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Returning 35 results for 'brokers better diffusing continual retreat'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
like doing their own killing, since leucrottas are meticulous in their cruelty and able to draw out kills for better and longer sport. And when there are no victims to be had, a leucrotta can mimic the
are confused or unaware of the actual threat.Kicking Retreat. Immediately after the leucrotta makes a Hooves attack, it takes the Disengage action.
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
odds aren’t in their favor. A short retreat might be just the thing to reach a better tactical position, find allies, or to allow the yuan-ti the opportunity to study their opponents and
of purebloods and slaves are thrown at opposing forces in the hope of allowing the malisons and abominations time to escape.
Survival First
Yuan-ti are likely to retreat or flee from conflict if
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, with the following effects: For 1 minute, the sound of a klaxon blares throughout the prison, and all continual flame spells in the prison take on a reddish hue. The guards in area R19 don their
armor, arm themselves, and move to area R18. The warden does the same and commands the garrison from there. Members of the Absolution Council retreat to area R20. The warden and all prison guards gain the benefit of a see invisibility spell. Map 2.12: revel's end View Player Version
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, with the following effects: For 1 minute, the sound of a klaxon blares throughout the prison, and all continual flame spells in the prison take on a reddish hue. The guards in area R19 don their
armor, arm themselves, and move to area R18. The warden does the same and commands the garrison from there. Members of the Absolution Council retreat to area R20. The warden and all prison guards gain the benefit of a see invisibility spell. Map 2.12: revel's end View Player Version
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, with the following effects: For 1 minute, the sound of a klaxon blares throughout the prison, and all continual flame spells in the prison take on a reddish hue. The guards in area R19 don their
armor, arm themselves, and move to area R18. The warden does the same and commands the garrison from there. Members of the Absolution Council retreat to area R20. The warden and all prison guards gain the benefit of a see invisibility spell. Map 2.12: revel's end View Player Version
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
rogues have learned it is easier to pick someone’s pocket when you have a royal writ, which is to say many rogues are diplomats, courtiers, influence-peddlers, and information-brokers, in addition to the
better-known thieves and assassins. Such rogues blend more easily into civilized society, more often acting as grease in the wheels than a wrench in the works.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
rogues have learned it is easier to pick someone’s pocket when you have a royal writ, which is to say many rogues are diplomats, courtiers, influence-peddlers, and information-brokers, in addition to the
better-known thieves and assassins. Such rogues blend more easily into civilized society, more often acting as grease in the wheels than a wrench in the works.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
rogues have learned it is easier to pick someone’s pocket when you have a royal writ, which is to say many rogues are diplomats, courtiers, influence-peddlers, and information-brokers, in addition to the
better-known thieves and assassins. Such rogues blend more easily into civilized society, more often acting as grease in the wheels than a wrench in the works.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
throughout the prison, and all light created by continual flame spells in the prison takes on a reddish hue. Prison Deployment. The guards in area R19 don their armor, arm themselves, and move to area
R18. The warden does the same and commands the garrison from there. Members of the Absolution Council retreat to area R20. See Invisibility. The warden and all prison guards gain the benefit of a see invisibility spell.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
throughout the prison, and all light created by continual flame spells in the prison takes on a reddish hue. Prison Deployment. The guards in area R19 don their armor, arm themselves, and move to area
R18. The warden does the same and commands the garrison from there. Members of the Absolution Council retreat to area R20. See Invisibility. The warden and all prison guards gain the benefit of a see invisibility spell.
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
throughout the prison, and all light created by continual flame spells in the prison takes on a reddish hue. Prison Deployment. The guards in area R19 don their armor, arm themselves, and move to area
R18. The warden does the same and commands the garrison from there. Members of the Absolution Council retreat to area R20. See Invisibility. The warden and all prison guards gain the benefit of a see invisibility spell.
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
throughout the prison, and all light created by continual flame spells in the prison takes on a reddish hue. Prison Deployment. The guards in area R19 don their armor, arm themselves, and move to area
R18. The warden does the same and commands the garrison from there. Members of the Absolution Council retreat to area R20. See Invisibility. The warden and all prison guards gain the benefit of a see invisibility spell.
