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Returning 35 results for 'being blood diffusing combating rush'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu’s lair is a place of blood and death, populated by gnoll;gnolls, hyena;hyenas, and ghoul;ghouls (see the Monster Manual
damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.
Pack Rush. Each gnoll
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Arkhan’s encampment, the twelve white abishai at the camp rush forward to intercept them. Characters accompanied by Krull the tortle (see “Arkhan’s Tower”) or who have something Arkhan might consider
. If the characters try to cut a deal with Arkhan — for a vial of Tiamat’s blood or help contacting the dragon queen herself — Arkhan demands the sacrifice of a good-aligned creature in exchange. Lulu
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Arkhan’s encampment, the twelve white abishai at the camp rush forward to intercept them. Characters accompanied by Krull the tortle (see “Arkhan’s Tower”) or who have something Arkhan might consider
. If the characters try to cut a deal with Arkhan — for a vial of Tiamat’s blood or help contacting the dragon queen herself — Arkhan demands the sacrifice of a good-aligned creature in exchange. Lulu
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Arkhan’s encampment, the twelve white abishai at the camp rush forward to intercept them. Characters accompanied by Krull the tortle (see “Arkhan’s Tower”) or who have something Arkhan might consider
. If the characters try to cut a deal with Arkhan — for a vial of Tiamat’s blood or help contacting the dragon queen herself — Arkhan demands the sacrifice of a good-aligned creature in exchange. Lulu
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
being of flesh and blood—in shining armor and a flapping cape. His countenance shows great strength of will, yet the forcefulness of his presence is tempered by his calm, sad eyes. His features are
forth his hand.
Ireena Kolyana’s questioning eyes suddenly open with recognition and knowledge. Forgotten memories rush back to her. “Sergei!” she cries, springing to him with the grace of a doe
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
being of flesh and blood—in shining armor and a flapping cape. His countenance shows great strength of will, yet the forcefulness of his presence is tempered by his calm, sad eyes. His features are
forth his hand.
Ireena Kolyana’s questioning eyes suddenly open with recognition and knowledge. Forgotten memories rush back to her. “Sergei!” she cries, springing to him with the grace of a doe
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
being of flesh and blood—in shining armor and a flapping cape. His countenance shows great strength of will, yet the forcefulness of his presence is tempered by his calm, sad eyes. His features are
forth his hand.
Ireena Kolyana’s questioning eyes suddenly open with recognition and knowledge. Forgotten memories rush back to her. “Sergei!” she cries, springing to him with the grace of a doe
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
suffering from broken bones, lacerations, and concussions, and half of them (rounded down) are at 0 hit points and dying; the rest have 1 hit point each. A character can rush to the building and use an
restore their hit points and remove their injuries. Enlarged Duergar Panicked Ten-Towners rush past you—not to escape the dragon but to get away from a heavily armored, gray-skinned dwarf as big as
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
suffering from broken bones, lacerations, and concussions, and half of them (rounded down) are at 0 hit points and dying; the rest have 1 hit point each. A character can rush to the building and use an
restore their hit points and remove their injuries. Enlarged Duergar Panicked Ten-Towners rush past you—not to escape the dragon but to get away from a heavily armored, gray-skinned dwarf as big as
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
suffering from broken bones, lacerations, and concussions, and half of them (rounded down) are at 0 hit points and dying; the rest have 1 hit point each. A character can rush to the building and use an
restore their hit points and remove their injuries. Enlarged Duergar Panicked Ten-Towners rush past you—not to escape the dragon but to get away from a heavily armored, gray-skinned dwarf as big as
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
that sprang up in the wake of a demon lord, gnolls are creatures of savage blood lust, incapable of understanding or acting on any other impulse. They are extensions of Yeenoghu’s will. They pause only
the minds of his followers an unquenchable, supernatural hunger, both for violence and for the flesh of intelligent creatures. A gnoll feels a constant, gnawing demand for blood and destruction that
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
that sprang up in the wake of a demon lord, gnolls are creatures of savage blood lust, incapable of understanding or acting on any other impulse. They are extensions of Yeenoghu’s will. They pause only
