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Returning 35 results for 'before both depend compared return'.
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monsters
back to the Hells in spirit form until it reforms. Upon its return, a pygmy rakshasa will stalk the land looking for the one who laid it low, or, if their quarry’s mortal form has expired, their
all but the hardiest foes to cover their ears in distress. Those that survive such an endeavour live in fear of the rakshasa’s inevitable return.
Handler Synergy
When fighting the Pygmy
monsters
rakshasa is sent back to the Hells in spirit form until it reforms. Upon its return, a pygmy rakshasa will stalk the land looking for the one who laid it low, or, if their quarry’s mortal form
screeching causes all but the hardiest foes to cover their ears in distress. Those that survive such an endeavour live in fear of the rakshasa’s inevitable return.
Handler Synergy
When
monsters
pygmy rakshasa is sent back to the Hells in spirit form until it reforms. Upon its return, a pygmy rakshasa will stalk the land looking for the one who laid it low, or, if their quarry’s mortal form
screeching causes all but the hardiest foes to cover their ears in distress. Those that survive such an endeavour live in fear of the rakshasa’s inevitable return.
Handler Synergy
When
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
kindly bureau chief who views you as a truly special team with invaluable skills 4 A crotchety middle-manager on the cusp of retirement who constantly bemoans the state of today’s agents compared to
those in the “good old days” 5 A hotheaded former soldier who would prefer a return to open warfare instead of this so-called “Shadow War” 6 A battle-scarred field agent who would do almost anything to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
kindly bureau chief who views you as a truly special team with invaluable skills 4 A crotchety middle-manager on the cusp of retirement who constantly bemoans the state of today’s agents compared to
those in the “good old days” 5 A hotheaded former soldier who would prefer a return to open warfare instead of this so-called “Shadow War” 6 A battle-scarred field agent who would do almost anything to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
kindly bureau chief who views you as a truly special team with invaluable skills 4 A crotchety middle-manager on the cusp of retirement who constantly bemoans the state of today’s agents compared to
those in the “good old days” 5 A hotheaded former soldier who would prefer a return to open warfare instead of this so-called “Shadow War” 6 A battle-scarred field agent who would do almost anything to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
Resolving the Character Hooks If the characters return to Blasingdell, their fame as adventurers spreads. Townsfolk hail them on the street, and some might approach them with problems that can lead
to further adventures. The characters can continue to use the town as a base of operations. Other developments depend on what got them here and how they leave. Follow the Map While the characters are
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
Resolving the Character Hooks If the characters return to Blasingdell, their fame as adventurers spreads. Townsfolk hail them on the street, and some might approach them with problems that can lead
to further adventures. The characters can continue to use the town as a base of operations. Other developments depend on what got them here and how they leave. Follow the Map While the characters are
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
Resolving the Character Hooks If the characters return to Blasingdell, their fame as adventurers spreads. Townsfolk hail them on the street, and some might approach them with problems that can lead
to further adventures. The characters can continue to use the town as a base of operations. Other developments depend on what got them here and how they leave. Follow the Map While the characters are
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
NPCs (nonplayer characters) during council sessions. Others can be proposed by the characters. The adventurers understand that thousands of lives depend on their actions. The characters are among the
working together and contributing to the overall effort can enough power be brought to bear against the cult to prevent Tiamat’s return. The more successful the characters are in their actions against the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
NPCs (nonplayer characters) during council sessions. Others can be proposed by the characters. The adventurers understand that thousands of lives depend on their actions. The characters are among the
working together and contributing to the overall effort can enough power be brought to bear against the cult to prevent Tiamat’s return. The more successful the characters are in their actions against the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
NPCs (nonplayer characters) during council sessions. Others can be proposed by the characters. The adventurers understand that thousands of lives depend on their actions. The characters are among the
working together and contributing to the overall effort can enough power be brought to bear against the cult to prevent Tiamat’s return. The more successful the characters are in their actions against the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
NPCs (nonplayer characters) during council sessions. Others can be proposed by the characters. The adventurers understand that thousands of lives depend on their actions. The characters are among the
working together and contributing to the overall effort can enough power be brought to bear against the cult to prevent Tiamat’s return. The more successful the characters are in their actions against the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
NPCs (nonplayer characters) during council sessions. Others can be proposed by the characters. The adventurers understand that thousands of lives depend on their actions. The characters are among the
working together and contributing to the overall effort can enough power be brought to bear against the cult to prevent Tiamat’s return. The more successful the characters are in their actions against the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
NPCs (nonplayer characters) during council sessions. Others can be proposed by the characters. The adventurers understand that thousands of lives depend on their actions. The characters are among the
working together and contributing to the overall effort can enough power be brought to bear against the cult to prevent Tiamat’s return. The more successful the characters are in their actions against the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
NPCs (nonplayer characters) during council sessions. Others can be proposed by the characters. The adventurers understand that thousands of lives depend on their actions. The characters are among the
working together and contributing to the overall effort can enough power be brought to bear against the cult to prevent Tiamat’s return. The more successful the characters are in their actions against the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
NPCs (nonplayer characters) during council sessions. Others can be proposed by the characters. The adventurers understand that thousands of lives depend on their actions. The characters are among the
