Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'being barking diffusing can retreats'.
Other Suggestions:
being bring diffusing can retreats
being burning diffusing can repeats
being burning diffusing can retreats
being banking defusing can retreat
being bring defusing can retreat
Spells
Player’s Handbook
You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.
No one
but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this
Monsters
Spelljammer: Adventures in Space
air envelope and stow away, remaining secluded and invisible until it finds a sleeping victim it can attack. It retreats rather than allows itself to perish in a confrontation.
"} piercing damage, and each creature within 10 feet of the feyr that can see it must succeed on a DC 13 Wisdom saving throw or be frightened of the feyr until the end of the feyr’s next turn
Faithful Hound
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
At the start of each of your turns, the hound attempts
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away
Mordenkainen's Faithful Hound
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
At the start of each of your turns, the hound attempts
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away
classes
Xanathar's Guide to Everything
incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken
master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.
Way
Monsters
Princes of the Apocalypse
Amphibious. Gar can breathe air and water.
Legendary Resistance (2/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a 9th-level spellcaster. His
, hold person, protection from poison
3rd level (3 slots): call lightning, sleet storm, tidal wave*
4th level (3 slots): control water, ice storm
5th level (1 slot): scrying
Water Walk. Gar can
Monsters
Princes of the Apocalypse
Fey Ancestry. Aerisi has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Howling Defeat. When Aerisi drops to 0 hit points, her body disappears in a howling
whirlwind that disperses quickly and harmlessly. Anything she is wearing or carrying is left behind.
Legendary Resistance (2/Day). If Aerisi fails a saving throw, she can choose to succeed instead
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. If detected, it sends electrical shocks through the ground toward pursuers while it retreats.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed
artisans prefer unique clockworks over perfectly functioning ones that copy too much from other creations. A clockwork can be customized by adding one of the following enhancements and one potential
classes
Xanathar's Guide to Everything
incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken
master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.
Way
Monsters
Princes of the Apocalypse
Earthen Defeat. When Marlos drops to 0 hit points, his body transforms into mud and collapses into a pool. Anything he is wearing or carrying is left behind.
Earth Passage. Marlos can move in
difficult terrain composed of anything made from earth or stone as if it were normal terrain. He can move through solid earth and rock as if it were difficult terrain. If he ends his turn there, he is
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"roll", "rollAction":"Bite (Random Effect)"}):
1–2: Confusion. On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet
clockwork with alchemical concoctions that can paralyze creatures and cloud the mind.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs but
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;t reduced, but it can move only in directions that bring it closer to the clockwork. A creature takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Harpoon", "rollDamageType
":"slashing"} slashing damage if it escapes from the grapple or if it tries and fails. The clockwork can grapple only one creature at a time with its harpoon.
Explosive Bolt (Recharge 5–6);{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Individual Designs
Gnome artisans prefer unique clockworks over perfectly functioning ones that copy too much from other creations. A clockwork can be customized by adding one of the following
enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork’s builder.
Clockwork Enhancements
Monsters
Curse of Strahd
, the greatest vampire of them all. Van Richten has studied Strahd for years and knows he can’t hope to best the vampire in a straight-up confrontation: he must wait for the right moment to strike
as he can, starting with evil Vistani.
