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Returning 22 results for 'behaves been diffusing calls rooting'.
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behaves been diffusing class roaming
behaves been diffusing class rolling
behaves been diffusing class rooting
behave been diffusing class rolling
behave been diffusing call rolling
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
eight ruling houses, or slaves in the company of such a drow, the patrol calls for reinforcements, which arrive in 1d4 + 2 rounds and consist of 1d4 similar drow patrols. OLD ENEMIES
It is possible
demand to know their business. The noble also seizes any opportunity to reverse his or her recent misfortune, perhaps by rooting out enemy spies or using the characters to dispose of a rival. This noble
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
eight ruling houses, or slaves in the company of such a drow, the patrol calls for reinforcements, which arrive in 1d4 + 2 rounds and consist of 1d4 similar drow patrols. OLD ENEMIES
It is possible
demand to know their business. The noble also seizes any opportunity to reverse his or her recent misfortune, perhaps by rooting out enemy spies or using the characters to dispose of a rival. This noble
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
eight ruling houses, or slaves in the company of such a drow, the patrol calls for reinforcements, which arrive in 1d4 + 2 rounds and consist of 1d4 similar drow patrols. OLD ENEMIES
It is possible
demand to know their business. The noble also seizes any opportunity to reverse his or her recent misfortune, perhaps by rooting out enemy spies or using the characters to dispose of a rival. This noble
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mug made of a cut-off section of horn, with an antler handle added, upright and centered.
The ogre can never remember its name, so the verbeeg calls it “Friend.” It has fully recovered from its
keep the ogre from tripping over them and to discourage the cave bear from rooting through them. Lowering a basket by using its mechanism requires an action. The baskets contain sheep shears, milk
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
attract Dredavex, who arrives in 2 rounds. If any squidlings have died, Dredavex telepathically summons Vorryn and tries to kill the party. Otherwise, Dredavex calls off the golem and attempts to defuse
clutter on the table are two magic items (see “Treasure” below), which a character can find only by rooting through the junk. Any creature that does so has a 50 percent chance of knocking two things
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mug made of a cut-off section of horn, with an antler handle added, upright and centered.
The ogre can never remember its name, so the verbeeg calls it “Friend.” It has fully recovered from its
keep the ogre from tripping over them and to discourage the cave bear from rooting through them. Lowering a basket by using its mechanism requires an action. The baskets contain sheep shears, milk
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
attract Dredavex, who arrives in 2 rounds. If any squidlings have died, Dredavex telepathically summons Vorryn and tries to kill the party. Otherwise, Dredavex calls off the golem and attempts to defuse
clutter on the table are two magic items (see “Treasure” below), which a character can find only by rooting through the junk. Any creature that does so has a 50 percent chance of knocking two things
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mug made of a cut-off section of horn, with an antler handle added, upright and centered.
The ogre can never remember its name, so the verbeeg calls it “Friend.” It has fully recovered from its
keep the ogre from tripping over them and to discourage the cave bear from rooting through them. Lowering a basket by using its mechanism requires an action. The baskets contain sheep shears, milk
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
attract Dredavex, who arrives in 2 rounds. If any squidlings have died, Dredavex telepathically summons Vorryn and tries to kill the party. Otherwise, Dredavex calls off the golem and attempts to defuse
clutter on the table are two magic items (see “Treasure” below), which a character can find only by rooting through the junk. Any creature that does so has a 50 percent chance of knocking two things
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
chapter 13 told the characters. Colcook determines what counts as a valuable secret. If coerced, he behaves as detailed in the “Interrogating the Staff” section. If compelled to aid the characters
Parade) wants the characters dead and gone. She calls on her two invisible bodyguards lurking in alcoves near the door: an eater of knowledge (that has consumed 5 brains) and a maelephant (see
Magic Items
Infernal Machine Rebuild
you move, a magical voice calls out your direction and how far you’ve gone. The voice cannot be silenced or stopped.
14
You constantly see afterimages of all events that occurred within 30
foods, hobbies, music, and so forth become unbearable to you.