the minds of his followers an unquenchable, supernatural hunger, both for violence and for the flesh of intelligent creatures. A gnoll feels a constant, gnawing demand for blood and destruction that
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
that sprang up in the wake of a demon lord, gnolls are creatures of savage blood lust, incapable of understanding or acting on any other impulse. They are extensions of Yeenoghu’s will. They pause only
the minds of his followers an unquenchable, supernatural hunger, both for violence and for the flesh of intelligent creatures. A gnoll feels a constant, gnawing demand for blood and destruction that
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
black blood. His mask is clearly a funerary mask, though it’s cast of gold rather than clay. Characters who succeed on a DC 10 Intelligence check recognize the strange individual as one of the
Returned attack them as well. In the aftermath, the guards are quick to rush the characters along, but they don’t interfere if anyone searches the bodies.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
black blood. His mask is clearly a funerary mask, though it’s cast of gold rather than clay. Characters who succeed on a DC 10 Intelligence check recognize the strange individual as one of the
Returned attack them as well. In the aftermath, the guards are quick to rush the characters along, but they don’t interfere if anyone searches the bodies.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
black blood. His mask is clearly a funerary mask, though it’s cast of gold rather than clay. Characters who succeed on a DC 10 Intelligence check recognize the strange individual as one of the
Returned attack them as well. In the aftermath, the guards are quick to rush the characters along, but they don’t interfere if anyone searches the bodies.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Blood Pens The Red Wizards are breeding and raising monsters in their own foul nurseries. Locations in the Blood Pens are identified on map 5.4. Map 5.4: Blood Pens Vermin Halls The vermin-summoning
character can step onto a plank bridge (see below). Knocking a slab down requires a successful DC 20 Strength check. If a slab is knocked down, the bridge collapses and packs of pigs rush into the open area
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Blood Pens The Red Wizards are breeding and raising monsters in their own foul nurseries. Locations in the Blood Pens are identified on map 5.4. Map 5.4: Blood Pens Vermin Halls The vermin-summoning
character can step onto a plank bridge (see below). Knocking a slab down requires a successful DC 20 Strength check. If a slab is knocked down, the bridge collapses and packs of pigs rush into the open area
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Blood Pens The Red Wizards are breeding and raising monsters in their own foul nurseries. Locations in the Blood Pens are identified on map 5.4. Map 5.4: Blood Pens Vermin Halls The vermin-summoning
character can step onto a plank bridge (see below). Knocking a slab down requires a successful DC 20 Strength check. If a slab is knocked down, the bridge collapses and packs of pigs rush into the open area
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
ravines serve as a hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu’s lair is a place of blood and death, populated by gnolls, hyenas, and ghouls (see the Monster Manual), and
, ending the restrained condition. Pack Rush. Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed. Regional Effects The region containing Yeenoghu’s lair is warped by his
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
ravines serve as a hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu’s lair is a place of blood and death, populated by gnolls, hyenas, and ghouls (see the Monster Manual), and
, ending the restrained condition. Pack Rush. Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed. Regional Effects The region containing Yeenoghu’s lair is warped by his
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
or an alarm horn sounds, they rush to support their allies after 2 rounds. Treasure. Under each of the sets of bunks is a simple wooden footlocker. Each holds two sets of common clothes and 10 gp. One
large animals and blood. The ground is covered with the scattered skeletons of two horses. Looming over them, something large, red, and reptilian picks through their bones.
A Dragon Army dragonnel and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
still barred). Ten of them hold single specimens of various animals—a baboon, a hyena, a boar, an ape, a vulture, a blood hawk, an eagle, a giant rat, a hawk, and an owl. All of them are weakened from
inside: Curled up on the floor is a dryad. Her arms and legs are bound, and she appears to be unconscious.
This unconscious dryad is Hanah. If Trekaila and Argentia are present, they try to rush to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
still barred). Ten of them hold single specimens of various animals—a baboon, a hyena, a boar, an ape, a vulture, a blood hawk, an eagle, a giant rat, a hawk, and an owl. All of them are weakened from
inside: Curled up on the floor is a dryad. Her arms and legs are bound, and she appears to be unconscious.
