Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'breaks building diffusing chasing replace'.
Other Suggestions:
breath building diffusing chasing replaced
breath building diffusing chasing replaces
beats building diffusing chasing replaced
beats building diffusing chasing replaces
breaks building diffusing chasing replaced
Monsters
Curse of Strahd
roots. It can replace one of these attacks with a rock attack.
Root. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Root"} to hit, reach 60 ft., one target. Hit: 30
attacks with its flailing and stomping roots. It can also use its roots to fling large rocks.
Hut Interior. The hut is a 15-foot-square, ramshackle wooden building with a gently sloping thatch roof. Its
Monsters
Vecna: Eve of Ruin
Shape bonus action.Multiattack. Kas makes three Vengeful Sword attacks. He can replace one of these attacks with a Bite attack.
Vengeful Sword. Melee Weapon Attack: +15;{"diceNotation":"1d20+15
against Vecna. He readily lies, breaks promises, betrays allies, and taunts those who fall for his ruses. Kas has little use for those who can’t validate his superiority or help advance his goals
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Chasing the Children During the town meeting, two servants of the Morninglord are tasked with keeping an eye on a group of about twenty children between the ages of four and twelve. These kids belong
finished stone building in the town. These children, some of them terrified and missing their parents, others mischievous and too young to understand consequences (much like adventurers), decide to run
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Chasing the Children During the town meeting, two servants of the Morninglord are tasked with keeping an eye on a group of about twenty children between the ages of four and twelve. These kids belong
finished stone building in the town. These children, some of them terrified and missing their parents, others mischievous and too young to understand consequences (much like adventurers), decide to run
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Chasing the Children During the town meeting, two servants of the Morninglord are tasked with keeping an eye on a group of about twenty children between the ages of four and twelve. These kids belong
finished stone building in the town. These children, some of them terrified and missing their parents, others mischievous and too young to understand consequences (much like adventurers), decide to run
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
difficulty of this puzzle, enforce a time factor: perhaps one elemental breaks free at the end of every five minutes of real time that pass until the puzzle is solved. You can also raise the
difficulty by having statues depict genies instead of elementals. In this case, replace the four elementals with a dao, a djinni, an efreeti, and a marid. These genies are compelled to attack the characters and can’t be reasoned with.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
difficulty of this puzzle, enforce a time factor: perhaps one elemental breaks free at the end of every five minutes of real time that pass until the puzzle is solved. You can also raise the
difficulty by having statues depict genies instead of elementals. In this case, replace the four elementals with a dao, a djinni, an efreeti, and a marid. These genies are compelled to attack the characters and can’t be reasoned with.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
difficulty of this puzzle, enforce a time factor: perhaps one elemental breaks free at the end of every five minutes of real time that pass until the puzzle is solved. You can also raise the
difficulty by having statues depict genies instead of elementals. In this case, replace the four elementals with a dao, a djinni, an efreeti, and a marid. These genies are compelled to attack the characters and can’t be reasoned with.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
farmlands into the maze of graceful structures beyond. As you watch, a pale mist rises from within the city. It drifts through the gates and breaks over the walls as if the entire city were exhaling one
great breath.
The fog emanating from within Yeonido encompasses the city, lightly obscuring every street and building, including the interiors. This fog is unnatural, which a character who succeeds
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
farmlands into the maze of graceful structures beyond. As you watch, a pale mist rises from within the city. It drifts through the gates and breaks over the walls as if the entire city were exhaling one
great breath.
The fog emanating from within Yeonido encompasses the city, lightly obscuring every street and building, including the interiors. This fog is unnatural, which a character who succeeds
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
farmlands into the maze of graceful structures beyond. As you watch, a pale mist rises from within the city. It drifts through the gates and breaks over the walls as if the entire city were exhaling one
great breath.
The fog emanating from within Yeonido encompasses the city, lightly obscuring every street and building, including the interiors. This fog is unnatural, which a character who succeeds
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
bond to a patron ancestor, a place in a warband, and a chance at immortality? Or are you more interested in building a homeland for your own people? As a native, do you want to work with the elves or do you want to drive them out—and if so, who do you want to replace them?
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
bond to a patron ancestor, a place in a warband, and a chance at immortality? Or are you more interested in building a homeland for your own people? As a native, do you want to work with the elves or do you want to drive them out—and if so, who do you want to replace them?
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, roll on the table or choose a development you think might spur the character into action. Town in Chaos d20 Development
1–3 Building collapse
4–6 Enlarged duergar
7–9 Invisible
duergar
10–14 Malevolent townsfolk
15–16 Thieves
17–18 Trapped beast
19–20 Walking wounded
Building Collapse A damaged building collapses twenty feet away from you. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, roll on the table or choose a development you think might spur the character into action. Town in Chaos d20 Development
1–3 Building collapse
4–6 Enlarged duergar
7–9 Invisible
duergar
10–14 Malevolent townsfolk
15–16 Thieves
17–18 Trapped beast
19–20 Walking wounded
Building Collapse A damaged building collapses twenty feet away from you. The
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
bond to a patron ancestor, a place in a warband, and a chance at immortality? Or are you more interested in building a homeland for your own people? As a native, do you want to work with the elves or do you want to drive them out—and if so, who do you want to replace them?
