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Returning 28 results for 'binding before diffusing consult retreat'.
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Monsters
Curse of Strahd
the reach of melee combatants and spellcasters, or he flies away (using summoned wolf;wolves or swarm of bats;swarms of bats or swarm of rats;rats to guard his retreat).
Strahd observes the characters
against other members of the adventuring party.
The Vampire’s Minions
Whenever Strahd appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
outnumbered. Rather than joining the Kalaman forces in their advance, the characters find themselves defending a retreat. The adventure unfolds in one of two ways: With Mass Combat. If you’re using
the Dragonlance: Warriors of Krynn game with this adventure, consult the “Warriors of Krynn: Scenario 4” sidebar. Without Mass Combat. If you aren’t using the Dragonlance: Warriors of Krynn game
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Enchantment C Charm Person Enchantment — Comprehend Languages Divination R Detect Magic Divination C, R Expeditious Retreat Transmutation C Hellish Rebuke Evocation — Hex Enchantment C Illusory Script
Spell School Special Contact Other Plane Divination R Dream Illusion — Hold Monster Enchantment C Jallarzi’s Storm of Radiance Evocation C Mislead Illusion C Planar Binding Abjuration M Scrying
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shocking Grasp
True Strike
1st Level
Alarm
Burning Hands
Charm Person
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Conjure Elemental
Contact Other Plane
Creation
Dominate Person
Dream
Geas
Hold Monster
Legend Lore
Mislead
Modify Memory
Passwall
Planar Binding
Scrying
Seeming
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Enchantment C Charm Person Enchantment — Comprehend Languages Divination R Detect Magic Divination C, R Expeditious Retreat Transmutation C Hellish Rebuke Evocation — Hex Enchantment C Illusory Script
Spell School Special Contact Other Plane Divination R Dream Illusion — Hold Monster Enchantment C Jallarzi’s Storm of Radiance Evocation C Mislead Illusion C Planar Binding Abjuration M Scrying
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Creature Encounters Keep the party’s level in mind when fleshing out these encounters, and allow the characters to retreat from or avoid an encounter that is too great a challenge. Escape should come
Brilliance 18 Spore servants 19–20 Traders Ambushers One or more creatures attempt to ambush the party as it makes its way through the Underdark. Roll a d20 and consult the table to determine what the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
deceive since childhood. You’ve been involved in dozens of schemes and feuds, and you’re likely still tied up in a few of them (consult the Zil Schemes table). Even if you have a good heart and noble
waiting for the day when your skills will be put to use. Zil Schemes 1d10 Scheme
1 Your family is working on a new form of elemental binding, but they need Khyber dragonshards—lots of them
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
find allies or meet an untimely end. Roll for random encounters as the characters explore this district. You can roll a d20 and consult the Encounters in the Braeryn table, or choose an encounter that
bugbears attack. Drow Adolescents This roving gang consists of 1d6 + 6 drow bandits. If the gang outnumbers the party, the drow attack. Otherwise, they make lewd hand gestures at the party but retreat
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The party should meet Tekeli-li several times. The vampire’s strategy is to drain the party’s resources, then retreat and recover before attacking again. If Tekeli-li ever takes more than 20 damage
sporadically. You can stage an encounter with Tekeli-li anywhere you like. If you’re not sure where it might be or how it should behave, roll a d6 and consult the Tekeli-li’s Location table. The table determines
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
— Chromatic Orb Evocation M Color Spray Illusion — Comprehend Languages Divination R Detect Magic Divination C, R Disguise Self Illusion — Expeditious Retreat Transmutation C False Life Necromancy – Feather
— Geas Enchantment — Hold Monster Enchantment C Jallarzi’s Storm of Radiance Evocation C Legend Lore Divination M Mislead Illusion C Modify Memory Enchantment C Passwall Transmutation — Planar Binding
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
reserves, or otherwise planning the fortress’s defense. Areas 1, area 5, and area 19 have particular encounters associated with them (see “Assault Encounters”). For every other area, consult the following
possible that the party could be overwhelmed by foes. Consult the “Handling Mobs” section in chapter 8 of the Dungeon Master’s Guide to help deal with large numbers of enemies. Concluding the Assault
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
place for random encounters. When it suits you, roll a d20 and consult the Dark Dominion Encounters table to determine what the party encounters, or choose an encounter that you like. Dark Dominion
at least 50 gp. If they do, the characters gain advantage on checks made to talk their way past the patrol. Any sign of a large, armed, and potentially hostile group causes the patrol to retreat and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Abjuration R Burning Hands Evocation — Charm Person Enchantment — Color Spray Illusion — Comprehend Languages Divination R Detect Magic Divination C, R Disguise Self Illusion — Expeditious Retreat
Illusion C Modify Memory Enchantment C Passwall Transmutation — Planar Binding Abjuration M Scrying Divination C, M Seeming Illusion — Telekinesis Transmutation C Teleportation Circle Conjuration M Wall
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. Artificer Spell List Here’s the list of spells you consult when you learn an artificer spell. The list is
dying
Sword burst *
Thorn whip
Thunderclap **
1st Level Absorb elements **
Alarm (ritual)
Catapult **
Cure wounds
Detect magic (ritual)
Disguise self
Expeditious retreat
Faerie