This unconscious dryad is Hanah. If Trekaila and Argentia are present, they try to rush to
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
ravines serve as a hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu’s lair is a place of blood and death, populated by gnolls, hyenas, and ghouls (see the Monster Manual), and
, ending the restrained condition. Pack Rush. Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed. Regional Effects The region containing Yeenoghu’s lair is warped by his
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
still barred). Ten of them hold single specimens of various animals—a baboon, a hyena, a boar, an ape, a vulture, a blood hawk, an eagle, a giant rat, a hawk, and an owl. All of them are weakened from
inside: Curled up on the floor is a dryad. Her arms and legs are bound, and she appears to be unconscious.
This unconscious dryad is Hanah. If Trekaila and Argentia are present, they try to rush to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
or an alarm horn sounds, they rush to support their allies after 2 rounds. Treasure. Under each of the sets of bunks is a simple wooden footlocker. Each holds two sets of common clothes and 10 gp. One
large animals and blood. The ground is covered with the scattered skeletons of two horses. Looming over them, something large, red, and reptilian picks through their bones.
A Dragon Army dragonnel and
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
or an alarm horn sounds, they rush to support their allies after 2 rounds. Treasure. Under each of the sets of bunks is a simple wooden footlocker. Each holds two sets of common clothes and 10 gp. One
large animals and blood. The ground is covered with the scattered skeletons of two horses. Looming over them, something large, red, and reptilian picks through their bones.
A Dragon Army dragonnel and
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
identity of a villain. Nylea might cause a flock of birds to suddenly rush eastward, inviting her champion to follow in that direction, or an animal might snarl whenever the villain’s name is spoken
sun blinks.
6 26 No shadows are cast.
7 27 A specific area can’t be made dark.
8 28 The sky turns blood-red at sunrise or sunset.
Omens of Iroas d6 d100 Omen of Iroas
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
identity of a villain. Nylea might cause a flock of birds to suddenly rush eastward, inviting her champion to follow in that direction, or an animal might snarl whenever the villain’s name is spoken
sun blinks.
6 26 No shadows are cast.
7 27 A specific area can’t be made dark.
8 28 The sky turns blood-red at sunrise or sunset.
Omens of Iroas d6 d100 Omen of Iroas
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
identity of a villain. Nylea might cause a flock of birds to suddenly rush eastward, inviting her champion to follow in that direction, or an animal might snarl whenever the villain’s name is spoken
sun blinks.
6 26 No shadows are cast.
7 27 A specific area can’t be made dark.
8 28 The sky turns blood-red at sunrise or sunset.
Omens of Iroas d6 d100 Omen of Iroas
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
ft., passive Perception 15
Languages Gnoll, Abyssal
Challenge 9 (5,000 XP)
Aura of Blood Thirst. If the flind isn’t incapacitated, any creature with the Rampage trait can make a bite attack as
Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Sudden Rush. Until the end of the turn, the gnoll’s speed increases by 60 feet and it doesn’t provoke
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
: Blood flows from Fazrian’s eyes until initiative count 20 on the next round. No creature within 120 feet of the planetar can regain hit points until the effect ends. Fazrian’s eyes become smoldering
lurk three hungry otyughs. When they detect other creatures in the pit, they rush forth and attack while using their Limited Telepathy to taunt prey. Treasure. Scattered among the bones at the south end
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
ft., passive Perception 15
Languages Gnoll, Abyssal
Challenge 9 (5,000 XP)
Aura of Blood Thirst. If the flind isn’t incapacitated, any creature with the Rampage trait can make a bite attack as
Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Sudden Rush. Until the end of the turn, the gnoll’s speed increases by 60 feet and it doesn’t provoke
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
: Blood flows from Fazrian’s eyes until initiative count 20 on the next round. No creature within 120 feet of the planetar can regain hit points until the effect ends. Fazrian’s eyes become smoldering
lurk three hungry otyughs. When they detect other creatures in the pit, they rush forth and attack while using their Limited Telepathy to taunt prey. Treasure. Scattered among the bones at the south end






