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Returning 35 results for 'being before danger consists reduce'.
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Backgrounds
Guildmasters’ Guide to Ravnica
ability, enlarge/reduce
3rd
gaseous form, water breathing, wind wall
4th
freedom of movement, polymorph
5th
creation
When your magic causes physical
confident in my ability to adapt to any situation and handle any danger.
5
I’ll take any risk to earn recognition for my scientific brilliance.
6
I have a tendency to take shortcuts in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Survival Gear Item Cost Weight
Clothing, cold weather 10 gp 5 lb.
Crampons (2) 2 gp 1/4 lb.
Snowshoes 2 gp 4 lb.
Cold Weather Clothing This outfit consists of a heavy fur
can’t fall prone while moving across slippery ice. Snowshoes Snowshoes reduce the likelihood of their wearer getting stuck in the deep snow.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Atagua Gazetteer Much of Atagua consists of grasslands, wetlands, and narrow stretches of tropical forests bordering the Holroro River. Two extreme seasons each year of intense rain and dusty drought
threats and engineered by the ancient Flood People who first settled these lands. Yet danger remains. In some years, the rains that end the dry season are late, increasing the risk of wildfires. Bulettes
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Cockatrice The cockatrice looks like a hideous hybrid of lizard, bird, and bat, and it is infamous for its ability to turn flesh to stone. These omnivores have a diet that consists of berries, nuts
danger. A cockatrice flies into the face of any threat, squawking and madly beating its wings as its head darts out to peck. The smallest scratch from a cockatrice’s beak can spell doom as its victim
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
advanced combat tactics, they are found protecting lizardfolk lairs such as the one in Danger at Dunwater. Lizardfolk Scaleshield
Medium humanoid (lizardfolk), neutral
Armor Class 16 (scale mail
Shield Block. If an ally within 5 feet of the scaleshield is hit by an attack, the scaleshield can reduce that attack’s damage by half.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, while the other mascots scatter. The fused creature roars, spewing spittle from one of its heads. Everyone on stage is in danger!
The amalgamated pests move as a single creature in area R3 of the
of the Rose Stage is dim. The gathered students and other mascots flee or hide, and it’s up to the characters to face this threat. Once the characters reduce the amalgamated creature to 0 hit points
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
character can get her to stand down by succeeding on a DC 18 Charisma (Persuasion) check. But any hint of a subsequent threat—or if she fears any danger will come to her children—ends negotiation and she
attacks. If a fight does occur, you might remind the players that characters who reduce a target to 0 hit points can choose to leave the defeated foe alive but unconscious. If defeated in this way and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
people and the riverines.”
Bond. “I will protect my people’s territory, but I want to live on my own terms.”
Flaw. “I see danger everywhere.”
Way of the Waters If the characters seek to hire
Dukha, he offers to guide them for 100 gp. A character who haggles and succeeds on a DC 14 Charisma (Persuasion) check convinces him to reduce this price by 25 gp. Once a deal’s been made, he shares these
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
dealing with one group. Group A consists of one dragonclaw (see appendix D), two cultists, and six kobolds. The cultists are handling the ram while the kobolds stand guard in case the town militia
mounts a counterattack. The dragonclaw is in charge. The kobold guards are alert, but they are distracted when Group B passes in front of the temple. Group B consists of three cultists, ten kobolds, and
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
dealing with one group. Group A consists of one dragonclaw (see appendix D), two cultists, and six kobolds. The cultists are handling the ram while the kobolds stand guard in case the town militia
mounts a counterattack. The dragonclaw is in charge. The kobold guards are alert, but they are distracted when Group B passes in front of the temple. Group B consists of three cultists, ten kobolds, and
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
” lurking among the crowd. Astarion suspects trouble and asks the characters to help protect him. Encounters The adventure consists of these encounters. Surrounded. While sitting at the bar (area R2a
. The vampire is accompanied by two of his Vampire Spawn. If the characters reduce Cazador to 40 HP, the vampire screams promises to punish Astarion later, uses Shape-Shift to turn into mist, and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
village is under attack and cry out in alarm. Five rounds after the alarm sounds, every able-bodied adult in the village arrives at the gatehouse, ready for battle. Krezk’s militia consists of four more
300-foot stretch of wall is watched over by a lone guard (male or female human). The guards are trained to crouch behind the wall and sound the alarm at any sign of danger. Burgomaster Dmitri Krezkov
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
adventure consists of these encounters. Unleashed Animated Objects. A few days before the expo, the Aeghith’s staff discovered that pranksters had sneaked into a storage closet and animated some of the
facility’s supplies, including several brooms and a custodial cart. Staff members contained the supplies in a crate they labeled “Danger! Do not open!” Just moments after the expo began, though, Lile
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
out while the adventurers watch.