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
as a ritual if that spell has the ritual tag and you have the spell prepared. Artificer Spell List Here’s the list of spells you consult when you learn an artificer spell. The list is organized by
)
catapult *
cure wounds
detect magic (ritual)
disguise self
expeditious retreat
faerie fire
false life
feather fall
grease
identify (ritual)
jump
longstrider
purify food and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
spell has the ritual tag and you have the spell prepared. Artificer Spell List Here’s the list of spells you consult when you learn an artificer spell. The list is organized by spell level, not
wounds
detect magic (ritual)
disguise self
expeditious retreat
faerie fire
false life
feather fall
grease
identify (ritual)
jump
longstrider
purify food and drink
sanctuary
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Giant. They relate the same information as Heldalf, but add that they wish Ralvald would give up his impossible quest to defeat Challidax. D5: Ralvald’s Retreat A wide river crosses this cavern
. Petrification. Aerstigga followed Enstavva here and turned her to stone using the Wand of Wonder. Given the opportunity, Enstavva rejoins Ralvald, either in his retreat (area D5) or by leaving the lair
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Select colors as you see fit, pretending to consult your notes each time. (The color changes have no effect on the encounter.) Creatures. A Red Wizard transmuter (see appendix B) and two Thayan apprentices
) fire damage. Creatures. An efreeti is bound to the smoke at the center of the room. It can’t leave this area or use its powers against anyone outside the room. Binding Smoke. The smoke tendrils form
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
score of 10 and the ability to speak Common or Druidic. The druids use these awakened beasts as spies and messengers. Roll a d8 and consult the Awakened Beast Encounter table to determine what kind of
, focusing their attacks on the party member who looks the weakest and least armored. If two or more crag cats die, the others retreat.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
zombie pulls the furnace lever. Mortal Lessons
A character could easily die in area M5. If this happens, reveal that the characters have multiple incarnations. Consult the “Glitch Characters” section
; on a failed check, it howls in frustration. If the character fails this check a second time, the demilich attacks until the characters retreat from the room. Pigeonholes. Death certificates fill a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
flies away (using summoned wolves or swarms of bats or rats to guard his retreat). Strahd observes the characters to see who among them are most easily swayed, then tries to charm characters who have
appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult the Strahd’s Minions table to determine what creatures he brings with him, if any. Strahd’s
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
random encounter occurs. To determine the encounter, roll a d6 and consult the following table: d6 Encounter 1 1d3 commoners (see area K17) 2 1d4 bandits (see area K8) 3 1d3 Crushing Wave reavers
commands. If a fight breaks out here, Drosnin defends the chapel to the death. Once she falls, any surviving reavers retreat to area K14 or K16 to raise the alarm. K16. Great Hall The great hall becomes a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
creatures in area 15. 15. Mustering Hall The walls of this room bear frescoes that depict fire giants forging armor and weapons, marching to war, and binding red dragons in chains. Four basalt pillars
the lower level, and heads to areas 31 and area 28 to warn his parents. The ogres remain behind, covering his retreat if necessary. 18. Foundry, Upper Level This area is incredibly hot, and characters
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and small gathering chambers, where monks may bring individual tomes to seekers to be read, and where seekers may consult with monks on further materials to enable their research. Despite being
. Copied Lore. The copying and binding of a work of nonmagical lore in Candlekeep’s library is generally performed at a cost of 100 gp or so (though quite large books are always more). This
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
moves, any creature within 10 feet of its path must succeed on a DC 12 Dexterity saving throw or be knocked prone. The dragon turtle can’t harm or break the binding chains. The characters can open
fourth round of combat and retreat to draw characters into the spawn pits in area 81. White Gate. A white gate stands in the corridor that leads north to the Warrior Pools. 81. Spawn Hall Relief
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
creatures are in the chasm, have them roll initiative. On initiative count 10, roll a d20 and consult the following table to determine what effect, if any, occurs in the chasm: d20 Effect 1–10 None
uses his innate darkness spell to retreat as soon as possible. Treasure Among the debris is a spider silk pouch with 23 pp and a necklace of prayer beads. The necklace holds one bead of blessing, one
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
canals. Check for a random encounter once every per hour while the party is swimming or moving by boat anywhere on a canal. Roll a d20 and consult the following table: d20 Encounter 1 1d4 + 1 ghouls
her actions for 1d4 rounds, during which she ignores characters who retreat. Treasure A large wooden chest lies open on the bottom in the western end of the lake. It contains Bronzefume’s hoard of 700
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
attacks it, Jot laughs and says, “You broke the binding. My watch over the dragonpriest is over!” It uses its next action to become invisible. It then turns into a bat and flies along the 10-foot-high
, the kobolds are unhelpful and reluctant to be set free. If they are released and shown a clear line of retreat, the kobolds flee. They know very little, but they react positively to Meepo’s presence






