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Returning 35 results for 'blows both defeat convince ranger'.
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block both detect convince range
below both detect convince range
blocks both detect convince range
block both defend convince range
bless both defeat convince ranger
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
somewhere near her lair. The characters discover that the rod piece is inside a casino called the Red Belvedere. They must infiltrate a members-only section and either defeat a champion of Tiamat or convince the champion to surrender the rod piece.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion When the characters defeat Hellenrae and her followers or convince them to guide them deeper into the temple, they are done with the monastery portion of the adventure. The Ancient Stair
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
using more energy than you need. 2 Brutal. Your attacks rain down like hammer blows, meant to splinter bone or send blood flying. 3 Cunning. You dart in to attack at just the right moment and use small
soars. You are happiest when you have a foe in front of you and a weapon in hand. 6 Sinister. You scowl and sneer while fighting, and you enjoy mocking your foes as you defeat them.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Xanthoria’s Defeat Once Xanthoria is defeated, the characters find the last few pages of her notes among her possessions. They detail her growing obsession with undead and her success at turning
Thunderwing into her phylactery. Armed with the information about Xanthoria’s phylactery, the characters must convince Thunderwing to give up her life to destroy the lichen lich once and for all. Here
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Iroas’s Champions Iroas’s champions are his generals, through whom he can deliver death blows to his enemies. On a daily basis, Iroas serves the causes of justice and honor. The weak are to be
table suggests a few adventures the god’s champions might involve themselves in. Iroas’s Quests d6 Adventure Goal
1 Defeat Returned bandits who are terrorizing the polis.
2 Defend a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
on a DC 14 Wisdom (Animal Handling) check can successfully quiet them. Barbatos The ranger Barbatos is either here or in area 12 (a 50 percent chance for either), accompanied by his hell hound
their way to area 1 and up the stairs. If Barbatos is still in the room when the bears escape, they attack him first. A character who succeeds on a DC 20 Wisdom (Animal Handling) check can convince at
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
palanquin to defeat the demons within while the characters slay the goristro. The goristro defends itself. If the vrocks see that the goristro is losing, they join the fight. The three erinyes easily dispatch
with powerful infernal war leaders. The unicorn desperately wishes to be freed and says as much in Celestial and Elvish. Characters who try to convince the erinyes to release the unicorn must make a DC
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Defining a relationship to these discoveries can be an important element of your character’s background; you might be a Mroranon paladin or ranger dedicated to expunging any trace of daelkyr magic from
vendetta with a personal rival, seeking to defeat them either in battle or in business. 5 You’re searching for a legendary dwarven artifact, stolen centuries ago by a Karrnish noble. 6 You want to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
binds.
11 Lead an immortal anvilwrought to Erebos’s palace and convince the god to let the construct die.
12 Discover why Erebos is no longer allowing certain individuals to die.
13
warlord that now rests with the villain’s misera.
