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Returning 35 results for 'behave being diffusing convince remains'.
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behave being diffusing convinced remain
Monsters
Curse of Strahd
spell save DC or fall unconscious for 1 minute.
False Appearance. While the broom remains motionless and isn't flying, it is indistinguishable from a normal broom.Multiattack. The broom makes two melee
creators to ride them, in which case they behave like typical brooms of flying. A broom of animated attack, however, can carry only half the weight that a broom of flying can.Poison, Psychic
Magic Items
The Wild Beyond the Witchlight
next dawn.
The shadow (variant);detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause it to behave in one of the following ways, either of which is possible
vertical surfaces), provided it remains within your sight at all times. The shadow is harmless and unable to be harmed, and it is invisible in darkness. It can’t speak, and it doesn’t require
Monsters
Spelljammer: Adventures in Space
vampirates conducts itself depends entirely on the mood and disposition of the captain. The crew of one ship might behave like a murderous mob, while another might abide by an ancient code of chivalry. One
crewed by vampirates usually has one or more Shadow;shadows aboard—the Undead remains of some of the vampirates’ victims.Cold, Necrotic, PoisonRadiant
Compendium
- Sources->Dungeons & Dragons->Monster Manual
necromancers and foul spirits. Whether they’re the remains of the ancient dead or fresh bones bound to morbid ambitions, they commit deathless work for whatever forces reanimated them, often serving as
skeletons behave. Skeleton Pantomimes 1d6 Left to Its Own Devices, the Skeleton... 1 Delivers meal salvers or ages-old correspondence to the crypt of its dead master. 2 Endlessly trains in battle
Compendium
- Sources->Dungeons & Dragons->Monster Manual
necromancers and foul spirits. Whether they’re the remains of the ancient dead or fresh bones bound to morbid ambitions, they commit deathless work for whatever forces reanimated them, often serving as
skeletons behave. Skeleton Pantomimes 1d6 Left to Its Own Devices, the Skeleton... 1 Delivers meal salvers or ages-old correspondence to the crypt of its dead master. 2 Endlessly trains in battle
Compendium
- Sources->Dungeons & Dragons->Monster Manual
necromancers and foul spirits. Whether they’re the remains of the ancient dead or fresh bones bound to morbid ambitions, they commit deathless work for whatever forces reanimated them, often serving as
skeletons behave. Skeleton Pantomimes 1d6 Left to Its Own Devices, the Skeleton... 1 Delivers meal salvers or ages-old correspondence to the crypt of its dead master. 2 Endlessly trains in battle
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
party, The adult bears chase down fleeing prey. The young bear remains in the cave. area 4 1 stone giant The giant pursues fleeing enemies but otherwise remains here. area 5 2 stone giants The giants
pursue fleeing enemies but otherwise remain here. area 6 1 stone giant If the giant hears the roc screeching in area 2, it investigates. Otherwise it remains here. area 9 2 stone giants, 16 mountain
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
party, The adult bears chase down fleeing prey. The young bear remains in the cave. area 4 1 stone giant The giant pursues fleeing enemies but otherwise remains here. area 5 2 stone giants The giants
pursue fleeing enemies but otherwise remain here. area 6 1 stone giant If the giant hears the roc screeching in area 2, it investigates. Otherwise it remains here. area 9 2 stone giants, 16 mountain
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
party, The adult bears chase down fleeing prey. The young bear remains in the cave. area 4 1 stone giant The giant pursues fleeing enemies but otherwise remains here. area 5 2 stone giants The giants
pursue fleeing enemies but otherwise remain here. area 6 1 stone giant If the giant hears the roc screeching in area 2, it investigates. Otherwise it remains here. area 9 2 stone giants, 16 mountain
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
it to behave in one of the following ways, either of which is possible only if you can see the shadow: You control the shadow’s movements and can make the shadow move up to 30 feet across a solid or
liquid surface, in any direction you choose (including along vertical surfaces), provided it remains within your sight at all times. The shadow is harmless and unable to be harmed, and it is invisible
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
it to behave in one of the following ways, either of which is possible only if you can see the shadow: You control the shadow’s movements and can make the shadow move up to 30 feet across a solid or
liquid surface, in any direction you choose (including along vertical surfaces), provided it remains within your sight at all times. The shadow is harmless and unable to be harmed, and it is invisible
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
it to behave in one of the following ways, either of which is possible only if you can see the shadow: You control the shadow’s movements and can make the shadow move up to 30 feet across a solid or