35
Your shadow becomes an undead shadow that shares your alignment and is under your control.
Your shadow behaves disapprovingly
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
chapter 13 told the characters. Colcook determines what counts as a valuable secret. If coerced, he behaves as detailed in the “Interrogating the Staff” section. If compelled to aid the characters
Parade) wants the characters dead and gone. She calls on her two invisible bodyguards lurking in alcoves near the door: an eater of knowledge (that has consumed 5 brains) and a maelephant (see
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
chapter 13 told the characters. Colcook determines what counts as a valuable secret. If coerced, he behaves as detailed in the “Interrogating the Staff” section. If compelled to aid the characters
Parade) wants the characters dead and gone. She calls on her two invisible bodyguards lurking in alcoves near the door: an eater of knowledge (that has consumed 5 brains) and a maelephant (see
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
show up pretending to be workers, Aminta yells at them to leave and warns that another intrusion will result in their deaths. If the characters pose an obvious threat, she calls for the doppelgangers in
area X15. Aminta fights until reduced to 10 hit points or fewer, then attempts to flee. Edino behaves similarly. The doppelgangers look and act like the real Aminta, and they do their best to cover
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
show up pretending to be workers, Aminta yells at them to leave and warns that another intrusion will result in their deaths. If the characters pose an obvious threat, she calls for the doppelgangers in
area X15. Aminta fights until reduced to 10 hit points or fewer, then attempts to flee. Edino behaves similarly. The doppelgangers look and act like the real Aminta, and they do their best to cover
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
show up pretending to be workers, Aminta yells at them to leave and warns that another intrusion will result in their deaths. If the characters pose an obvious threat, she calls for the doppelgangers in
area X15. Aminta fights until reduced to 10 hit points or fewer, then attempts to flee. Edino behaves similarly. The doppelgangers look and act like the real Aminta, and they do their best to cover
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
this room, two remain awake, and two work in area M7. The two monks who remain awake watch to make sure no one sneaks out to raid the kitchen or the distillery, or otherwise behaves inappropriately
at half their normal hit points. If confronted by individuals she believes to be new recruits, Hellenrae calls them out and tests them personally in hand-to-hand combat. She chooses one character at a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
on the south balcony (area G22), who calls out, “Hey, you, get lost! Can’t you read the signs?” If this warning is ignored, the lookout shouts the same thing again, putting the guildhouse on high
the Agile Hand, but she hasn’t gotten around to punishing him yet and has, in fact, told Dury that she’s willing to give him a second chance if he behaves himself from now on. Dury is not convinced
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
on the south balcony (area G22), who calls out, “Hey, you, get lost! Can’t you read the signs?” If this warning is ignored, the lookout shouts the same thing again, putting the guildhouse on high
the Agile Hand, but she hasn’t gotten around to punishing him yet and has, in fact, told Dury that she’s willing to give him a second chance if he behaves himself from now on. Dury is not convinced
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
on the south balcony (area G22), who calls out, “Hey, you, get lost! Can’t you read the signs?” If this warning is ignored, the lookout shouts the same thing again, putting the guildhouse on high
the Agile Hand, but she hasn’t gotten around to punishing him yet and has, in fact, told Dury that she’s willing to give him a second chance if he behaves himself from now on. Dury is not convinced
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
this room, two remain awake, and two work in area M7. The two monks who remain awake watch to make sure no one sneaks out to raid the kitchen or the distillery, or otherwise behaves inappropriately
at half their normal hit points. If confronted by individuals she believes to be new recruits, Hellenrae calls them out and tests them personally in hand-to-hand combat. She chooses one character at a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
this room, two remain awake, and two work in area M7. The two monks who remain awake watch to make sure no one sneaks out to raid the kitchen or the distillery, or otherwise behaves inappropriately
at half their normal hit points. If confronted by individuals she believes to be new recruits, Hellenrae calls them out and tests them personally in hand-to-hand combat. She chooses one character at a






