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Returning 35 results for 'bottom borders diffusing chasing retreats'.
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bottom border diffusing casting repeats
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
cultivates servants, particularly vampire spawn. He hasn’t survived for ages by being reckless, though, and he retreats or sacrifices even his favorite agents when necessary. Vistani Sanctuary. The ancient
mysterious goals. As part of this arrangement, Strahd avoids harming Vistani who travel within his land. Closing the Borders. Strahd closes Barovia’s borders whenever something that interests him threatens to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
cultivates servants, particularly vampire spawn. He hasn’t survived for ages by being reckless, though, and he retreats or sacrifices even his favorite agents when necessary. Vistani Sanctuary. The ancient
mysterious goals. As part of this arrangement, Strahd avoids harming Vistani who travel within his land. Closing the Borders. Strahd closes Barovia’s borders whenever something that interests him threatens to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
cultivates servants, particularly vampire spawn. He hasn’t survived for ages by being reckless, though, and he retreats or sacrifices even his favorite agents when necessary. Vistani Sanctuary. The ancient
mysterious goals. As part of this arrangement, Strahd avoids harming Vistani who travel within his land. Closing the Borders. Strahd closes Barovia’s borders whenever something that interests him threatens to
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
you ascend a rugged ridge on the lower slopes of the hill. Fifty yards away, a cave mouth opens up at the bottom of a ravine. Hunkered down by a boulder twenty yards outside the cave, keeping watch, is
not silenced during the surprise round, the orc retreats back to the cave to warn the others. The marauders in the cave include Brughor Axe-Biter (an orc with 30 hit points), six ordinary orcs, and a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Entry Well At the bottom of the Yawning Portal entry well is a dark, 40-foot-square room with the following features: Exits. The only exit appears to be a tunnel that leads south before bending
. Upon hearing creatures enter the area, the bandit retreats to warn its confederates in areas 6, 8, and 9. Characters in the room can hear the bandit’s soft, retreating footfalls with a successful DC
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
you ascend a rugged ridge on the lower slopes of the hill. Fifty yards away, a cave mouth opens up at the bottom of a ravine. Hunkered down by a boulder twenty yards outside the cave, keeping watch, is
not silenced during the surprise round, the orc retreats back to the cave to warn the others. The marauders in the cave include Brughor Axe-Biter (an orc with 30 hit points), six ordinary orcs, and a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
40. Dragon Breath When the party reaches the bottom of the stairs, read: A staircase leads upward into the gloom. It seems as though you have found the entrance to another layer within the complex
, the statue breathes the next three times someone moves into or through the warded area. After four breaths, the statue retreats to its room and the door closes. (The statue’s resting place is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
40. Dragon Breath When the party reaches the bottom of the stairs, read: A staircase leads upward into the gloom. It seems as though you have found the entrance to another layer within the complex
, the statue breathes the next three times someone moves into or through the warded area. After four breaths, the statue retreats to its room and the door closes. (The statue’s resting place is
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
you ascend a rugged ridge on the lower slopes of the hill. Fifty yards away, a cave mouth opens up at the bottom of a ravine. Hunkered down by a boulder twenty yards outside the cave, keeping watch, is
not silenced during the surprise round, the orc retreats back to the cave to warn the others. The marauders in the cave include Brughor Axe-Biter (an orc with 30 hit points), six ordinary orcs, and a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Entry Well At the bottom of the Yawning Portal entry well is a dark, 40-foot-square room with the following features: Exits. The only exit appears to be a tunnel that leads south before bending
. Upon hearing creatures enter the area, the bandit retreats to warn its confederates in areas 6, 8, and 9. Characters in the room can hear the bandit’s soft, retreating footfalls with a successful DC
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Entry Well At the bottom of the Yawning Portal entry well is a dark, 40-foot-square room with the following features: Exits. The only exit appears to be a tunnel that leads south before bending
. Upon hearing creatures enter the area, the bandit retreats to warn its confederates in areas 6, 8, and 9. Characters in the room can hear the bandit’s soft, retreating footfalls with a successful DC
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
40. Dragon Breath When the party reaches the bottom of the stairs, read: A staircase leads upward into the gloom. It seems as though you have found the entrance to another layer within the complex
, the statue breathes the next three times someone moves into or through the warded area. After four breaths, the statue retreats to its room and the door closes. (The statue’s resting place is
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
bottom of a ravine. Hunkered down by a boulder twenty yards outside the cave, evidently keeping watch, is a single bugbear.
