
.
EXCELLENT AMBASSADORS
Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and
Monsters
Eberron: Rising from the Last War
form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world.
Immortal Nature. An overlord doesn't require air, food, drink or sleep. It also
soldiers and civilians alike, whose actions then weakened the overlord's bonds to give him even greater sway over the regions surrounding his shards. The violence seen in Thaliost and other occupied
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Bestiary The following pages feature stat blocks for various creatures of Eberron, arranged in alphabetical order. For guidance on how to use a creature’s stat block, consult the introduction of the Monster Manual.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Bestiary The following pages feature stat blocks for various creatures of Ravnica, arranged in alphabetical order. For guidance on how to use a creature’s stat block, consult the introduction of the Monster Manual.
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Mephistopheles-worshiping vampire master, and the vampiric underworld. Some of these stat blocks appear in the adventures presented in chapter 3. You can also use these creatures to populate your own vampire- or devil-themed adventures. Consult the Monster Manual for additional details about monsters.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
up whenever the group’s average level does. Consult the tables throughout this appendix for guidance on how to update the sidekicks’ stat blocks when they advance to levels 2 through 11.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Solamnia and their pursuit of a terrifying magical weapon. Beyond these chapters, appendices support the adventure with equipment, magic items, stat blocks, and other resources. A poster map of the continent of Ansalon is included, depicting the regions mentioned throughout and those beyond.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
books. This book is intended for Dungeon Masters (DMs) and provides game statistics for monsters: all sorts of creatures—whether friend or foe—controlled by the DM. Those statistics appear in stat blocks
the rules for monster customization and encounter building in the Dungeon Master’s Guide—to build your own adventures. Consult appendix B for monster lists that will help your adventure building. What’s
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
continuous slope. The entire journey takes about 14 hours if the characters walk at normal speed. Random Encounters After each hour the characters spend in the tunnel, roll 1d20 and consult the Tunnel
for a missing tribe member who’s been acting strangely. 8 1d6 troglodytes and a barlgura are looking for a fight. 9 A patch of 2d4 shriekers blocks the way ahead; if they shriek, roll 1d8 on this table to see what creatures come to investigate. 10–20 No encounter.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
participant in the chase rolls 1d12 at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does, it affects the next chase participant in the Initiative
). Adjudicate these at your discretion. Urban Chase Complications 1d12 Complication 1 A cart or another large obstacle blocks your way. Make a DC 10 Dexterity saving throw to get past the obstacle. On a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
To the Coast The journey to Dread Wolf Cove takes five days—fewer if the characters have Clystran’s guidance or other methods of conveyance. Consult the “Movement in the Wastes” section in chapter 5
blocks) land nearby. They approach the injured dragonnel, planning to capture it and train it to serve as a mount. If the characters interfere, the Dragon Army troops attack them. The Dragon Army
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
requires time, attention, and patience to navigate. The corridors are 10 feet wide and tall, faced with stone blocks mortared into place. Bits of flesh and bone litter the floor, and splashes of blood
the creatures within it. Every 30 minutes the party spends in the maze, roll a d20 and consult the Maze Encounters table to see what, if anything, the characters meet. If Gash was attacked by the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
several examples. Complications occur randomly. Each participant in the chase rolls a d20 at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does
. Urban Chase Complications d20 Complication 1 A large obstacle such as a horse or cart blocks your way. Make a DC 15 Dexterity (Acrobatics) check to get past the obstacle. On a failed check, the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Circle of Dreams Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes
cover blocks the sphere. While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the former lair of a fearsome predator, the characters can potentially gather useful material for crafting among the bones. When the party enters a boneyard, roll a d20 and consult the table to
15–18 3d4 skeletons 19–20 1d3 minotaur skeleton Cliff and Ladder A cliff 2d4 × 10 feet high blocks the party’s passage, but a rolled-up rope ladder is visible at the top. If someone can climb the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
villain and improve its challenge rating to make it relevant to the higher-level characters. NPC Stat Blocks. Some of the stat blocks in the Monster Manual can reflect the same character at different
also use stat blocks in other sources to add to the sequence, so the characters could even meet this aspiring villain as an apprentice wizard and later as an evoker (both in Volo’s Guide to Monsters
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
their lost things will require the characters to explore the Feywild regions of Hither, Thither, and Yon (described in chapters 2, 3 and 4) and contend with the hags of the Hourglass Coven. The
character in the adventuring party, roll a d8 and consult the Lost Things table to determine what was stolen from that character. If a player doesn’t like their result, let them choose an option they prefer
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Living Spell Living spells come in many varieties; the stat blocks here are three examples. Living spells most often manifest from evocation and conjuration spells. To make a living spell from a
different spell, choose a damage-dealing evocation or conjuration spell from the wizard spell list of up to 5th level. Then consult the Living Spell Customization table to see which stat block to customize
