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Returning 14 results for 'before bonding defusing counting rather'.
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Goliath
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their
away in the night to seek the cold will of fate.
In some ways, the goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A goliath would much rather die in
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
overcome their own assumptions. An easier version of this puzzle might involve counting the letters in any type of word the guard provides and responding with that number. Alternatively, the response
to the guard’s number might be any word with the same number of letters as that number—for example, “five” has four letters, making “duck” or “smog” suitable responses. The more your puzzle plays with numbers as words rather than digits, the more challenging it’s likely to be.
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
of the world beyond their home.
Barterers of Lore
Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it’s
mull over the stories and rumors they collected like a miser counting coins.
Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Barterers of Lore Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it’s not intrinsically interesting. In the
miser counting coins. Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
miniatures or other tokens, follow these rules.
Squares. Each square on the grid represents 5 feet.
Speed. Rather than moving foot by foot, move square by square on the grid. This means you use your speed
between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
other useful items, but if they are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation
divination (to find raw materials and foresee threats to the tribe).
The main reason why kobolds depend on arcane magic rather than divine is Kurtulmak’s imprisonment, which makes it difficult for
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
GRID
If you play out a combat using a square grid and miniatures or other tokens, follow these rules.
Squares. Each square on the grid represents 5 feet.
Speed. Rather than moving foot by foot
that fills its space.
Ranges. To determine the range on a grid between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Orc
Legacy
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Species
Volo's Guide to Monsters
relieved of their other roles and taken to the lair’s whelping pens, where they are tended to by Luthic’s followers.
Orcs don’t take mates, and no pair-bonding occurs in a tribe
they are more interested in grabbing plunder and food rather than in wanton slaughter. The elderly, children, and any who seem weak or meek enough might escape death. If they leave the population more
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
represents 5 feet.
Speed. Rather than moving foot by foot, move square by square on the grid, using your Speed in 5-foot segments. You can translate your Speed into squares by dividing it by 5. For
.
Ranges. To determine the range on a grid between two things—whether creatures or objects—count squares from a square adjacent to one of them and stop counting in the space of the other one. Count by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
space count as Difficult Terrain. Playing on a Grid
If you play using a square grid and miniatures or other tokens, follow these rules.
Squares. Each square represents 5 feet.
Speed. Rather than
between two things—whether creatures or objects—count squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Breaking Up Your
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
says, “A pity. All those poor people in Elturel were counting on you.” He then offers to teleport them out of his fortress, so they can be on their way. Gracious host that Bel is, he won’t attack the
Bel. Overland Travel If the characters would rather travel to the sibriex in some other fashion, Balakros the imp offers to serve as their overland guide, since it knows where the sibriex is. It can also point to the sibriex’s location on the characters’ map of Avernus.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
pair-bonding occurs in a tribe other than at the moment when coupling takes place. At other times, males and females are more or less indifferent toward one another. All orcs consider mating to be a
plunder and food rather than in wanton slaughter. The elderly, children, and any who seem weak or meek enough might escape death. If they leave the population more or less intact, the orcs leave
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Zeond is invisible when the party enters and doesn’t attack immediately. Rather, it watches the party closely and waits until the characters are embroiled in a battle before attacking. After it
dwarven maps in their possession are delivered to me with haste.
I’m counting on you, Iarno. Don’t disappoint me.
Treasure. At the foot of the bed is a sturdy, unlocked wooden chest holding the best
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
salamanders have a twenty-five percent chance each round of turning on the azers during a fight. Each unfurnished cell south of the hall (not counting the easternmost cell, which is empty) contains two azers
persuasion to convince the hobgoblins that intruders have a legitimate reason to be here. These guards would much rather pass the buck to cult leaders. South Tunnel. This tunnel connects to area A7 in the






