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Returning 35 results for 'being breaks defense comforts resolve'.
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Githzerai Anarch
Legacy
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Monsters
Mordenkainen’s Tome of Foes
, telekinesis
1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force
Psychic Defense. While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom
composition. If the anarch moves more than 120 feet from the object, its concentration breaks.
The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Legendary Resistance (3/Day). If the githzerai fails a saving throw, it can choose to succeed instead.
Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC
of its composition. If the anarch moves more than 120 feet from the object, the anarch’s concentration breaks.
Move Object. The anarch can magically move an object it can see within 150 feet of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Anti-Illithid Defense Two crystal golems (see “Crystal Golems”) guard this room. They attack any creature that enters this area unescorted by a githyanki, a crystal golem, or a red dragon. If
combat breaks out in this chamber, the githyanki warriors in area 6a come to investigate. A permanent enchantment in this chamber grants any creature in the area advantage on saving throws against being charmed, and causes the levitate and detect thoughts spells to automatically fail when cast.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Anti-Illithid Defense Two crystal golems (see “Crystal Golems”) guard this room. They attack any creature that enters this area unescorted by a githyanki, a crystal golem, or a red dragon. If
combat breaks out in this chamber, the githyanki warriors in area 6a come to investigate. A permanent enchantment in this chamber grants any creature in the area advantage on saving throws against being charmed, and causes the levitate and detect thoughts spells to automatically fail when cast.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Anti-Illithid Defense Two crystal golems (see “Crystal Golems”) guard this room. They attack any creature that enters this area unescorted by a githyanki, a crystal golem, or a red dragon. If
combat breaks out in this chamber, the githyanki warriors in area 6a come to investigate. A permanent enchantment in this chamber grants any creature in the area advantage on saving throws against being charmed, and causes the levitate and detect thoughts spells to automatically fail when cast.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, when a dragon or a band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. This fierce independence makes rangers well suited to adventuring, since they are
accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far
from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far
from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, when a dragon or a band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. This fierce independence makes rangers well suited to adventuring, since they are
accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, when a dragon or a band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. This fierce independence makes rangers well suited to adventuring, since they are
accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
band of orcs attacks, a ranger might be the first — and possibly the last — line of defense. This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far
from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Confronting Galin If confronted with evidence against him, Galin accuses the adventurers (publicly if necessary) of being in league with the cult and attempting to break the resolve of Altand’s
can be used to tap into his guilt. If he is offered commiseration for his wife’s death—as opposed to accusations—the warden eventually breaks down. He confesses that after seeing his wife killed, he
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Confronting Galin If confronted with evidence against him, Galin accuses the adventurers (publicly if necessary) of being in league with the cult and attempting to break the resolve of Altand’s
can be used to tap into his guilt. If he is offered commiseration for his wife’s death — as opposed to accusations — the warden eventually breaks down. He confesses that after seeing his wife killed
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The DM sets the DC for any such check.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Confronting Galin If confronted with evidence against him, Galin accuses the adventurers (publicly if necessary) of being in league with the cult and attempting to break the resolve of Altand’s
can be used to tap into his guilt. If he is offered commiseration for his wife’s death—as opposed to accusations—the warden eventually breaks down. He confesses that after seeing his wife killed, he
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Confronting Galin If confronted with evidence against him, Galin accuses the adventurers (publicly if necessary) of being in league with the cult and attempting to break the resolve of Altand’s
can be used to tap into his guilt. If he is offered commiseration for his wife’s death — as opposed to accusations — the warden eventually breaks down. He confesses that after seeing his wife killed
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The DM sets the DC for any such check.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Confronting Galin If confronted with evidence against him, Galin accuses the adventurers (publicly if necessary) of being in league with the cult and attempting to break the resolve of Altand’s
can be used to tap into his guilt. If he is offered commiseration for his wife’s death—as opposed to accusations—the warden eventually breaks down. He confesses that after seeing his wife killed, he
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The DM sets the DC for any such check.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Confronting Galin If confronted with evidence against him, Galin accuses the adventurers (publicly if necessary) of being in league with the cult and attempting to break the resolve of Altand’s
can be used to tap into his guilt. If he is offered commiseration for his wife’s death — as opposed to accusations — the warden eventually breaks down. He confesses that after seeing his wife killed
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The DM sets the DC for any such check.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The DM sets the DC for any such check.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The DM sets the DC for any such check.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
thumbs and forefingers of both hands together. Tactics and Philosophy The Black Earth cult is the most defense-minded and patient of the four elemental cults. Earth cultists admire stoicism, endurance
, and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
thumbs and forefingers of both hands together. Tactics and Philosophy The Black Earth cult is the most defense-minded and patient of the four elemental cults. Earth cultists admire stoicism, endurance
, and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with iron-fisted resolve. As a rule, he does not treat with adventurers; he’d rather rob them and feed on their blood. If combat breaks out here, the werebats throughout area 16 investigate, converging
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
thumbs and forefingers of both hands together. Tactics and Philosophy The Black Earth cult is the most defense-minded and patient of the four elemental cults. Earth cultists admire stoicism, endurance
, and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with iron-fisted resolve. As a rule, he does not treat with adventurers; he’d rather rob them and feed on their blood. If combat breaks out here, the werebats throughout area 16 investigate, converging
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with iron-fisted resolve. As a rule, he does not treat with adventurers; he’d rather rob them and feed on their blood. If combat breaks out here, the werebats throughout area 16 investigate, converging
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
resolve!” A lesser restoration spell or similar magic restores Lorga’s sight. He offers no thanks to whoever rids him of the disability. As dour and pessimistic as any other duergar, he quickly finds
an alliance with him before they all fall to the giant’s sword. Once the hot coals are doused or swept from the fireplace, the chimney can be climbed easily. After 90 feet, it breaks into a damp, soot
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
resolve!” A lesser restoration spell or similar magic restores Lorga’s sight. He offers no thanks to whoever rids him of the disability. As dour and pessimistic as any other duergar, he quickly finds
an alliance with him before they all fall to the giant’s sword. Once the hot coals are doused or swept from the fireplace, the chimney can be climbed easily. After 90 feet, it breaks into a damp, soot
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
resolve!” A lesser restoration spell or similar magic restores Lorga’s sight. He offers no thanks to whoever rids him of the disability. As dour and pessimistic as any other duergar, he quickly finds
an alliance with him before they all fall to the giant’s sword. Once the hot coals are doused or swept from the fireplace, the chimney can be climbed easily. After 90 feet, it breaks into a damp, soot
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Defense One hundred trained warriors serve in the town guard. Each of them wears studded leather armor marked with a town guard’s badge — the green reed of Saltmarsh — and is armed with a club while
longswords and heavy crossbows. A militia of five hundred residents can be mustered to take up the defense of the town if it comes under attack. The militia members have undergone minimal training, since
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
daughter Bloppblippodd, archpriest of Leemooggoogoon the Deep Father.
Defense: All kuo-toa rally to the village’s defense, including whips and monitors serving the priesthood.
Commerce: The kuo-toa
d6. On a roll of 1, a bridge flips or breaks to drop characters to the platform below, or a platform tilts to tip the characters into the water. These areas can be navigated safely by treating them as
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Defense One hundred trained warriors serve in the town guard. Each of them wears studded leather armor marked with a town guard’s badge — the green reed of Saltmarsh — and is armed with a club while
longswords and heavy crossbows. A militia of five hundred residents can be mustered to take up the defense of the town if it comes under attack. The militia members have undergone minimal training, since