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Returning 35 results for 'before brown devoid cautious rest'.
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Monsters
Monster Manual
Underdark, in the tunnel-mazes they occupied in life or in the lairs of enemy beholders they conquered. These lairs are devoid of life, as death tyrants change their servants into Undead horrors.
The
lair feel as if they’re being watched. Any creature (excluding the death tyrant and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 15 Wisdom saving
Monsters
Forgotten Realms: Adventures in Faerûn
local environment, consuming vast quantities of fish and pale crabs and cultivating fungal growths. They bully nearby communities when they can or enter into cautious arrangements with powerful
finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of finishing
Shadar-kai
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mordenkainen’s Tome of Foes
Sworn to the Raven Queen’s service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were fey like the rest of their elven kin, and
now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it.
Monsters
Adventure Atlas: The Mortuary
"} piercing damage at the start of each of its turns. The animated coffin can grapple only one creature at a time.Animated coffins are heavy, macabre Constructs designed to ferry the dead to places of rest
. Natural ambushers and tireless sentries, animated coffins guard ancient necropolises, family crypts, and the lairs of powerful Undead. A cautious vampire might sleep in an animated coffin to evade hunters
Monsters
Icewind Dale: Rime of the Frostmaiden
to be cautious and avoid contact with other creatures that can harm her.
Auril’s worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale
from the rest of the world, and a shroud of mist conceals her island in the Sea of Moving Ice.
Roleplaying Auril
Portraying a deity, even a lesser god such as Auril the Frostmaiden, can be daunting
Monsters
Icewind Dale: Rime of the Frostmaiden
weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that can harm her.
Auril’s worshipers know better than to
disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale from the rest of the world, and a shroud of mist conceals her island in the Sea of Moving Ice.
Roleplaying Auril
Monsters
Icewind Dale: Rime of the Frostmaiden
Short or Long Rest). Auril causes a magical blast of cold air to erupt from her hand. Each creature in a 60-foot cone must make a DC 21 Constitution saving throw, taking 36 (8d8);{"diceNotation":"8d8
night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures
Magic Items
Acquisitions Incorporated
finish a long rest.
Ways to Read the Kill
d6
Reading
1
Using a tiny bellows to pump one last breath into a corpse.
2
Reading the entrails with special reading-the-entrails
glasses.
3
Burning a small piece of the body and looking for shapes in the smoke.
4
A cautious, reasoned, professional guesstimate.
5
Careful measurements. The distance between nostrils
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
provoke retaliatory attacks from the creatures they steal from. It’s better to be cautious and overlooked than to be considered dangerous and a threat.
In a couple of situations, kobolds might
the hatchery. If a particularly important or respected member of a tribe dies, the hatchery is closely monitored. The next egg laid is immediately separated from the rest and carefully protected. Once
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Axeholm “Axeholm” is balanced for characters of 5th level, though characters of 3rd or 4th level can survive its perils if they are cautious and rest between encounters.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Iniarv’s Tower “Iniarv’s Tower” is balanced for characters of 10th level, though characters of 9th level can survive this quest if they are cautious and rest between encounters.
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
— yuan-ti make perfect courtiers. And, worse for the rest of us, rulers.
— Elminster
The physical and magical prowess of the yuan-ti empire allowed the former humans to retain their
some of their conquered enemies finally loosened the yuan-ti’s hold over nearby lands. The serpent people withdrew to their fortified cities and underground temples, ceding the rest of their
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with
aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
3rd level, but lower-level characters can survive if they’re cautious and rest often. Before running this location, review the underwater combat rules in the Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Bronze Shrine “Bronze Shrine” is balanced for characters of 10th level, though characters of 9th level can survive this quest if they are cautious and rest between encounters. Characters of any level that attempt to fight Lhammaruntosz to the death will likely meet their demise.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Dragon Barrow “Dragon Barrow” is balanced for characters of 5th level, though characters of 4th level can survive this quest if they are cautious and rest between encounters. Characters of 6th level or higher should have no trouble plundering the barrow and surviving its challenges.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
2B. Gnoll Hunters The rest of the gnoll hunters race through these caverns in search of the hook horrors. Unless they are drawn elsewhere, four gnolls and a gnoll pack lord are here. Treasure The gnoll pack lord carries two bloodstones worth 50 gp each and a brown tourmaline worth 100 gp.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Shadar-kai Sworn to the Raven Queen’s service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were fey like the rest of their elven kin
, and now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it. Shadar-kai Traits
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
should be at least 8th level when they embark on this journey. Lower-level characters can survive the Caves of Hunger if they’re cautious and rest often to regain their spent hit points and magic. The
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Book Description Mazfroth’s Mighty Digressions is seven inches wide and nine inches tall. The brown leather cover is worn from time and use. The name of the book and its author, Mazfroth Gethur, are
elegantly written in cursive with black ink on the first page. The care put into the front page, however, does not apply to the rest of the book’s contents. Mazfroth’s handwriting is messy and hasty
