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Returning 15 results for 'both battle diffusing currents recluse'.
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Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Characters in Airship Combat When an airship engages in combat, characters have two options for how to participate in the battle: They can use their own spells, weapons, and other features to join in
the battle as they would in any other environment, or they can take up a crew station and wield the ship’s armaments and other capabilities. Some players enjoy the challenge of having new things to
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Artificer for more on crew stations). The Recluse, however, is unique in that the airship is powered not only by a captive air elemental, but also the spirit of a long-dead previous captain who
) aboard the Recluse, also wearing harnesses, engage the characters. The pirates remaining aboard their own skyskiffs continue their attempts to capture the Recluse. Each skyskiff is 30 feet away from the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Darklords Central to each domain is a Darklord, the seed from which a thorny thicket blooms. The villain might be a nation’s leader, a prominent citizen, a notorious monster, a mysterious recluse, or
Darklords are deadly or possess foul gifts from the Dark Powers, many pose little threat in battle. Their menace is the result of capabilities beyond physical prowess. Darklords Are Active. Darklords might
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
complex below her villa. Thalamra is a widow three times over, and each of her dead husbands was kind enough to give her a son. Her oldest boy, Thurstwell, is a pale and sullen recluse in his forties. A
despite his countless imperfections. The last member of the Vanthampur family is Slobberchops, a mean-looking tressym (winged cat) with a bobtail and numerous battle scars. Characters who encounter Slobberchops can try to befriend it (see area V5).
Map 1.5: Vanthampur Villa View Player Version
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
fully formed. Thassa’s palace floats underwater, its buildings suspended in giant bubbles that drift with the currents. At its edge, in a city of divine copper and marbleized hopes, Ephara makes her
home. Tovian Fields Nyxborn legends battle here in ceaseless, glorious war. Unlike any mortal environment, the Tovian Fields are an expanse of energies, the clash of opposing philosophies manifesting
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the hull protects you from the the strong currents outside. Many boxes and barrels are present here, somewhat waterlogged but largely intact.
This ship served as a tender vessel, bringing supplies to
lurking outside the coral mountain, these creatures take this opportunity, joining the battle at the end of the the second round in the hopes of overwhelming the party. The giant shark is too big to get
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer
meant to rule. (Evil) 5 Nature. The natural world is more important than all the constructs of civilization. (Neutral) 6 Glory. I must earn glory in battle, for myself and my clan. (Any) d6 Bond 1
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
tides and currents of the plane can travel between worlds freely, but the storms also wreck ships from the Material Plane on the island’s shore. The region of the Plane of Water nearest the Swamp of
inhabitants of the plane engage in a never-ending battle to prove their strength and ensure their survival. Its dangerous monsters and bitter cold make the Frostfell a dangerous place to travel. Most
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
helps the characters fight the other creatures in an encounter. The friend might be the sole survivor of another adventuring party, a solitary traveler or recluse, or a benevolent monster like a flumph
, the twin encounter should make for a climactic battle. Each twin should have a challenge rating about equal to the characters’ level. Domenico Cava A pair of displacer beasts in a dark forest has the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
kuo-toa monitor guards the northeast doors. The kuo-toa try to capture victims for their aboleth god (see area P6). Reinforcements. If a battle occurs here, the creatures from area P7 investigate and
crawls up to the landing and joins the battle. P6. Yngukulub the Devourer An aboleth named Yngukulub the Devourer has allied itself with Gar Shatterkeel and the Cult of the Crushing Wave. Deranged kuo-toa
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
pool requires DC 10 Strength (Athletics) checks due to the swirling currents. Any creature that fails such a check is swept into the stream. The stream is 4 feet deep, cold, and swift. Any creature
battle against monsters invading from the Underdark. Close inspection shows that the wall carvings depict a dwarf slaughtering minotaurs and grimlocks. The name Hendrel Foebreaker is inscribed in the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
opens a small vent in the center of the ceiling, and natural air currents draw the fumes out of the chamber in a few moments. Characters to notice the steady airflow. The vent closes again 1 minute
praying to Imix when the characters first arrive. Unless the characters are disguised as fire cultists, they are attacked on sight. The efreeti, if present, also joins the battle. Treasure Seven
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
here, including the din of battle, draw the attention of the fomorians in area L12. The cave morays retreat into their burrows when the fomorians arrive. L12: Fomorian Cave This cave stinks of sweat
direction at a speed of 30 feet or to hold its position in defiance of the water’s swiftest currents. L14: Underground Lake A river flows into the south side of this high-vaulted cavern, feeding a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
retreat to the throne room (area 15). The visiting giants join the battle on the side of the storm giants to avoid incurring the royal family’s wrath. A 40-foot-wide hall leading south ends at a guarded
dragon has infiltrated and compromised the storm giants’ court, grant advantage on the check. Hellenhild. The frost giant jarl respects battle prowess. If the character making the check wounds
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
cave moray from its burrow by grappling it. If removed from its burrow, a cave moray frantically tries to escape back to its hole. Loud sounds here, including the din of battle, draw the attention of the
position in defiance of the water’s swiftest currents. L13: Underground Lake A river flows into the south side of this high-vaulted cavern, feeding a glassy, ebon-hued lake. Drops of water fall from the






