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Returning 35 results for 'both bits down cautious remain'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
digesting it. Only a scattering of bones, metal, treasure, and other indigestible bits is left behind.
A trapper’s ability to alter the color and texture of its outer side enables it to blend in with
investigate the bones for valuables becomes the trapper’s next meal.
A trapper needs to eat a halfling-sized meal once per week to remain sated. Given a steady supply of food, trappers are content to
Monsters
Mordenkainen's Fiendish Folio Volume 1
travelers. They typically make a cautious approach to stronger creatures, speaking in halting, croaking Undercommon to offer their services in return for fresh food, metal weapons, and trinkets from
offense. In the minds of the blindheims, the sun could not possibly have forgotten their great and heroic theft, and anything said to dispel the belief that they remain infamous and feared by all folk
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that aren’t free for the taking, kobolds try to remain
undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
creatures, because such objects are more likely to be in good condition and thus more useful or valuable. When they go after items that aren’t free for the taking, kobolds try to remain undetected and don’t
give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and other useful items, but if they
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
six normal werewolves and nine wolves. While in wolf form, the werewolves are indistinguishable from ordinary wolves. They either remain in wolf form or assume hybrid form. If the characters were
the Forgotten Realms. The werewolves know that the tower has magical defenses, so they are cautious. Kiril tries to lure the characters outside for a final showdown, but pulls his pack into the woods
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
aims and achievements were revealed to me.
Thus moved, I offer a few bits from my archive. Be warned. What you find here represents what I consider to be the least of my knowledge. It concerns
thus worthy of cautious respect, if not fear.
Read on and learn that perhaps the derision leveled at these fiends reflects only the fear and trepidation of those who would mock them. And perhaps if
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
leather now. At their feet lay obsidian spearheads and bits of rotted wooden shafts. Behind these figures are archers, in a scattered formation. Few of them remain standing. Their arrows are gone, but they
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the party’s allies for as long as they remain with the party, or until Strahd appears. If the characters leave the castle, the Vistani accompany them, since choosing to remain in the castle would
still wear bits of tattered livery, and they attack the living on sight. Treasure. The wights carry longswords that have the crest of Barovia worked into their cross guards. Each wight also carries a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, it peels itself away from the surface and wraps around its prey, crushing, smothering, and then digesting it. Only a scattering of bones, metal, treasure, and other indigestible bits is left behind. A
once per week to remain sated. Given a steady supply of food, trappers are content to stay in one place, making them a threat along well-traveled dungeon corridor and on routes through the wilderness
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
castle’s detail, but you see two statues standing just before the enormous gate.
Cultists posing as villagers are unfriendly toward visitors, while villagers under the cult’s sway remain silent and
are reluctant to talk, they can be bribed, charmed, or talked around with a successful DC 18 Charisma (Persuasion) check. The following bits of information are available, one for each success, and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
on the High Road. The dwarves of Thornhold at the southern end of the Mere of Dead Men might be concerned allies or remain distant and cautious, more wary of the machinations of the Margaster family
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
halfling-sized meal once a week to remain sated. It is content to stay in one place, given a steady supply of food, and thus trappers are a threat along any well-traveled dungeon corridor and on routes
absorbs the fleshy parts, leaving a scattering of bones, metal, treasure, and other indigestible bits in the place where the creature had been. A trapper that lurks on the floor of its hunting grounds can
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
score increases by 2. Alignment. Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward
odd bits of knowledge. Martial Prodigy. You are proficient with light and medium armor and with shortswords, longswords, and greatswords. Githyanki Psionics. You know the mage hand cantrip, and the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, rising about a hundred feet up to the coral ceiling above. Bits and pieces of coral lay scattered about the floor of this chamber, apparently broken off from the surrounding walls and ceiling.
Assuming
remain protective of the area. If the characters want to proceed into area 10 without angering the kraken priests, they must succeed on DC 15 Charisma (Persuasion) check and promise not to harm Fhenimore
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
bits of metal, is a half-finished exoskeletal construct like the ones you encountered in the room you came from.
This room contains two duergar mechanics (one male, one female), both of whom turn
invisible as soon as they hear sounds of combat in area X13. They try to remain hidden and fight only in self-defense. Treasure. Characters who search the workshop find two sets of smith’s tools and a set
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
all are cautious when entering areas with elevated ruins. The home ground of the Slizt clan is the Husk, an area at the center of a vast rubblebelt featuring many large, ancient structures that have
weapons that he has rent to bits with his own jaws. Zhur-Taa Clan. The Zhur-Taa clan advocates an extreme interpretation of the Old Ways. Central to this view is its belief in the imminent awakening of an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
comprehend languages spell for 1 hour. This liquid is a clear concoction with bits of salt and soot swirling in it. Potion of Watchful Rest. When you drink this potion, you gain the following benefits for
the next 8 hours: magic can’t put you to sleep, and you can remain awake during a long rest and still gain its benefits. This sweet, amber-colored brew has no effect on creatures that don’t require sleep, such as elves.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
influence people. Since they can remain in Humanoid form indefinitely, metallic dragons often create false identities and mundane lives for themselves. Thanks to their keen intellects and strong
, activists, or the spouses of rulers. DRAGONS OF SONG AND STEEL
The propensity of some metallic dragons to spend long periods of time in Humanoid form has led to numerous bits of folklore, including tales
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
treated with cautious respect until they prove themselves undeserving of such consideration. All rooms and corridors in this part of the dungeon have flat, 10-foot-high ceilings. 24a. Hall of Smiths Decor
floor show evidence of stone furnishings long since removed.