Below are some tips for running a three-sided combat:
Start by focusing most attacks on the characters. Doing this establishes the tone and danger of the
recover and regroup. Encourage tactical thinking. If one of the sides of the battle consists of savage monsters or mindless undead, give clues that they attack the nearest enemy rather than thinking
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters when they return to this cave. Otherwise, the creatures remain motionless and pose no danger. If provoked into attacking, the galeb duhr animate boulders. The galeb duhr and their boulders can
. Jarûk’s reward consists of a gem of brightness and two common wondrous items: boots of false tracks and an orb of direction (both described below). These items appear only after the characters complete
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
pulls the characters into the alleys. Hook. The characters find themselves in Conch’s alleyways in the Riverside district and witness a murder. They must contend with certain danger, possibly following
and confronting the killer before finding a way home. Encounters MIKE SCHLEY Map: Conch AlleywaysView Player Version The adventure consists of the following encounters and uses Map: Conch Alleyways
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
represents but poorly suited to commanding a post like Camp Vengeance. Aside from Commander Breakbone, the standard garrison at the base consists of fifty-eight people, though the actual number of
camp’s top three officers. The gatehouse consists of the ground-level entryway, an upper floor that serves as an armory (all of the garrison’s spare weapons and armor are stored here because it’s one of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
stand there. She can collapse tunnels (see the “Iymrith’s Lair: General Features” sidebar) as well as burrow new ones, as needed. IYMRITH'S LAIR: GENERAL FEATURES
The dragon’s lair consists of a
. (Multiple creatures working together can reduce the amount of time accordingly.) Any creature in the marked section of tunnel when it collapses must make a DC 15 Dexterity saving throw. On a failed
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
run off if the characters reduce one or both of them to 13 or fewer hit points. S4. South Research Shed One of two small research sheds on the central islet, this building holds supplies and equipment
for Witherbloom students and faculty doing research in Sedgemoor. Moss and fungi harvesting kits can be found here. Each kit weighs 1 pound, consists of various cutting and collecting tools, and
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
immediate danger and must escape before they can find a way home. Encounters MIKE SCHLEY Map: Tyvern’s WorkshopView Player Version This adventure consists of the following encounters and takes place on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
wilderness of brutality and horror known as the Gaping Maw, where even powerful demons are overcome by fear. Reflecting Demogorgon’s dual nature, the Gaping Maw consists of a massive primeval continent
command, the demons of Azzagrat present a veneer of civility and courtly comity. However, the so-called Triple Realm holds as much danger as any other part of the Abyss, and planar visitors can vanish
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Stirges)
Adjusting the Difficulty. To make this encounter easier, you can reduce the number of Stirges, or you can increase the difficulty by adding one or more Gnoll Warriors drawn here by the
character can scan the mud mounds for signs of danger, detecting the lizardfolk with a successful DC 15 Wisdom (Perception) check.
