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Returning 28 results for 'both both deceptions capturing rules'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be spoken (though misdirection and riddles are always welcome). To
amuse themselves over the long centuries of their lives, high fae frequently engage in deceptions and other complex games of wits against one another.
Most high fae remain secluded deep within the wilds
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be
spoken (though misdirection and riddles are always welcome). To amuse themselves over the long centuries of their lives, high fae frequently engage in deceptions and other complex games of wits against
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, embodying the natural splendor and danger of the wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must
frequently engage in deceptions and other complex games of wits against one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
untamed wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored
, and outright lies must never be spoken (though misdirection and riddles are always welcome). To amuse themselves over the long centuries of their lives, high fae frequently engage in deceptions and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Night Hag Hag of Nightmare and Corruption Habitat: Planar (Lower Planes); Treasure: Arcana Night hags seek mortals to torment and turn to evil. By day, night hags use supernatural deceptions to
they force their targets to desperate limits, night hags claim their victims’ tormented spirits, capturing them in sinister traps called soul bags. The hags then slip between planes of existence to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Night Hag Hag of Nightmare and Corruption Habitat: Planar (Lower Planes); Treasure: Arcana Night hags seek mortals to torment and turn to evil. By day, night hags use supernatural deceptions to
they force their targets to desperate limits, night hags claim their victims’ tormented spirits, capturing them in sinister traps called soul bags. The hags then slip between planes of existence to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Awarding XP Each monster has an XP value based on its Challenge Rating. When adventurers overcome one or more monsters—typically by killing, routing, capturing, or cleverly avoiding them—they divide
point, use the rules for building combat encounters in chapter 4 to gauge the difficulty of the challenge. Then award the characters XP as if it had been a combat encounter of the same difficulty
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Night Hag Hag of Nightmare and Corruption Habitat: Planar (Lower Planes); Treasure: Arcana Night hags seek mortals to torment and turn to evil. By day, night hags use supernatural deceptions to
they force their targets to desperate limits, night hags claim their victims’ tormented spirits, capturing them in sinister traps called soul bags. The hags then slip between planes of existence to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Awarding XP Each monster has an XP value based on its Challenge Rating. When adventurers overcome one or more monsters—typically by killing, routing, capturing, or cleverly avoiding them—they divide
point, use the rules for building combat encounters in chapter 4 to gauge the difficulty of the challenge. Then award the characters XP as if it had been a combat encounter of the same difficulty
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Awarding XP Each monster has an XP value based on its Challenge Rating. When adventurers overcome one or more monsters—typically by killing, routing, capturing, or cleverly avoiding them—they divide
point, use the rules for building combat encounters in chapter 4 to gauge the difficulty of the challenge. Then award the characters XP as if it had been a combat encounter of the same difficulty
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bargain between the archdevil Zariel, who rules Avernus, and the treacherous High Overseer of Elturel, Thavius Kreeg. Zariel is capturing cities and using their citizens as fodder in the ongoing
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bargain between the archdevil Zariel, who rules Avernus, and the treacherous High Overseer of Elturel, Thavius Kreeg. Zariel is capturing cities and using their citizens as fodder in the ongoing
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bargain between the archdevil Zariel, who rules Avernus, and the treacherous High Overseer of Elturel, Thavius Kreeg. Zariel is capturing cities and using their citizens as fodder in the ongoing
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
hospitality (see “Rules of Conduct” in chapter 2), Nib offers to craft a gift for each character. Taking up a pair of knitting needles, he swiftly knits his gold yarn into an object that retains a golden
(minimum 1 gp). A common magic item reduces his supply by 100 gp, while an uncommon magic item reduces it by 500 gp. A character might feel obliged to honor the rule of reciprocity (see “Rules of Conduct” in
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
hospitality (see “Rules of Conduct” in chapter 2), Nib offers to craft a gift for each character. Taking up a pair of knitting needles, he swiftly knits his gold yarn into an object that retains a golden
