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Returning 28 results for 'before blow diffusing changelings remain'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
to please and thereby escape further attention from her cold gaze. All the original thirteen remain alive, thanks to their cunning and their willingness to do whatever is necessary to survive
patient and pursue several schemes simultaneously, so if one plan goes awry, they can shift their focus to another. Typically, nagpas emerge from the shadows only when they can deliver a finishing blow
Monsters
Mordenkainen Presents: Monsters of the Multiverse
abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait.
Crushing Blow (Recharges after a Short or Long Rest). As a bonus action, the
; (see the Monster Manual) to appear in unoccupied spaces of his choice within 600 feet of him. The minotaurs roll initiative when they appear, and they obey his commands. They remain until they die
Monsters
Mordenkainen Presents: Monsters of the Multiverse
appear, and they obey his commands. They remain until they die or Geryon uses an action to dismiss any or all of them.Geryon can take 3 legendary actions, choosing from the options below. Only one
abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait.
Crushing Blow (Recharges after a Short or Long Rest). As a bonus action
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Tyrants … include members of all races, but primarily changelings and doppelgangers. … specialize in information, forgery, blackmail, and fraud. … remain neutral in the Boromar-Daask conflict
. The Tyrants are forgers and grifters, specialists in deception and the acquisition of information. The majority of the Tyrants are changelings, who use their shapeshifting abilities to fool marks and
Monsters
Fizban's Treasury of Dragons
a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible
Monsters
Fizban's Treasury of Dragons
, creating one or more of the following effects:
Clear Skies. The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to. The giants’ lodge has a warning horn on the upper floor (in area 2C). If it is blown, the sound puts all of Svardborg on alert. Some giants remain at their posts and can’t be surprised. Others
horn sounds or when intruders are detected. Svardborg Roster Area Creature(s) Behavior 1A 8 ice mephits The mephits remain in this area. 1E Nilraun Dhaerlost Nilraun retreats to area 1G. 1G 2 frost
Orc
Legacy
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Species
Volo's Guide to Monsters
with orcs tells of confronting a hulking foe that can cleave through a warrior with a single blow, part of a force that can cut down enemies as though they were trembling stalks of wheat before the
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
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
travelers remain confined in the foreign quarter. Merchants from across Khorvaire trade for exotic Riedran goods, while envoys from many nations negotiate with the emissaries of the Inspired. To enter
, creating the first changelings, skulks, and tiefling bloodlines. Ohr Kaluun was ultimately consumed by the feuds of its paranoid mage-lords and the crusading legions of its neighbors. Today, it is a shunned
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
peace. The conflicts, the anger, and the pain of the long war remain, however, and the new nations seek every advantage as they prepare for the next war to break out on the continent. Dragonmarked
races found in the Player’s Handbook, players can choose to play orc or goblinoid characters in Eberron. Or they can choose one of four new races: changelings, kalashtar, shifters, and warforged
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Skies. The skies above a crystal dragon’s lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
remain alive, thanks to their cunning and their willingness to do whatever is necessary to survive. Hungry to claim more power despite the Raven Queen’s curse, nagpas strive to bring about world-shaking
another. Typically, nagpas emerge from the shadows only when they can deliver a finishing blow. They then revel in the grand devastation their plotting brought about—looting libraries, plundering
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
gelatinous cube in area F2 arrives here to dispatch them. The sentry is lying about how many hobgoblins remain. Weakened by their recent loss, the hobgoblins fear marauders and try to present a strong
once or be destroyed. Fighting the Hobgoblins. In combat, the sentry remains behind the barricades. If the characters breach either barricade, the sentry uses her next action to blow a war horn
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, these effects fade over the course of 1d10 days. Cultists of Geryon Geryon grants his cultists special abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the
Indomitable Strength trait. Crushing Blow (Recharges after a Short or Long Rest). As a bonus action, the creature gains a bonus to the damage roll of its next melee weapon attack roll that hits within
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
burns in their hearts, and they resent any intrusion into their suffering. Hateful Hermit. Meazels are all that remain of people who fled into the Shadowfell to escape their mortal existence. There the
do so, they become cringing, fawning things, eager to please and thereby escape the cold gaze of the being who brought them so low. All of the original thirteen remain alive, thanks to their cunning
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to her immediately. Duvessa and Markham know of no such person, and no such person steps forward. Drufi carries a horn made from a mammoth’s tusk and can blow it as an action. The horn can be heard