If the characters quietly take out the lone bugbear, they have a chance to
surprise the raiders in the cave. If the sentry spots the characters sneaking up, or if an attack fails to take the sentry out, the sentry shouts a warning and retreats back to the cave, joining the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
those sounds and markings—the Hook Horror. The creature is hungry, but what it really wants is to find its way back to the Underdark. It retreats from a fight that is going badly for it. Underdark
Connection. The tunnel in the southeast corner of the bottom level of the mine is where the miners accidentally connected to an Underdark tunnel. The hook horror entered the mine through a hole in the wall
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
bottom of a ravine. Hunkered down by a boulder twenty yards outside the cave, evidently keeping watch, is a single bugbear.
If the characters quietly take out the lone bugbear, they have a chance to
surprise the raiders in the cave. If the sentry spots the characters sneaking up, or if an attack fails to take the sentry out, the sentry shouts a warning and retreats back to the cave, joining the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
bottom of a ravine. Hunkered down by a boulder twenty yards outside the cave, evidently keeping watch, is a single bugbear.
If the characters quietly take out the lone bugbear, they have a chance to
surprise the raiders in the cave. If the sentry spots the characters sneaking up, or if an attack fails to take the sentry out, the sentry shouts a warning and retreats back to the cave, joining the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
those sounds and markings—the Hook Horror. The creature is hungry, but what it really wants is to find its way back to the Underdark. It retreats from a fight that is going badly for it. Underdark
Connection. The tunnel in the southeast corner of the bottom level of the mine is where the miners accidentally connected to an Underdark tunnel. The hook horror entered the mine through a hole in the wall
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
those sounds and markings—the Hook Horror. The creature is hungry, but what it really wants is to find its way back to the Underdark. It retreats from a fight that is going badly for it. Underdark
Connection. The tunnel in the southeast corner of the bottom level of the mine is where the miners accidentally connected to an Underdark tunnel. The hook horror entered the mine through a hole in the wall
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
back to their underwater grottoes to feed. Transformed Merfolk. Long ago, a tribe of merfolk found an idol of Demogorgon at the bottom of the sea. Not knowing what it was, they brought the artifact
undersea caves filled with treasures and trophies, taken from their victims and sunken ships. They tie the rotting corpses of dead enemies and drowned sailors to strands of kelp to mark the borders of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
back to their underwater grottoes to feed. Transformed Merfolk. Long ago, a tribe of merfolk found an idol of Demogorgon at the bottom of the sea. Not knowing what it was, they brought the artifact
undersea caves filled with treasures and trophies, taken from their victims and sunken ships. They tie the rotting corpses of dead enemies and drowned sailors to strands of kelp to mark the borders of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
back to their underwater grottoes to feed. Transformed Merfolk. Long ago, a tribe of merfolk found an idol of Demogorgon at the bottom of the sea. Not knowing what it was, they brought the artifact
undersea caves filled with treasures and trophies, taken from their victims and sunken ships. They tie the rotting corpses of dead enemies and drowned sailors to strands of kelp to mark the borders of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Entity. A 30-foot-diameter depression surrounds the amber monolith. The sloped sides and the 2-foot-deep, polluted water at the bottom make the entirety of the crater difficult terrain. The water
amulets bearing the Mark of the Raven (each worth 5 gp). Development. If Mara is destroyed, the cavern releases a mighty sigh. The house remains awakened, but the domain’s borders open. Mara re-forms
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Maelstrom Level 1 Map 10.1: Maelstrom, Levels 1 and 2 View Player Version 1. Vortex and Sinkhole A powerful vortex swirls above a 100-foot-deep, 180-foot-wide sinkhole on the ocean bottom. (On the
surface of the water, the vortex manifests as a half-mile-wide whirlpool powerful enough to drag ships to their doom.) The sinkhole has a drain at the bottom. Plugging the drain would cause the vortex
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Entity. A 30-foot-diameter depression surrounds the amber monolith. The sloped sides and the 2-foot-deep, polluted water at the bottom make the entirety of the crater difficult terrain. The water
amulets bearing the Mark of the Raven (each worth 5 gp). Development. If Mara is destroyed, the cavern releases a mighty sigh. The house remains awakened, but the domain’s borders open. Mara re-forms