16 Discover from a woe strider (see chapter 6) how to escape the bonds of destiny.
17 Defeat a host of legendary villains in Agonas’s Stadium
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
, Astarion sneaks upstairs to avoid the wardens until the trouble blows over. If the characters follow Astarion, they must remain inconspicuous while moving with him toward a staircase to area R6. Each
characters don’t enter a room, the devils attack after 1 minute. Angry Vampire. After the characters defeat the devils, they encounter Cazador (Medium Vampire Infernalist) when they try to leave Rat’s Run
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
A Titanic Problem Among the endless celebrations ongoing throughout the gate-town, the scion of a god is nursing a crushing defeat and is on the verge of making it everyone’s problem. As the
the characters convince Kopoha to leave the Yearning Timbers, they need someplace to take her; otherwise, she returns to arguing with Manalath. Kopoha’s Bad Day Kopoha recently endured a crushing
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
(Animal Handling) check can successfully quiet them. Barbatos The neutral evil human ranger Barbatos is either here or in area 13 (a 50 percent chance for either; see appendix B for his stat block
character who succeeds on a DC 18 Wisdom (Animal Handling) check can convince at least one of the owls (of your choice) to remain with the party for the duration of the adventure. Feeding the owls
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
arrive at area L1. Friendly Dryads If the characters slay the black puddings as well as defeat the monks, five dryads appear, using their Tree Stride ability. The ominous sounds of the forest fade as
healing (superior). Development. The dryads urge the characters to follow the tracks left by the monks, saying they lead to a “greater evil that must be defeated.” The characters can’t convince the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
attacks won’t end until the adventurers delve deep into the Cogs and defeat Cavallah herself. The
Sharn Inquisitive
Monstrous Deception
Monsters are infiltrating our city! Though the Sharn Watch
crime syndicates in chapter 1 includes additional ideas for parties with a crime syndicate patron. Daask Assignments d6 Assignment 1 Convince several new businesses in the lower wards to pay
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
peaceful resolution. If the party approaches peacefully and succeeds on some DC 15 Charisma (Persuasion) checks, they might convince the lizardfolk to release the prisoners if the party defeat the rot trolls for them.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, after which she means to erase from existence all those whom she once loved. At this grim juncture, the characters’ only hope is to defeat Zariel or to bend the knee in fealty. Killing Zariel frees
to tear the adventurers limb from limb. Clever adventurers can subvert the pit fiend’s betrayal by ensuring Zariel’s capture, banishment, or some other nonlethal defeat. In that event, though
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
the characters to fight the oni by themselves. In the course of the ensuing battle, a character can try to convince the opponent that the characters weren’t responsible for rendering the other
point, the opponent accepts blame for summoning the oni and helps the characters defeat it. Aftermath Once the danger is dealt with, the characters must decide what to do about the unconscious students
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
encounters allows you to combine these encounters into a larger obstacle or problem the adventurers must overcome. Make Peace The characters must convince two opposing groups (or their leaders) to end the
to completion when the characters arrive, imposing a time limit. The ritual’s completion might have immediate consequences, too. Take Out a Single Target A villain the characters seek to defeat is
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
oracles hostage, demanding they alter the future after predicting his defeat in an upcoming match.
6 An oracle (see chapter 6) makes false predictions to convince nobles to give him money and lavish gifts.
whirlwind obliterates all evidence of the reading.
2 Defend the shrine from a worshiper who is angry with an oracle for an incorrect prediction.
3 Convince an oracle to give a worshiper a
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
apart. From that point on, a character can try to convince Grump to depart the clearing and take all remaining bullywugs with him; Grump is Hostile toward the characters (see appendix A). As an Influence
action (see appendix A), a character can convince Grump by succeeding on a DC 12 Charisma (Intimidation or Persuasion) check. A character can instead make a DC 12 Charisma (Deception) check if
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
cove. This time is halved if a character is proficient with water vehicles or is a ranger whose favored terrain is the coast. A few rotten wooden buildings abandoned by smugglers line this cove
anytime after they defeat the elementals (see the following section). Meeting Dalamar Dalamar approaches the characters soon after they defeat the elementals or Kalaman’s troops start disembarking
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
they come under attack, the goblins take cover behind the sled and retaliate with ranged attacks. On the goblins’ first turn in combat, one of them blows a horn to alert Izobai, who climbs to the roof
for food and treasure, as well as creatures to enslave, but they are cold and eager to return home. Izobai fights only in self-defense. If defeat seems inevitable, she uses her torch to set fire to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Zhentarim. Members in good standing of any of those groups can contact their organizations and convince them that an expedition must be mounted to find the Morkoth, for the sake of all civilization. Roll
owes his life to an Emerald Enclave ranger who helped him after the two were stranded together on a monster-infested island in the Korinn Archipelago. This service repays Klarz’s debt to the Emerald
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
khesh’dar (“silent folk”), learning the skills of rogue, monk, or ranger. The khesh’dar are spreading agents across the Five Nations, and you never know when a city goblin might turn out to be a deadly
assassin. As an adventurer from a Dhakaani clan, why are you working with the other player characters? Are you a scout gathering information? Are you searching for allies to defeat a rival clan, or to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
detained. At least one character in the party must succeed on a DC 14 Charisma (Persuasion) check to convince duergar not to detain the party any longer, but characters who show the insignia have advantage
on the check.