them to Svardborg (see chapter 7, “Berg of the Frost Giants”). They don’t remain there long before Jarl Storvald sends them back out in search of Artus Cimber. Drufi won’t leave Bryn Shander until she
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
case, your connection to the Finders Guild means you have a sterling reputation to uphold. AUNDAIRIAN SCROLL
Genius Inquisitive serves cold justice
In yet another embarrassing blow to the Fairhaven
common origins in the Shadow Marches, and the druids remain friendly with the house and its Finders’ Guild. In the Marches, the guild often helps the druids locate stray aberrations and open portals
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
war remain. From the fanatics of the Emerald Claw and the mad cults of the Dragon Below to the flesh-warping daelkyr and ancient archfiends, Eberron faces many threats… and there’s no one out there to
the surprised thugs to land in the perfect position for a sneak attack. The shifter barbarian strikes a mighty blow that knocks her enemy into the blazing hearth; the bandit shrieks as the flames
Compendium
- Sources->Dungeons & Dragons->Divine Contention
the west, but it fell long ago and only a few broken arches of masonry remain. Arched doorways lead into the entry hall. B2. Entry Hall A large banquet table rests on the floor in here. The guards use
, altering reality so that any consequences of that action are erased. For example, a creature could undo the killing blow that they dealt to an enemy, causing that enemy to return to life in the position
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
on the eyepiece causes the eyepiece to become inactive for 24 hours. Breaking off the eyepiece requires only a firm blow, which destroys its magic for good. L3: The Rolling Eye The center portion of
creature it sees other than mind flayers, and it fights to the death. To mind flayers, Golcuus is obsequious and begs to be restored to its former state. Treasure. Some of Golcuus’s art and tools remain
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
that find the manticore can engage it in battle.
If the knights find the manticore first, they blow their horns so that other groups can pinpoint the knights’ location and join the battle in 1d6
of each round of battle. A knight that is injured leaves the hunt. When no more knights remain, the knights are out of the hunt. If the manticore has nothing to attack, the battle ends and it flies off
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, grinning with the satisfaction that he dealt the fatal blow to his hated rival. 3. Hekaton in Chains Two Kraken Society cultists stand watch on the decks fore and aft of King Hekaton, who lies on his
business with the captain of the ship that brought them here, or they might need time to gather belongings from their airship. If Hekaton and the characters remain in the vicinity of the Morkoth for more
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
doors have opened. If any cultists remain in area A7, the hear the fighting and retreat to the palace (area A18). Treasure If the characters loot the tombs of the Tyar-Besil, they find 3d10 figurines
dwarves. The far wall is pocked and pitted with holes in the masonry where gemstones once surrounded an altar in the shape of an anvil. Now only the chipped remnants of garnets and agates remain. In
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the power of Xoriat and the daelkyr at bay, and as long as those seals remain intact, the lords of madness can’t rise from the depths. Today, those seals are thousands of years old and the Gatekeepers
abilities of changelings to develop doppelgangers, while implanting a desire to cause chaos in the communities around them.—even when there’s no benefit in it for the doppelganger. Some doppelgangers
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, however, since the area is home to a huge variety of fish and shellfish, many of which are prized in Waterdeep. Reghed Glacier The cold winds that give Icewind Dale its name blow down off this high
mound a haunted place best avoided. In truth, the Blue Bears prowl the High Forest and the eastern Delimbiyr Vale, doing their best to remain hidden. Their members visit Stone Stand infrequently, and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
roofs fell. The roofs that remain intact have vines and roots hanging down from them. The covered tunnels are only 4 feet high and contain a foot of water. Stone Faces. The four stone visages staring
mezzanine level. The 20-foot-deep pit contains 1d4 + 2 inches of rainwater and is home to two swarms of poisonous snakes. The swarms are content to remain in the pit and attack any creature that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
small, iron-barred window. Forcing open the door requires a successful DC 22 Strength (Athletics) check. Standing inside the room is a hobgoblin guard with a horn. It uses an action to blow the horn and
smaller ones, shoving them around and hurling insults. The goblin bosses remain here even if an alarm sounds elsewhere. Trinket. Various broken toys lie scattered about. A thorough search yields an intact
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Wind howls as it climbs this dark shaft.
After 80 feet, the pit tapers into a tunnel (area N1 of the Howling Caves, described later in this chapter). Chaotic gusts blow up and down the shaft, too
coinage or other valuables remain, but the characters can scrounge up cloaks, surcoats, or robes sufficient to create five air cultist disguises, four earth cultist disguises, and one fire cultist