liquid surface, in any direction you choose (including along vertical surfaces), provided it remains within your sight at all times. The shadow is harmless and unable to be harmed, and it is invisible
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
straight home to alert the town. The characters can’t convince Fef to return to the bodies, but they can follow his tracks through the snow easily enough. The fox (see appendix C) in Fef’s trap is rattled
but uninjured. If the characters want to buy it, Fef will sell it to them for no less than 1 gp. Although it’s a wild animal, it remains docile while held. If the characters keep the fox with them, they will find it helpful in the next scene.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
straight home to alert the town. The characters can’t convince Fef to return to the bodies, but they can follow his tracks through the snow easily enough. The fox (see appendix C) in Fef’s trap is rattled
but uninjured. If the characters want to buy it, Fef will sell it to them for no less than 1 gp. Although it’s a wild animal, it remains docile while held. If the characters keep the fox with them, they will find it helpful in the next scene.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
straight home to alert the town. The characters can’t convince Fef to return to the bodies, but they can follow his tracks through the snow easily enough. The fox (see appendix C) in Fef’s trap is rattled
but uninjured. If the characters want to buy it, Fef will sell it to them for no less than 1 gp. Although it’s a wild animal, it remains docile while held. If the characters keep the fox with them, they will find it helpful in the next scene.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Cozmioko disappeared after warning me about Anthradusk’s foul ambitions. I followed clues in her research to the ruins of Haskasori, the Sandstone City.
“I found Cozmioko’s remains there—she was
Anthradusk, and then slay the dragon to stop his ritual. This is your destiny—indeed, the egg has led me to you.”
Eldemere hands the characters the egg. She does whatever she can to convince them to go to
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Cozmioko disappeared after warning me about Anthradusk’s foul ambitions. I followed clues in her research to the ruins of Haskasori, the Sandstone City.
“I found Cozmioko’s remains there—she was
Anthradusk, and then slay the dragon to stop his ritual. This is your destiny—indeed, the egg has led me to you.”
Eldemere hands the characters the egg. She does whatever she can to convince them to go to
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conversing with the Emperor With a few imperious words, the White Jade Emperor (lawful neutral, hill dwarf noble) dismisses everyone except his guards. As the crowd disperses, Secretary Wei remains
Charisma (Persuasion) check can convince the emperor to believe them even if they present only two pieces of evidence. The emperor will not allow the characters to reenter the Old City to search for
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conversing with the Emperor With a few imperious words, the White Jade Emperor (lawful neutral, hill dwarf noble) dismisses everyone except his guards. As the crowd disperses, Secretary Wei remains
Charisma (Persuasion) check can convince the emperor to believe them even if they present only two pieces of evidence. The emperor will not allow the characters to reenter the Old City to search for
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conversing with the Emperor With a few imperious words, the White Jade Emperor (lawful neutral, hill dwarf noble) dismisses everyone except his guards. As the crowd disperses, Secretary Wei remains
Charisma (Persuasion) check can convince the emperor to believe them even if they present only two pieces of evidence. The emperor will not allow the characters to reenter the Old City to search for
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Cozmioko disappeared after warning me about Anthradusk’s foul ambitions. I followed clues in her research to the ruins of Haskasori, the Sandstone City.
“I found Cozmioko’s remains there—she was
Anthradusk, and then slay the dragon to stop his ritual. This is your destiny—indeed, the egg has led me to you.”
Eldemere hands the characters the egg. She does whatever she can to convince them to go to
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
and pursuits contradict each other, frustrating any attempt to get to the truth of things. The public face of Dimir remains inscrutable, which some interpret as the best evidence that the guild’s true
by other guilds can destabilize that web. When the Boros take sudden, forceful action inspired by an unexpected burst of zeal, the Dimir can be caught off guard. The Selesnya behave predictably on
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
entrance without being detected. ROLEPLAYING THE DUERGAR
When the characters arrive, the outpost contains five duergar (including Nildar), who behave as described here.
Before entering combat
and rejoins the fight.