working together and contributing to the overall effort can enough power be brought to bear against the cult to prevent Tiamat’s return. The more successful the characters are in their actions against the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
NPCs (nonplayer characters) during council sessions. Others can be proposed by the characters. The adventurers understand that thousands of lives depend on their actions. The characters are among the
working together and contributing to the overall effort can enough power be brought to bear against the cult to prevent Tiamat’s return. The more successful the characters are in their actions against the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
when you want to give information to the players, particularly if they retreat from the Skull Dunes and return to the lighthouse. The major can offer suggestions and occasional helpful hints. These
hints should not be given on demand, and the major might not have advice on every subject. The major’s suggestions concerning the tactical situation on the island depend on how much information the party
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
when you want to give information to the players, particularly if they retreat from the Skull Dunes and return to the lighthouse. The major can offer suggestions and occasional helpful hints. These
hints should not be given on demand, and the major might not have advice on every subject. The major’s suggestions concerning the tactical situation on the island depend on how much information the party
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
when you want to give information to the players, particularly if they retreat from the Skull Dunes and return to the lighthouse. The major can offer suggestions and occasional helpful hints. These
hints should not be given on demand, and the major might not have advice on every subject. The major’s suggestions concerning the tactical situation on the island depend on how much information the party
Kobold
Legacy
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races
Volo's Guide to Monsters
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
protection from invaders and in return providing services such as excavating new living spaces and disposing of trash. If it’s unlucky, the tribe is enslaved by the other humanoids, and the kobolds
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
side adventures focused on the characters helping their NPC companions return to their homes in the Underdark. Gracklstugh The duergar of Gracklstugh have fewer dealings with the surface world compared
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Adventure in Red Larch Red Larch serves as the starting point for two different adventure narratives in this book. The clues and rumors provided by the NPCs in Red Larch depend on which phase of the
sinkhole in town. The sinkhole opens up shortly after the characters return to Red Larch from Lance Rock or other explorations in the area; see the adventure in chapter 6 for more details. Elemental Cult
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
side adventures focused on the characters helping their NPC companions return to their homes in the Underdark. Gracklstugh The duergar of Gracklstugh have fewer dealings with the surface world compared
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
side adventures focused on the characters helping their NPC companions return to their homes in the Underdark. Gracklstugh The duergar of Gracklstugh have fewer dealings with the surface world compared
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Adventure in Red Larch Red Larch serves as the starting point for two different adventure narratives in this book. The clues and rumors provided by the NPCs in Red Larch depend on which phase of the
sinkhole in town. The sinkhole opens up shortly after the characters return to Red Larch from Lance Rock or other explorations in the area; see the adventure in chapter 6 for more details. Elemental Cult
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Adventure in Red Larch Red Larch serves as the starting point for two different adventure narratives in this book. The clues and rumors provided by the NPCs in Red Larch depend on which phase of the
sinkhole in town. The sinkhole opens up shortly after the characters return to Red Larch from Lance Rock or other explorations in the area; see the adventure in chapter 6 for more details. Elemental Cult
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
lead pursuer’s sight, after every participant in the chase has taken its turn. The check’s result is compared to the passive Wisdom (Perception) scores of the pursuers. If the result of the mage’s
and return it to their cell’s hideout. Their hideout is an abandoned temple in the Old City. Their cell leader is a wise sage named Navid. If a character succeeds on a DC 15 Charisma (Intimidation
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
lead pursuer’s sight, after every participant in the chase has taken its turn. The check’s result is compared to the passive Wisdom (Perception) scores of the pursuers. If the result of the mage’s
and return it to their cell’s hideout. Their hideout is an abandoned temple in the Old City. Their cell leader is a wise sage named Navid. If a character succeeds on a DC 15 Charisma (Intimidation
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
lead pursuer’s sight, after every participant in the chase has taken its turn. The check’s result is compared to the passive Wisdom (Perception) scores of the pursuers. If the result of the mage’s
and return it to their cell’s hideout. Their hideout is an abandoned temple in the Old City. Their cell leader is a wise sage named Navid. If a character succeeds on a DC 15 Charisma (Intimidation
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
The Mortal Realm Compared to most worlds of the Material Plane, the mortal realm of Theros is small. The known world is barely two hundred miles across, with unexplored wilderness beyond. And some
charted, and even those sailors who attempt to explore the isles return with contradictory information. Westward from those islands, some have successfully sailed to the edge of the world, though no one
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
envisioned. Absent the presence of an anathema, yuan-ti abominations are the leaders in most yuan-ti cities. Yuan-ti Malisons The various kinds of malisons are imperfect compared to abominations but
. Because they get to wield power and influence while playing such roles, some purebloods surround themselves with luxury in their human guises and then become resentful when they have to return home
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
The Mortal Realm Compared to most worlds of the Material Plane, the mortal realm of Theros is small. The known world is barely two hundred miles across, with unexplored wilderness beyond. And some
charted, and even those sailors who attempt to explore the isles return with contradictory information. Westward from those islands, some have successfully sailed to the edge of the world, though no one
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
envisioned. Absent the presence of an anathema, yuan-ti abominations are the leaders in most yuan-ti cities. Yuan-ti Malisons The various kinds of malisons are imperfect compared to abominations but
. Because they get to wield power and influence while playing such roles, some purebloods surround themselves with luxury in their human guises and then become resentful when they have to return home