Man with a Plan. Van Richten doesn’t know that his former protégé, a good-aligned Vistana named Ezmerelda d’Avenir, has come to Barovia
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Scarlet Marpenoth Jarlaxle’s submarine, the Scarlet Marpenoth, is mounted underneath the Eyecatcher and can be seen only by creatures under the water. Jarlaxle retreats here if the Eyecatcher comes under attack.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Scarlet Marpenoth Jarlaxle’s submarine, the Scarlet Marpenoth, is mounted underneath the Eyecatcher and can be seen only by creatures under the water. Jarlaxle retreats here if the Eyecatcher comes under attack.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Scarlet Marpenoth Jarlaxle’s submarine, the Scarlet Marpenoth, is mounted underneath the Eyecatcher and can be seen only by creatures under the water. Jarlaxle retreats here if the Eyecatcher comes under attack.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other. No one but you can see the hound, and it is
intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Skalanthas Retreats Should the party force Skalanthas to flee, he flies to a quiet corner of the island and takes a Long Rest there before returning to reclaim his lair. If Ronnom is nearby when
Skalanthas flees and is still on good terms with him, Ronnom mounts the dragon, and the two of them return to the monastery together. Until the dragon is fully rested, ships can come and go from the island without danger.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Skalanthas Retreats Should the party force Skalanthas to flee, he flies to a quiet corner of the island and takes a Long Rest there before returning to reclaim his lair. If Ronnom is nearby when
Skalanthas flees and is still on good terms with him, Ronnom mounts the dragon, and the two of them return to the monastery together. Until the dragon is fully rested, ships can come and go from the island without danger.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Skalanthas Retreats Should the party force Skalanthas to flee, he flies to a quiet corner of the island and takes a Long Rest there before returning to reclaim his lair. If Ronnom is nearby when
Skalanthas flees and is still on good terms with him, Ronnom mounts the dragon, and the two of them return to the monastery together. Until the dragon is fully rested, ships can come and go from the island without danger.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. At the start of each of your turns, the hound attempts to bite one
phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. The hound
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
out the cult, they send a pack of three hell hounds after the party. The hounds need only get the scent of the characters through spilled blood or discarded items. This encounter can take place wherever
the characters, following their tracks and baying with eagerness. If the characters are resting at an inn, they’re interrupted by screaming and barking coming from the inn’s common room, where the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other. No one but you can see the hound, and it is
intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. At the start of each of your turns, the hound attempts to bite one
phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. The hound
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the center of the village is slightly larger than the others, and is home to the Ice Hunter chieftain, Barking Seal. A yurt standing apart from the rest of the shelters is home to the shaman
characters approach by the obvious path up the chasm from the ice ledge, they are noticed by the village’s 12 sled dogs (treat as wolves). As soon as the dogs begin barking and growling, the whole
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
purpose and authority, barking out orders like the military commander he once was. Any time the conversation turns to Krux’s history with the Xaryxian Empire, however, the giff becomes quiet and
brooding. It’s obvious there is a painful memory Krux doesn’t feel comfortable sharing yet; if pressed, the giff waves dismissively, muttering, “Things are bound to turn out differently this time.” (More information about Krux’s secret can be found in chapter 7.)
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other. No one but you can see the hound, and it is
intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the center of the village is slightly larger than the others, and is home to the Ice Hunter chieftain, Barking Seal. A yurt standing apart from the rest of the shelters is home to the shaman
characters approach by the obvious path up the chasm from the ice ledge, they are noticed by the village’s 12 sled dogs (treat as wolves). As soon as the dogs begin barking and growling, the whole
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
near the center of the village is slightly larger than the others, and is home to the Ice Hunter chieftain, Barking Seal. A yurt standing apart from the rest of the shelters is home to the shaman
characters approach by the obvious path up the chasm from the ice ledge, they are noticed by the village’s 12 sled dogs (treat as wolves). As soon as the dogs begin barking and growling, the whole
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Silver Dragon Lairs Silver dragons typically lair in picturesque mountain retreats or on sculpted cloud “islands.” The region containing an adult or ancient silver dragon’s lair is changed by its
and Storms. While in its lair, the dragon can cast Control Weather, requiring no Material components and using the same spellcasting ability as its Spellcasting action. If the dragon dies or moves its lair elsewhere, these effects end immediately.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
near the center of the village is slightly larger than the others, and is home to the Ice Hunter chieftain, Barking Seal. A yurt standing apart from the rest of the shelters is home to the shaman
characters approach by the obvious path up the chasm from the ice ledge, they are noticed by the village’s 12 sled dogs (treat as wolves). As soon as the dogs begin barking and growling, the whole
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the center of the village is slightly larger than the others, and is home to the Ice Hunter chieftain, Barking Seal. A yurt standing apart from the rest of the shelters is home to the shaman
characters approach by the obvious path up the chasm from the ice ledge, they are noticed by the village’s 12 sled dogs (treat as wolves). As soon as the dogs begin barking and growling, the whole
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
near the center of the village is slightly larger than the others, and is home to the Ice Hunter chieftain, Barking Seal. A yurt standing apart from the rest of the shelters is home to the shaman
characters approach by the obvious path up the chasm from the ice ledge, they are noticed by the village’s 12 sled dogs (treat as wolves). As soon as the dogs begin barking and growling, the whole
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
out the cult, they send a pack of three hell hounds after the party. The hounds need only get the scent of the characters through spilled blood or discarded items. This encounter can take place wherever
the characters, following their tracks and baying with eagerness. If the characters are resting at an inn, they’re interrupted by screaming and barking coming from the inn’s common room, where the