(minimum 1 gp). A common magic item reduces his supply by 100 gp, while an uncommon magic item reduces it by 500 gp. A character might feel obliged to honor the rule of reciprocity (see “Rules of Conduct” in
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
hospitality (see “Rules of Conduct” in chapter 2), Nib offers to craft a gift for each character. Taking up a pair of knitting needles, he swiftly knits his gold yarn into an object that retains a golden
(minimum 1 gp). A common magic item reduces his supply by 100 gp, while an uncommon magic item reduces it by 500 gp. A character might feel obliged to honor the rule of reciprocity (see “Rules of Conduct” in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
screams in fright and knocks his feet together, activating his boots of speed. If a chase ensues, resolve the outcome using the chase rules in chapter 8 of the Dungeon Master’s Guide. Droki has advantage
components) to the derro cultists (see area 12). Droki is paid for this delivery with a potion of invisibility and an hourglass worth 50 gp. XP Awards Capturing the derro and taking him to Errde
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
psionic ability to send visions to a humanoid shaman, causing it to proclaim the mind flayers as emissaries of the gods. With that ruse in place, the “gods” then dictate strict rules that cause some
them difficult to control. Mind flayers consider kuo-toa brains a great treat, but they prefer to eat them raw, unsullied by psionic alteration. Thus, they tend to eat kuo-toa soon after capturing
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
screams in fright and knocks his feet together, activating his boots of speed. If a chase ensues, resolve the outcome using the chase rules in chapter 8 of the Dungeon Master’s Guide. Droki has advantage
components) to the derro cultists (see area 12). Droki is paid for this delivery with a potion of invisibility and an hourglass worth 50 gp. XP Awards Capturing the derro and taking him to Errde
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
psionic ability to send visions to a humanoid shaman, causing it to proclaim the mind flayers as emissaries of the gods. With that ruse in place, the “gods” then dictate strict rules that cause some
them difficult to control. Mind flayers consider kuo-toa brains a great treat, but they prefer to eat them raw, unsullied by psionic alteration. Thus, they tend to eat kuo-toa soon after capturing
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
screams in fright and knocks his feet together, activating his boots of speed. If a chase ensues, resolve the outcome using the chase rules in chapter 8 of the Dungeon Master’s Guide. Droki has advantage
components) to the derro cultists (see area 12). Droki is paid for this delivery with a potion of invisibility and an hourglass worth 50 gp. XP Awards Capturing the derro and taking him to Errde
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
psionic ability to send visions to a humanoid shaman, causing it to proclaim the mind flayers as emissaries of the gods. With that ruse in place, the “gods” then dictate strict rules that cause some
them difficult to control. Mind flayers consider kuo-toa brains a great treat, but they prefer to eat them raw, unsullied by psionic alteration. Thus, they tend to eat kuo-toa soon after capturing
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
available from alchemists in the Styes, being one of the district’s more popular exports. Before running this final part of the adventure, make sure you’re familiar with the rules on underwater combat
goals: to kill Sgothgah and to deal with the kraken, either by destroying it or capturing it. If the characters don’t instantly jump to the attack and can demonstrate that they aren’t enslaved by
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
available from alchemists in the Styes, being one of the district’s more popular exports. Before running this final part of the adventure, make sure you’re familiar with the rules on underwater combat
goals: to kill Sgothgah and to deal with the kraken, either by destroying it or capturing it. If the characters don’t instantly jump to the attack and can demonstrate that they aren’t enslaved by
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
available from alchemists in the Styes, being one of the district’s more popular exports. Before running this final part of the adventure, make sure you’re familiar with the rules on underwater combat
goals: to kill Sgothgah and to deal with the kraken, either by destroying it or capturing it. If the characters don’t instantly jump to the attack and can demonstrate that they aren’t enslaved by
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
, embodying the natural splendor and danger of the wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always
frequently engage in deceptions and other complex games of wits against one another. John Stanko Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
, embodying the natural splendor and danger of the wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always
frequently engage in deceptions and other complex games of wits against one another. John Stanko Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
, embodying the natural splendor and danger of the wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always
frequently engage in deceptions and other complex games of wits against one another. John Stanko Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light






