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Returning 30 results for 'being breaking diffusing counts raids'.
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Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
prevent the efreeti from harming anyone, so that the wizard and the genie could play chess. Xonthal promised to set Taraz free if he ever won a match. (False on all counts. Xonthal never entered this area
get the mask back from the cosmic well around the walkway is with a wish. The efreeti will bestow this powerful magic on the party in exchange for his freedom. (False on all counts, including the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
prevent the efreeti from harming anyone, so that the wizard and the genie could play chess. Xonthal promised to set Taraz free if he ever won a match. (False on all counts. Xonthal never entered this
get the mask back from the cosmic well around the walkway is with a wish. The efreeti will bestow this powerful magic on the party in exchange for his freedom. (False on all counts, including the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
prevent the efreeti from harming anyone, so that the wizard and the genie could play chess. Xonthal promised to set Taraz free if he ever won a match. (False on all counts. Xonthal never entered this
get the mask back from the cosmic well around the walkway is with a wish. The efreeti will bestow this powerful magic on the party in exchange for his freedom. (False on all counts, including the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
prevent the efreeti from harming anyone, so that the wizard and the genie could play chess. Xonthal promised to set Taraz free if he ever won a match. (False on all counts. Xonthal never entered this
get the mask back from the cosmic well around the walkway is with a wish. The efreeti will bestow this powerful magic on the party in exchange for his freedom. (False on all counts, including the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
prevent the efreeti from harming anyone, so that the wizard and the genie could play chess. Xonthal promised to set Taraz free if he ever won a match. (False on all counts. Xonthal never entered this area
get the mask back from the cosmic well around the walkway is with a wish. The efreeti will bestow this powerful magic on the party in exchange for his freedom. (False on all counts, including the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
prevent the efreeti from harming anyone, so that the wizard and the genie could play chess. Xonthal promised to set Taraz free if he ever won a match. (False on all counts. Xonthal never entered this area
get the mask back from the cosmic well around the walkway is with a wish. The efreeti will bestow this powerful magic on the party in exchange for his freedom. (False on all counts, including the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
travels quickly in almost every world and is likely to attract the attention of vengeful githyanki and githzerai. A gith hunting party counts a nautiloid as the greatest prize it can claim, above even
surface of the ocean, or at the upper levels of the atmosphere — places where raids by their enemies are almost impossible.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
travels quickly in almost every world and is likely to attract the attention of vengeful githyanki and githzerai. A gith hunting party counts a nautiloid as the greatest prize it can claim, above even
surface of the ocean, or at the upper levels of the atmosphere — places where raids by their enemies are almost impossible.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
travels quickly in almost every world and is likely to attract the attention of vengeful githyanki and githzerai. A gith hunting party counts a nautiloid as the greatest prize it can claim, above even
surface of the ocean, or at the upper levels of the atmosphere — places where raids by their enemies are almost impossible.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
force. Indoctrinated by the priestesses of Luthic, they see to it that Luthic’s followers are protected from the more aggressive members of the tribe. Most orogs don’t go on raids, because their main
the tribe together — which is often the more difficult of the two tasks. Breaking the Mold An orc lives on the edge of chaos and rage, and orogs are no exception. At times, an orog goes rogue and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
force. Indoctrinated by the priestesses of Luthic, they see to it that Luthic’s followers are protected from the more aggressive members of the tribe. Most orogs don’t go on raids, because their main
the tribe together — which is often the more difficult of the two tasks. Breaking the Mold An orc lives on the edge of chaos and rage, and orogs are no exception. At times, an orog goes rogue and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
force. Indoctrinated by the priestesses of Luthic, they see to it that Luthic’s followers are protected from the more aggressive members of the tribe. Most orogs don’t go on raids, because their main
the tribe together — which is often the more difficult of the two tasks. Breaking the Mold An orc lives on the edge of chaos and rage, and orogs are no exception. At times, an orog goes rogue and
Compendium
- Sources->Dungeons & Dragons->Divine Contention
to the death. Players who negotiate get to see first-hand how Talos responds to their advice (see “Rise of the Storm Lord”). Treasure. The following treasures looted from Fheralai’s raids are dumped
creature fighting in here counts as squeezing into a smaller space (see “Creature Size” in chapter 9 of the Player’s Handbook). This area, including cabins D15 and D16, is guarded by the last of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
to the death. Players who negotiate get to see first-hand how Talos responds to their advice (see “Rise of the Storm Lord”). Treasure. The following treasures looted from Fheralai’s raids are dumped
creature fighting in here counts as squeezing into a smaller space (see “Creature Size” in chapter 9 of the Player’s Handbook). This area, including cabins D15 and D16, is guarded by the last of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
to the death. Players who negotiate get to see first-hand how Talos responds to their advice (see “Rise of the Storm Lord”). Treasure. The following treasures looted from Fheralai’s raids are dumped
creature fighting in here counts as squeezing into a smaller space (see “Creature Size” in chapter 9 of the Player’s Handbook). This area, including cabins D15 and D16, is guarded by the last of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