XP Awards Divide 1,740 XP equally among the characters if they cooperate with the guards to defeat the two-headed stone giant.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
admittance.” Enclosed are tickets for the entire party to The Fall of Tiamat, an opera sung in Giant describing the evil dragon queen’s defeat at the Well of Dragons. Mirt If any of the characters join the
find Maxeene, a draft horse with an Intelligence score of 10, with a successful DC 13 Intelligence (Investigation) check. Maxeene speaks Common, and characters must try to convince her that they’re
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
ranger. The vampire has long been imprisoned within a magical iron coffin mounted atop animated golem legs (an early Kwalish design), forced to atone for his evil deeds by working for the Cartophile
provides advantage to any characters’ ability checks made to interact with the monastery’s Grand Master. Secret Agendas. Steal the highest-valued object from the party without getting caught; convince
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
pass phrase, which is “Fire is eternal!” Otherwise, visitors must convince the hobgoblins that they must talk to temple leaders. The hobgoblins attack if none of these things happens. If the characters
containing 20 gp and a pair of polished bloodstones worth 50 gp each. Development If the characters defeat these hobgoblins and then leave this part of the dungeon, the guards are replaced by the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. You might primarily attempt to convince others through charismatic arguments, or through force of will or intellectual cunning. You might lead by example, or by extolling the examples of other people
, or boost the morale of franchise hirelings. KELSHI ANNAB
Human Decisionist (Ranger)
There are decisionists of all stripes. Domineering narcissists gravitate toward the role, to be sure, and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Howling Caves Locations N1. Entrance A subterranean wind blows north, up the tunnel, carrying distant screams from the south.
The north end of the tunnel forms the bottom of a widening shaft that
, ending the effect on a success. The sloping passage to the south leads to area N12. N10. Stalagmite Garden Wind blows through this weird stalagmite garden. The rock formations are smooth and contorted
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Seven Snakes are close enough to protect her. If the party includes one or more characters with strong ties to the Black Network, Kella tries to convince them to help secure the village as a Zhentarim
keep, the guards ask the characters to save the village from Zhentarim occupation. The characters are under no obligation to rid Nightstone of Kella Darkhope and the Seven Snakes. If they defeat the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
village sits in a sheltered spot near the center of the iceberg. When the wind blows—which is most of the time—snow whips off the surrounding drifts and surrounds the settlement in a swirling shroud
adventurers and speak the truth of her people’s plight. A druid, ranger, or some other character who can truthfully express an understanding of the shaman’s animal totem-based faith has advantage on
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Ghost Orchid Tepui. Pool. The pool is the source of the tainted mist. Air from deeper in the cavern blows the mist rising from the pool outside. Any creature that enters the pool must succeed on a DC 18
C6. They try to convince intruders to free them by slaying the monster there. In truth, they want to trick the characters onto the rope bridge so they can destroy it, dropping the characters into the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
village sits in a sheltered spot near the center of the iceberg. When the wind blows — which is most of the time — snow whips off the surrounding drifts and surrounds the settlement in a swirling
speak the truth of her people’s plight. A druid, ranger, or some other character who can truthfully express an understanding of the shaman’s animal totem-based faith has advantage on this check
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
stat blocks in appendix C. This room contains wrecked furnishings that suggest it was once used as a frost giant’s bedchamber. A bitterly cold wind blows down a staircase to the east, at the bottom of
defeat her or retreat. Both options are discussed below: If the characters destroy all three of Auril’s forms, any character who has the Midwinter Child secret (see appendix B) loses the benefit of that