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. When the lever in area 38A is pulled, three hidden locks seal the south door, a wall of stone spell blocks the rectangular hole in the ceiling (cutting off escape to area 38B), and the room begins
. Each creature in the room takes 45 (10d8) fire damage. While the room is revolving, an additional effect is triggered at the end of initiative count 10. Roll a d20 and consult the Revolving Room
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
encounters that can occur in underground regions or at surface locations suffering an invasion from the depths. These encounters also fit well for places warped by the strange corruption of the Far
Multiverse. Roll a d8 if you don’t have that book. *See chapter 6. Frost Giant Encounters The Frost Giant Encounters table includes encounters suitable for arctic regions or regions where the activity of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
chance of each); roll a d20 again and consult the table. Drowned Forest Random Encounters d20 Encounter 1–3 1d4 awakened trees 4–5 2d6 zombies 6–7 1d3 shambling mounds 8–9 2d4 myconid adults and
chance of each); roll a d20 again and consult the table. Hool Marshes Random Encounters d20 Result 1–3 2d10 bullywugs 4–5 2d6 bandits 6–7 2d4 vine blights with 1d6 needle blights 8–9 1d4 poisonous
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters Twice each day that the party spends in the Labyrinth (whether traveling or resting), roll a d20 and consult the Labyrinth Encounters table to determine what, if anything, they
the earth. Blocks of stone thrust up in some places to hinder movement through passages and caverns, while other areas drop off suddenly, forming escarpments hundreds of feet high. In some places
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. Such documents grant you special status, such as access to forbidden regions or neutral standing in embattled areas. Such identification isn’t always a boon, though. In a land frequently plundered by
magic items, spellbooks, gear, and the like. Additionally, you can consult with the faculty of your academy as the experts in various fields. Training. Because you’re associated with the academy, you
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Character Advancement In this adventure, the characters can gain a level by exploring different regions. After the characters complete at least one encounter in all four regions, everyone in the
handsome man in a green-and-gold tunic and fancy boots saunters out of the bushes. “Hello,” he says casually as he blocks your path. “I’m Pral. Perhaps you’ve heard of me. Who am I kidding? Of course you
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
secrecy by Krr’ook. At any given time, Dungrunglung is home to grungs representing all castes and colors. There is only one gold grung (Groak) and one red grung (Krr’ook). For grung stat blocks and more
successful or failed check represents 1 minute of searching the maze. Between each check, roll a d20 and consult the Thorn Maze Encounters table to determine what, if anything, the characters
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
their sensory stone (see Sigil and the Outlands). Roll on the Sensory Stone Sensations table and consult the entries below to determine the muse’s desired sensation and how the characters can help
Cabal void soother, and an uplifting Mind’s Eye matter smith (see Morte’s Planar Parade for these stat blocks). Their dispute concerns the legitimacy of gods in the grand scheme of the multiverse. Their
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, the front gate remains barred but unguarded. K2. Gatehouse The gates open to a thirty-foot passage leading east. A portcullis blocks the far end of the passage, but you can see the castle yard on the
random encounter occurs. To determine the encounter, roll a d6 and consult the following table: d6 Encounter 1 1d3 commoners (see area K17) 2 1d4 bandits (see area K8) 3 1d3 Crushing Wave reavers
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world. Immortal Nature. An overlord doesn’t require air, food, drink or sleep. It also
soldiers and civilians alike, whose actions then weakened the overlord’s bonds to give him even greater sway over the regions surrounding his shards. The violence seen in Thaliost and other occupied
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
wall and comes to a halt. It blocks the door to the tomb, but the characters can escape. Poisoned Tempest Complex trap (level 11–16, deadly threat) This fiendish trap was built to eliminate intruders
(Initiative 10). Air and gas boils from the trap. Roll a d6, and consult the following table. Tempest Effects d6 Effect 1 Hallucinatory gas scrambles the mind and senses. All Intelligence and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Landro’s spine contains two halberds and one hand crossbow with a case of 20 bolts. L9: Blocked Antigravity Well Rubble in area L18 blocks travel through Landro’s spinal antigravity well above this floor
spine has disabled this antigravity well from this point upward. The rubble blocks access to area L9 below, but the path up to area L20 and beyond is clear. Without the aid of antigravity magic, a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, revealing several piles of stone blocks on the floor.
A contact stone is located in the eastern corner of the room.
Glowing Archways. Any creature that steps through one of the four archways that open
. Select colors as you see fit, pretending to consult your notes each time. (The color changes have no effect on the encounter.) Creatures. A Red Wizard transmuter (see appendix B) and two Thayan apprentices
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
?”
Lurg (lawful evil, human tower sage) conducts this ceremony. Two tower hands loyal to Lurg accompany him (see appendix B for both stat blocks). If allowed to run its course, the ceremony is
his fee is paid, Lurg announces he must consult the stars for the answers the visitors seek. Of course, Lurg can’t access the Books of Prophecy, since Shalfey still has them locked away in his sanctum
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
consists of three foliage-lush regions with a swamp to the southeast (area S58). S57a: Mutated Frogs. Dozens of three-eyed frogs croak ominously along the banks of streamlets. The frogs are harmless
, amphibious predator from another world—blocks the path forward A murky lake fills the center of the garden. Luminous fish crest the surface of its waters, and tiny, harmless amphibians and lizards roam its