Characters who hold bright light sources in this room or make a lot of noise alert the githzerai in area 24c, who remain where they are
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, ten-foot-high cave filled with a putrid stench. The mostly broken bones of humanoids and animals lay scattered on the icy floor amid bits of metal and torn strips of leather.
The gnolls gather here
various caves is slick with ice, cautious characters can move on it without falling. Every loud noise in the chasm can be heard in the surrounding caves, and vice versa. Characters who make enough
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
by merchants and other brave travelers. They typically make a cautious approach to stronger creatures, speaking in halting, croaking Undercommon to offer their services in return for fresh food, metal
cause these creatures great offense. In the minds of the blindheims, the sun could not possibly have forgotten their great and heroic theft, and anything said to dispel the belief that they remain
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
reach the deck of the shattered vessel. Vines cover the ship’s shattered hull. Little more than a moldy deck and toppled masts remains. Bits of frayed rope and broad scraps of patchwork fabric litter
is indifferent to the characters and attempts to hide from them if they remain on deck. It tries to flee if cornered within its den. Treasure. Bones and scraps of hide litter the displacer beast’s
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
missing bits of what they know, all the while chiding the characters for missing important clues. If the characters haven’t yet heard about the Dhargun Ironworks caravan’s imminent trip to Horn Enclave
absolutely free to come up with other methods of seeking the final orrery component. Even though the dwarves of Clan Horn remain furious at Acquisitions Incorporated and the enclave’s defenses are
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
bones are all that remain of mongrelfolk who perished and were eaten. The survivors beg for food. S15f. Singing and Dancing Mongrelfolk Eight mongrels caper about the wreckage of this bedchamber while
room contains a fort made out of piled bits of shattered furniture and torn draperies. From within the fort, you hear a mischievous cackle. Two mongrelfolk live in the “fort” but refuse to come out unless baited with food. While hidden under the wreckage, they have three-quarters cover.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
intruders as described in the “Beholder Tactics” section below. The hall contains one hundred lit candles. While the candles remain inside this vault, they burn indefinitely. If a candle is taken from the
whatever is hiding under the black drape, with no warning or negotiation. Cautious Obo’laka thinks a beholder is hidden under the black drape and urges her host to flee at once. When he becomes aware
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
) A morose, rail-thin figure, Rennick is cautious and wise beyond their years. They respect their fellow wereravens but are deeply mistrustful of others. Rennick frightens away unwanted visitors by
restoration spell, a remove curse spell, or any other magic that ends a curse, that character is no longer afflicted with wereraven lycanthropy but can choose to remain a member of the Scarlet Sash.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Mayor Duvezin’s House The furniture and belongings in the house remain in their customary places, the beds made and the desks arranged neatly under a thick layer of dust. The house served as both the
wall was available for public use and did not hold any personal papers. A few crumbling sheets of blank parchment, a quill, and a dried-up inkwell remain here. H6. Upstairs Landing An open landing waits
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Star Forge Locations These locations are keyed to the map. Dyson Logos Map: Star Forge View Player Version 1: Broken Bridge Crumbling piers and shattered bits of arches are all that remain of this
destroy it, the characters must reduce it to 0 hit points and then feed the broken pieces into the furnace. If Brimskarda, her nephews, Akaanvaerd, or any of the other residents of the crater remain
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
deck is slick with algae and seawater. Amid the tangle of rigging, splintered railings, and stray seaweed, you spot boots, bones, and bits of gore that seem considerably more recent than the wreck of
now serves as a nest for the harpy that has made Compass Rose its lair. The basket-shaped area is stuffed with wood shavings, dry grass, and shredded canvas from ships’ sails. Bits of bones, tufts of
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
indebted to look to the killer to make good on the creature’s unfulfilled debts. Fey are understandably cautious when collecting debts from a person who is prone to violence. They usually make their
harvest and bestow on another creature) Fey Desires for Lesser Contracts d8 What the Fey Wants 1 Your singing voice 2 A trinket that carries great sentimental value 3 Companionship (you remain
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
. The interior walls are mostly demolished, though a few remain.
The only room that still stands is in the southwest corner; it can be entered by a single door. This room is Arthur’s library (area 2
him and gives him the bottle. Ignis then sits on the table by the fire and, heating bits of spare metal, goes about crafting what appears to be a homemade sword. Unless drawn by strange noises or her
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Goldwarren Locations The following locations are keyed to map 7.1. Map 7.1: The GoldwarrenView Player Version G1: Junction Tunnel After a short, cautious march from the mine entrance, the party
mother, Zihaya—are holed up in an alcove to the west. They have blocked the alcove entrance with crates and mining gear. The aurumvoraxes ignore them while they remain out of sight. Each survivor uses the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
want to remain … you know, fully alive.
— Omin Dran
Possible details you might learn include the creature’s goals or motivation, bonds or ideals, personality traits, flaws, combat strategy
. Obviators are cautious because they know precisely how dangerous any moment can be — and they are dangerous for the same reason. An obviator is like a lethal walking library. And if you were to face
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
corridor leads into the west wing of the house. The walls are bare and bits of smashed furniture lie upon the floor. Ahead of you, another corridor leads toward the rear of the house.
A staircase on
in several places. Under the stairs at the north end of the hall, a third corridor leads east.
The stairs show considerable wear and creak ominously when tread upon but remain strong enough to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
aarakocra are alert but remain perfectly still; they do nothing other than defend themselves and obey Sansuri’s commands. Any creature that jumps or falls into the hole plummets to the ground far below unless
floor around them is littered with bits of broken wood. The griffons can’t attack creatures outside of their cages, but they make a ruckus when intruders enter — so loud that Countess Sansuri can hear