These duergar won’t negotiate, and they refuse to surrender. If the characters capture and interrogate a duergar, a successful DC 14 Charisma (Intimidation) check can convince
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
and pursuits contradict each other, frustrating any attempt to get to the truth of things. The public face of Dimir remains inscrutable, which some interpret as the best evidence that the guild’s true
by other guilds can destabilize that web. When the Boros take sudden, forceful action inspired by an unexpected burst of zeal, the Dimir can be caught off guard. The Selesnya behave predictably on
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
and pursuits contradict each other, frustrating any attempt to get to the truth of things. The public face of Dimir remains inscrutable, which some interpret as the best evidence that the guild’s true
by other guilds can destabilize that web. When the Boros take sudden, forceful action inspired by an unexpected burst of zeal, the Dimir can be caught off guard. The Selesnya behave predictably on
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
entrance without being detected. ROLEPLAYING THE DUERGAR
When the characters arrive, the outpost contains five duergar (including Nildar), who behave as described here.
Before entering combat
and rejoins the fight.
These duergar won’t negotiate, and they refuse to surrender. If the characters capture and interrogate a duergar, a successful DC 14 Charisma (Intimidation) check can convince
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Acrobatics Dexterity Stay on your feet in a tricky situation, or perform an acrobatic stunt. Animal Handling Wisdom Calm or train an animal, or get an animal to behave in a certain way. Arcana
. Performance Charisma Act, tell a story, perform music, or dance. Persuasion Charisma Honestly and graciously convince someone of something. Religion Intelligence Recall lore about gods, religious
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Acrobatics Dexterity Stay on your feet in a tricky situation, or perform an acrobatic stunt. Animal Handling Wisdom Calm or train an animal, or get an animal to behave in a certain way. Arcana
. Performance Charisma Act, tell a story, perform music, or dance. Persuasion Charisma Honestly and graciously convince someone of something. Religion Intelligence Recall lore about gods, religious
Monsters
Fizban's Treasury of Dragons
creators abandoned them, taking great interest in the artifacts and architecture they left behind. Visitors who manage to convince the dragon they are not a threat are treated to a tour of the vaults, with
":"roll", "rollAction":"Days"} days. Rocks immediately stop moving of their own accord. The existing abundance of crystals and emeralds remains, but new ones form at a normal rate.Fire, PsychicChange
Monsters
Fizban's Treasury of Dragons
drive the giant away.
2
An adult topaz dragon and an adult bronze dragon are finding their centuries-old enmity turning into a more romantic passion.
3
A djinni hopes to convince a topaz
returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The existing abundance of crystals and topazes remains, but new ones form at a
Monsters
Fizban's Treasury of Dragons
of the remaining areas of the vaults as they were when their creators abandoned them, taking great interest in the artifacts and architecture they left behind. Visitors who manage to convince the
over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. Rocks immediately stop moving of their own accord. The existing abundance of crystals and emeralds remains
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Acrobatics Dexterity Stay on your feet in a tricky situation, or perform an acrobatic stunt. Animal Handling Wisdom Calm or train an animal, or get an animal to behave in a certain way. Arcana
. Performance Charisma Act, tell a story, perform music, or dance. Persuasion Charisma Honestly and graciously convince someone of something. Religion Intelligence Recall lore about gods, religious
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Acrobatics Dexterity Stay on your feet in a tricky situation, or perform an acrobatic stunt. Animal Handling Wisdom Calm or train an animal, or get an animal to behave in a certain way. Arcana
. Performance Charisma Act, tell a story, perform music, or dance. Persuasion Charisma Honestly and graciously convince someone of something. Religion Intelligence Recall lore about gods, religious
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
entrance without being detected. ROLEPLAYING THE DUERGAR
When the characters arrive, the outpost contains five duergar (including Nildar), who behave as described here.
Before entering combat
and rejoins the fight.
These duergar won’t negotiate, and they refuse to surrender. If the characters capture and interrogate a duergar, a successful DC 14 Charisma (Intimidation) check can convince
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Acrobatics Dexterity Stay on your feet in a tricky situation, or perform an acrobatic stunt. Animal Handling Wisdom Calm or train an animal, or get an animal to behave in a certain way. Arcana
. Performance Charisma Act, tell a story, perform music, or dance. Persuasion Charisma Honestly and graciously convince someone of something. Religion Intelligence Recall lore about gods, religious