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, roll on the table or choose a development you think might spur the character into action. Town in Chaos d20 Development
1–3 Building collapse
4–6 Enlarged duergar
7–9 Invisible
duergar
10–14 Malevolent townsfolk
15–16 Thieves
17–18 Trapped beast
19–20 Walking wounded
Building Collapse A damaged building collapses twenty feet away from you. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
replace conflicts that don’t resonate with your players as well as conflicts you’re having trouble building adventures around. Conflict Arcs In the same way you think about character arcs over the
” section below provides examples of conflicts that reinforce particular themes. If a conflict reaches a satisfying end before the end of the campaign, create a new conflict to replace it. You can also
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
replace conflicts that don’t resonate with your players as well as conflicts you’re having trouble building adventures around. Conflict Arcs In the same way you think about character arcs over the
” section below provides examples of conflicts that reinforce particular themes. If a conflict reaches a satisfying end before the end of the campaign, create a new conflict to replace it. You can also
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
appreciate his creations, Purphoros breaks the Nyx-infused chains that bind the ancient red dragon Thraxes, allowing it to go on a far-ranging rampage.
3 Gripped by sudden inspiration, Purphoros begins
building a massive Nyx-bronze bridge that will link Mount Velus in the mortal world with Nyx itself. Every god opposes him in this effort. Can the construction effort be sabotaged without bringing the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
appreciate his creations, Purphoros breaks the Nyx-infused chains that bind the ancient red dragon Thraxes, allowing it to go on a far-ranging rampage.
3 Gripped by sudden inspiration, Purphoros begins
building a massive Nyx-bronze bridge that will link Mount Velus in the mortal world with Nyx itself. Every god opposes him in this effort. Can the construction effort be sabotaged without bringing the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
appreciate his creations, Purphoros breaks the Nyx-infused chains that bind the ancient red dragon Thraxes, allowing it to go on a far-ranging rampage.
3 Gripped by sudden inspiration, Purphoros begins
building a massive Nyx-bronze bridge that will link Mount Velus in the mortal world with Nyx itself. Every god opposes him in this effort. Can the construction effort be sabotaged without bringing the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the rules for monster customization and encounter building in the Dungeon Master’s Guide—to build your own adventures. Consult appendix B for monster lists that will help your adventure building. What’s
of monsters are the same. Much of the book contains new or redesigned elements, and the monsters herein replace versions from older books. Here are highlights:
More Monsters. The number of monsters
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
replace conflicts that don’t resonate with your players as well as conflicts you’re having trouble building adventures around. Conflict Arcs In the same way you think about character arcs over the
” section below provides examples of conflicts that reinforce particular themes. If a conflict reaches a satisfying end before the end of the campaign, create a new conflict to replace it. You can also
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the rules for monster customization and encounter building in the Dungeon Master’s Guide—to build your own adventures. Consult appendix B for monster lists that will help your adventure building. What’s
of monsters are the same. Much of the book contains new or redesigned elements, and the monsters herein replace versions from older books. Here are highlights:
More Monsters. The number of monsters
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the rules for monster customization and encounter building in the Dungeon Master’s Guide—to build your own adventures. Consult appendix B for monster lists that will help your adventure building. What’s
of monsters are the same. Much of the book contains new or redesigned elements, and the monsters herein replace versions from older books. Here are highlights:
More Monsters. The number of monsters
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
—granted a bond to a patron ancestor and a chance at immortality—or are you more interested in building a homeland for your people? As a human whose land the elves reclaimed, do you want to work with
the elves or do you want to drive them out—and if so, who do you want to replace them? Animal Companions. Feytouched beasts play an important role in Valenar society. The Valenar are known for their
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
—granted a bond to a patron ancestor and a chance at immortality—or are you more interested in building a homeland for your people? As a human whose land the elves reclaimed, do you want to work with
the elves or do you want to drive them out—and if so, who do you want to replace them? Animal Companions. Feytouched beasts play an important role in Valenar society. The Valenar are known for their
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
—granted a bond to a patron ancestor and a chance at immortality—or are you more interested in building a homeland for your people? As a human whose land the elves reclaimed, do you want to work with
the elves or do you want to drive them out—and if so, who do you want to replace them? Animal Companions. Feytouched beasts play an important role in Valenar society. The Valenar are known for their
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
siege weapon to fire into the city or start a conflagration.
9 Fighting breaks out at a building Talon priests use to treat the wounded.
10 Zombies break through a gate and begin scaling
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
onlookers are the smugglers’ signals to a ship out at sea. The unearthly shrieks and other sounds are caused by magic mouth spells strategically placed in the building. The smugglers, during their three years
reinforce Sanbalet in area 27 if a fight breaks out there. The remaining members of the gang, two scouts and a bandit, try to ambush intruders. They make Dexterity (Stealth) checks to close in on the party. If two of them are slain, the survivor tries to flee back to area 21.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
onlookers are the smugglers’ signals to a ship out at sea. The unearthly shrieks and other sounds are caused by magic mouth spells strategically placed in the building. The smugglers, during their three years
reinforce Sanbalet in area 27 if a fight breaks out there. The remaining members of the gang, two scouts and a bandit, try to ambush intruders. They make Dexterity (Stealth) checks to close in on the party. If two of them are slain, the survivor tries to flee back to area 21.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
siege weapon to fire into the city or start a conflagration.
9 Fighting breaks out at a building Talon priests use to treat the wounded.
10 Zombies break through a gate and begin scaling
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
siege weapon to fire into the city or start a conflagration.
9 Fighting breaks out at a building Talon priests use to treat the wounded.
10 Zombies break through a gate and begin scaling
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
onlookers are the smugglers’ signals to a ship out at sea. The unearthly shrieks and other sounds are caused by magic mouth spells strategically placed in the building. The smugglers, during their three years
reinforce Sanbalet in area 27 if a fight breaks out there. The remaining members of the gang, two scouts and a bandit, try to ambush intruders. They make Dexterity (Stealth) checks to close in on the party. If two of them are slain, the survivor tries to flee back to area 21.