Compendium
- Sources->Dungeons & Dragons->Rrakkma
collection of pumice stones, some of them covered with dried brown flecks, rest within large metal bowls next to the porcelain vat. This was a purification chamber. Priests would strip naked and use
the wax and cloth strips to remove all hair from their bodies before scrubbing themselves vigorously (sometimes to the point of bleeding) with the pumice stones. A successful DC 15 Wisdom (Medicine) check confirms that the 'dry brown flecks' are blood.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
it brings destruction and ruin. Bedine are dark-haired and olive-skinned, with brown eyes. They wear a loose-fitting, linen robe called an aba, covered by a dark cloak called a jellaba. They carry
.” Ideal. “Life is an adventure.” Bond. “My grandfather is my best friend.” Flaw. “Sometimes I put curiosity before caution.” Shamir 64-year-old human nomad Shamir is Pesh’s grandfather. He’s cautious and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
11–12 Banshee
13–14 Brown bear(s)
15–16 Chwingas
17–18 Fox and hare
19–20 Wolf pack
Banshee This banshee is the spectral remnant of a female elf warrior who was banished
the banshee’s Corrupting Touch. There is only one banshee haunting the forest. If it’s destroyed, it re-forms after 24 hours in a random location in the forest, damned to its eternal exile. Brown Bear
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Ice Hunters The Ice Hunters are nomads that have lived in the North far longer than any other humans. Short, dark-haired, broad-faced, and with light brown skin, they cling stolidly to their culture
tribesfolk to force the rest to obey him out of terror. Using their unsurpassed ability as scouts, they act now as Arauthator’s eyes and ears on the Sea of Moving Ice. Living as thralls, they have no doubt that if they ever leave the iceberg, Arauthator will hunt them down and take horrific revenge.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny
the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
To the Nightsea However the characters spend the night, the same guards who took them to Castle Djaynai the previous morning come to Anadoua’s Rest House at dawn to escort them to the docks to board
warm brown skin. As the characters approach, the cheerful Lancer introduces himself as Gurau (neutral good, human veteran). He is friendly and explains that the two have been informed of the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Ice Hunters The Ice Hunters are nomads that have lived in the North far longer than any other humans. Short, dark-haired, broad-faced, and with light brown skin, they cling stolidly to their culture
tribesfolk to force the rest to obey him out of terror. Using their unsurpassed ability as scouts, they act now as Arauthator’s eyes and ears on the Sea of Moving Ice. Living as thralls, they have no doubt that if they ever leave the iceberg, Arauthator will hunt them down and take horrific revenge.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
investigate. The githyanki attack anyone they perceive as an intruder and fight until five of their number fall, after which the rest retreat to area 21b. The straw dummies are used for combat
practice. Each is a Medium object with AC 10, 10 hit points, immunity to poison and psychic damage, and vulnerability to fire damage. Treasure Saziq’s plate armor is set with eight red-brown carnelians (50
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
goals are self-serving, not actively malicious. Because the pack originally resided in the nation of Amn, their humanoid forms have dusky brown skin, brown or blue eyes, and varying shades of brown
follows: Avani, a middle-aged jackalwere who considers it her duty to keep the rest of her pack from doing anything to attract attention from the Watch Inbar, a quiet, reserved jackalwere who wears
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
sneak past or overcome a camp without arousing the attention of the others. Whether or not they attract the attention of nearby camps depends on how quiet they are. Keep in mind that the brown bear (camp
circumstances, though, they don’t repeat the alarm round after round. Once a battle starts, reinforcements arrive in waves. It’s conceivable that, once a few camps empty out, the rest hunker down and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
everyone can see it. Overly Cautious Players Overly cautious players can slow down the game by checking every flagstone, door, and wall in a dungeon for traps and hidden dangers. Sometimes this
encourage your players to act boldly: Avoid Random Perils. Avoid traps and ambushes that feel random and have little importance to the rest of the adventure. Create Time Pressure. Set up a situation where
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
successful DC 12 Strength (Athletics) check, a character can use an action to knock the statue off its high shelf, causing it to shatter on the floor. 13d. Cave of Rest The stone giants come here to rest when they’re tired. The cave is devoid of furnishings and ostentation.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Meeting the Inhabitants Read this text when the characters first climb the path to Dragon’s Rest: Your arrival quickly draws the attention of the entire population of the place—which consists mostly
into view, descending gracefully from the upper part of the cloister. She’s an elderly human woman with weathered brown skin, white hair in tight braids, and kindly hazel eyes, dressed in a simple white
Monsters
Fizban's Treasury of Dragons
a cliff wall just as steep and devoid of hand- or footholds. The dragon has festooned this path with tripwire alarms and minor booby traps.
Islands. Three small islands jut from the water below the
veins of topaz gemstones, particularly underground.
Negative Energy. When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 15 Constitution saving
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
of each match, and they have no time to rest between matches. Victory in a match goes to the side that reduces all combatants on the other side to 0 hit points. Match 1: Thrasher and Gnasher Two
: Brutus the Braxat Brutus, a braxat, is joined by a brown scavver and a gray scavver (see Boo’s Astral Menagerie for their stat blocks). They fight as allies. Match 3: Queen Gorma Vocath shouts