traditionalists remember the terrible times during the Sea Princes’ raids and have no desire to see the crown’s ambitions lead to open war. The smugglers who operate in the area tend to be traditionalists. Most
it means breaking the law. Gellan secretly believes that even if he is caught, he can spend his way back into the town’s good graces by throwing the biggest, most extravagant festival Saltmarsh has
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
traditionalists remember the terrible times during the Sea Princes’ raids and have no desire to see the crown’s ambitions lead to open war. The smugglers who operate in the area tend to be traditionalists. Most
it means breaking the law. Gellan secretly believes that even if he is caught, he can spend his way back into the town’s good graces by throwing the biggest, most extravagant festival Saltmarsh has
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
traditionalists remember the terrible times during the Sea Princes’ raids and have no desire to see the crown’s ambitions lead to open war. The smugglers who operate in the area tend to be traditionalists. Most
it means breaking the law. Gellan secretly believes that even if he is caught, he can spend his way back into the town’s good graces by throwing the biggest, most extravagant festival Saltmarsh has
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
initiative. Twice each round, on initiative counts 10 and 0, the avalanche travels 300 feet until it can travel no more. When an avalanche moves, any creature in its space moves along with it and
. It can try to dig itself free as an action, breaking the surface and ending the blinded and restrained conditions on itself with a successful DC 15 Strength (Athletics) check. A creature that fails
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
initiative. Twice each round, on initiative counts 10 and 0, the avalanche travels 300 feet until it can travel no more. When an avalanche moves, any creature in its space moves along with it and
. It can try to dig itself free as an action, breaking the surface and ending the blinded and restrained conditions on itself with a successful DC 15 Strength (Athletics) check. A creature that fails
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
those created by an artifact or a deity, are suppressed in an antimagic field and can’t protrude into it. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts
votes are cast. The warden (see area R21), who always attends such meetings, sits in the middle chair and casts the tie-breaking vote, if necessary. R21. Warden’s Quarters The arcane lock on this door
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
be mounted. One of these raids usually lasts less than an hour, after which the beholder withdraws its forces, leaving the terrified survivors to wonder when the next attack will occur. Unless they
flee, the beholder and its forces return night after night, each time eliminating key defenders, and ultimately breaking the morale of the survivors, at which point the beholder’s minions can capture anyone or anything worth keeping and raze the settlement.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
be mounted. One of these raids usually lasts less than an hour, after which the beholder withdraws its forces, leaving the terrified survivors to wonder when the next attack will occur. Unless they
flee, the beholder and its forces return night after night, each time eliminating key defenders, and ultimately breaking the morale of the survivors, at which point the beholder’s minions can capture anyone or anything worth keeping and raze the settlement.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
be mounted. One of these raids usually lasts less than an hour, after which the beholder withdraws its forces, leaving the terrified survivors to wonder when the next attack will occur. Unless they
flee, the beholder and its forces return night after night, each time eliminating key defenders, and ultimately breaking the morale of the survivors, at which point the beholder’s minions can capture anyone or anything worth keeping and raze the settlement.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
those created by an artifact or a deity, are suppressed in an antimagic field and can’t protrude into it. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts
votes are cast. The warden (see area R21), who always attends such meetings, sits in the middle chair and casts the tie-breaking vote, if necessary. R21. Warden’s Quarters The arcane lock on this door
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
those created by an artifact or a deity, are suppressed in an antimagic field and can’t protrude into it. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts
votes are cast. The warden (see area R21), who always attends such meetings, sits in the middle chair and casts the tie-breaking vote, if necessary. R21. Warden’s Quarters The arcane lock on this door
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
initiative. Twice each round, on initiative counts 10 and 0, the avalanche travels 300 feet until it can travel no more. When an avalanche moves, any creature in its space moves along with it and
. It can try to dig itself free as an action, breaking the surface and ending the blinded and restrained conditions on itself with a successful DC 15 Strength (Athletics) check. A creature that fails
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
library, after which the sound returns to its bottle. Breaking a bottle releases the sound, but the sound dissipates after it plays once. All the bottles are labeled. Sample contents include the
counts as an actual unicorn for the purpose of opening the Vault of Dragons (see “Vault Keys”). C18a–C18b. Closets These closets are filled with stuffed animals and spare blankets. C19. Master Sitting
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
library, after which the sound returns to its bottle. Breaking a bottle releases the sound, but the sound dissipates after it plays once. All the bottles are labeled. Sample contents include the
counts as an actual unicorn for the purpose of opening the Vault of Dragons (see “Vault Keys”). C18a–C18b. Closets These closets are filled with stuffed animals and spare blankets. C19. Master Sitting
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
library, after which the sound returns to its bottle. Breaking a bottle releases the sound, but the sound dissipates after it plays once. All the bottles are labeled. Sample contents include the
counts as an actual unicorn for the purpose of opening the Vault of Dragons (see “Vault Keys”). C18a–C18b. Closets These closets are filled with stuffed animals and spare blankets. C19. Master Sitting