Fighting the Lizardfolk. If a character approaches the mound or disturbs
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Battle Prawn Challenge Jagged Koi Prawns are just one unexpected danger of the games at the Dyn Singh Night market Sid Squid’s Trusty Leek sponsors Battle Prawns: The Shrimpening. Sid’s shrimp cakes
water. If the prawns reduce a character to 0 or fewer hit points, Sid ends the challenge while the sous-chefs get any wounded participants to safety. Ending the Challenge The challenge ends when
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Triple Realm holds as much danger as any other part of the Abyss, and planar visitors can vanish without a trace in its mazelike cities and in forests whose trees have serpents for branches. Layer 66
horror known as the Gaping Maw, where even powerful demons are overcome by fear. Reflecting Demogorgon’s dual nature, the Gaping Maw consists of a massive primeval continent covered in dense jungle
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
receive XP for killing Ichthyglug more than once.) The marid commands the quippers to attack anyone who dares to enter his pool. The swarms pose no danger to creatures on land. Treasure. Ichthyglug
Plane of Water. Ichthyglug’s reward consists of a suit of mariner’s armor (scale mail) and two common wondrous items: a candle of the deep and a pole of angling (both described below). These items
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
domains, locals measure time by “moons” rather than months. As a measurement of time, each moon begins on the first night of a full moon and lasts a full lunar cycle. A year consists of twelve moons, or
from one domain to another might wander into the Mists hoping to be carried elsewhere, or they can employ Mist talismans to guide them. Due to the danger and unreliability of traveling the Mists, those
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. Immediately after you score a Critical Hit with a Melee weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action. Skilled Origin Feat You gain
Advantage on your next attack roll against that creature before the end of your next turn. Level 2: Danger Sense You gain an uncanny sense of when things aren’t as they should be, giving you an edge
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
single character 1 hour. Multiple characters working together can reduce the time proportionately. The noise created by smashing down the doors is loud enough to alert all the Scaly Eye members, who
half as much damage on a successful one. Treasure. The treasure around the statue consists of a scimitar of speed, a cloak of the manta ray, a masterwork painting of a ship at sea set in a gold frame
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
dragon’s rampages are an essential part of nature’s cycle. The length of each rampage should be kept short, though, to reduce danger to locals. Circle members have developed a means to keep the dragon’s
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
for healing. A deadly trap might reduce a creature to 0 hit points in one shot, and leaves most creatures hit by it in need of a short or long rest. Consult the following tables when determining a
of danger posed by the trap. A spell is a great foundation to use as the design of a trap, whether the trap duplicates the spell (a mirror that casts charm person on whoever looks into it) or uses its
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
navigation weren’t bad enough, explorers must bring their own provisions into the Mournland, unless they want to risk the danger of ingesting tainted food and water. Terrain Features The Day of
alter its statistics using the guidelines in the Dungeon Master’s Guide, or apply the enlarge effect of the enlarge/reduce spell to it. 2 The creature has developed magical camouflage. It gains
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
danger sense and is convinced he’s supernaturally lucky. His prized possession is an ordinary dagger he claims is magical. Frub has limitless energy and desperately needs help finding productive
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
defending against fiendish incursion. 6 Sky Warriors. This military force consists of winged creatures, employs magical flight, or sails airships as a sky navy. Traditional defenses are ineffective against
kindly officer is hesitant to send you into danger and constantly reminds you to be careful. 4 Bitter Soldier. Your commander carries deep grudges against your force’s enemies. They leap at any
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
(Stealth) checks made to hide unless a character specifically looks for danger overhead, so they might surprise the party. The stream exits the south wall of the cavern through a passage only 3 feet high
long, 4 feet high, and 3 feet wide, with a heavy stone lid. Despite the warnings carved on the tombs, there is no danger here. Even if the characters disturb Borgol, Gharin, or Numik, all they find are
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
frame and the door itself. The word “DANGER” is scrawled on that door in the Common tongue using chalk.
The left door, leading to area 22, is unlocked. Barred Door. Characters who examine the bar
presence, Sanbalet (see appendix C) is in his quarters. Otherwise, this room is vacant. Sanbalet’s books consists of the following volumes: A volume of erotic poetry, fully illustrated A naval almanac