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Entity. A 30-foot-diameter depression surrounds the amber monolith. The sloped sides and the 2-foot-deep, polluted water at the bottom make the entirety of the crater difficult terrain. The water
amulets bearing the Mark of the Raven (each worth 5 gp). Development. If Mara is destroyed, the cavern releases a mighty sigh. The house remains awakened, but the domain’s borders open. Mara re-forms
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Maelstrom Level 1 Map 10.1: Maelstrom, Levels 1 and 2 View Player Version 1. Vortex and Sinkhole A powerful vortex swirls above a 100-foot-deep, 180-foot-wide sinkhole on the ocean bottom. (On the
surface of the water, the vortex manifests as a half-mile-wide whirlpool powerful enough to drag ships to their doom.) The sinkhole has a drain at the bottom. Plugging the drain would cause the vortex
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Maelstrom Level 1 Map 10.1: Maelstrom, Levels 1 and 2 View Player Version 1. Vortex and Sinkhole A powerful vortex swirls above a 100-foot-deep, 180-foot-wide sinkhole on the ocean bottom. (On the
surface of the water, the vortex manifests as a half-mile-wide whirlpool powerful enough to drag ships to their doom.) The sinkhole has a drain at the bottom. Plugging the drain would cause the vortex
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
advances to attack in melee. On a successful save, the sahuagin retreats or escapes if possible, temporarily fighting off the influence of the trait. If the sahuagin’s move takes it farther than 30 feet from
obscured. Remember that the three-dimensional space in which a seaweed bed appears extends from floor to ceiling, and the seaweed occupies only the bottom half of that space. Thus, it’s possible for a creature to be in the same space as the seaweed without being inside the seaweed.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Undertakers’ Watch Post Several members of the Undertakers gang dwell here in their vampire disguises. If the bandit keeping an eye on area 1 through the secret door retreats here with news of the
have been added in Goblin: Smelly Bottom, Stupid Skull, and Born Toothless, respectively. A detect magic spell reveals the faintest, lingering trace of magic within both fragments of the staff. The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
advances to attack in melee. On a successful save, the sahuagin retreats or escapes if possible, temporarily fighting off the influence of the trait. If the sahuagin’s move takes it farther than 30 feet from
obscured. Remember that the three-dimensional space in which a seaweed bed appears extends from floor to ceiling, and the seaweed occupies only the bottom half of that space. Thus, it’s possible for a creature to be in the same space as the seaweed without being inside the seaweed.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Undertakers’ Watch Post Several members of the Undertakers gang dwell here in their vampire disguises. If the bandit keeping an eye on area 1 through the secret door retreats here with news of the
have been added in Goblin: Smelly Bottom, Stupid Skull, and Born Toothless, respectively. A detect magic spell reveals the faintest, lingering trace of magic within both fragments of the staff. The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
advances to attack in melee. On a successful save, the sahuagin retreats or escapes if possible, temporarily fighting off the influence of the trait. If the sahuagin’s move takes it farther than 30 feet from
obscured. Remember that the three-dimensional space in which a seaweed bed appears extends from floor to ceiling, and the seaweed occupies only the bottom half of that space. Thus, it’s possible for a creature to be in the same space as the seaweed without being inside the seaweed.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Undertakers’ Watch Post Several members of the Undertakers gang dwell here in their vampire disguises. If the bandit keeping an eye on area 1 through the secret door retreats here with news of the
have been added in Goblin: Smelly Bottom, Stupid Skull, and Born Toothless, respectively. A detect magic spell reveals the faintest, lingering trace of magic within both fragments of the staff. The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, to serve as guards on the tribe’s most distant borders or as hunters that wander beyond those borders. As such, the stone giants that are first encountered by outsiders are almost always the least
bottom as the cylinder rotates; then the cylinder must be flipped over to reveal the second line of script, also read from top to bottom. Speaking stones are sized to match the length of the message they
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, to serve as guards on the tribe’s most distant borders or as hunters that wander beyond those borders. As such, the stone giants that are first encountered by outsiders are almost always the least
bottom as the cylinder rotates; then the cylinder must be flipped over to reveal the second line of script, also read from top to bottom. Speaking stones are sized to match the length of the message they