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
throughout the prison, and all light created by continual flame spells in the prison takes on a reddish hue. Prison Deployment. The guards in area R19 don their armor, arm themselves, and move to area
R18. The warden does the same and commands the garrison from there. Members of the Absolution Council retreat to area R20. See Invisibility. The warden and all prison guards gain the benefit of a see invisibility spell.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
throughout the prison, and all light created by continual flame spells in the prison takes on a reddish hue. Prison Deployment. The guards in area R19 don their armor, arm themselves, and move to area
R18. The warden does the same and commands the garrison from there. Members of the Absolution Council retreat to area R20. See Invisibility. The warden and all prison guards gain the benefit of a see invisibility spell.
Backgrounds
Guildmasters’ Guide to Ravnica
against the schemes and ambitions of the other guilds, so much the better.
Skill Proficiencies: Arcana, Medicine
Languages: Two of your choice
Equipment: A Simic insignia, a set of
.)
Simic Guild Spells
Spell Level
Spells
Cantrip
acid splash, druidcraft
1st
detect poison and disease, expeditious retreat, jump
2nd
alter self, enhance
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
what we know, and to get their backing for what it is I propose. Ye have braved the Underdark and lived to tell the tale. Ye know, better than anyone, what it is we face, but we need to know more
support our cause and your mission. From all I’ve seen and heard, there’s no one better to do what needs be done.
“So, what say ye?”
Paraphrase Bruenor’s speech as needed to handle interjections by
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
what we know, and to get their backing for what it is I propose. Ye have braved the Underdark and lived to tell the tale. Ye know, better than anyone, what it is we face, but we need to know more
support our cause and your mission. From all I’ve seen and heard, there’s no one better to do what needs be done.
“So, what say ye?”
Paraphrase Bruenor’s speech as needed to handle interjections by
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
what we know, and to get their backing for what it is I propose. Ye have braved the Underdark and lived to tell the tale. Ye know, better than anyone, what it is we face, but we need to know more
support our cause and your mission. From all I’ve seen and heard, there’s no one better to do what needs be done.
“So, what say ye?”
Paraphrase Bruenor’s speech as needed to handle interjections by
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
more often he encounters the characters, the better. The characters can and should meet him multiple times before the final encounter, which most likely takes place in the location determined by the
encounters are meant to test the characters, not kill them. After a few rounds of toying with them, Strahd and his creatures withdraw. If the characters retreat, Strahd is likely to allow them to flee, savoring their fear and believing he has broken them.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
more often he encounters the characters, the better. The characters can and should meet him multiple times before the final encounter, which most likely takes place in the location determined by the
encounters are meant to test the characters, not kill them. After a few rounds of toying with them, Strahd and his creatures withdraw. If the characters retreat, Strahd is likely to allow them to flee, savoring their fear and believing he has broken them.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
more often he encounters the characters, the better. The characters can and should meet him multiple times before the final encounter, which most likely takes place in the location determined by the
encounters are meant to test the characters, not kill them. After a few rounds of toying with them, Strahd and his creatures withdraw. If the characters retreat, Strahd is likely to allow them to flee, savoring their fear and believing he has broken them.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Divination M Level 1 Artificer Spells Spell School Special Alarm Abjuration R Cure Wounds Abjuration — Detect Magic Divination C, R Disguise Self Illusion — Expeditious Retreat Transmutation C
Continual Flame Evocation M Darkvision Transmutation — Dragon’s Breath Transmutation C Enhance Ability Transmutation C Enlarge/Reduce Transmutation C Heat Metal Transmutation C Homunculus Servant
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Divination M Level 1 Artificer Spells Spell School Special Alarm Abjuration R Cure Wounds Abjuration — Detect Magic Divination C, R Disguise Self Illusion — Expeditious Retreat Transmutation C
Continual Flame Evocation M Darkvision Transmutation — Dragon’s Breath Transmutation C Enhance Ability Transmutation C Enlarge/Reduce Transmutation C Heat Metal Transmutation C Homunculus Servant
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Divination M Level 1 Artificer Spells Spell School Special Alarm Abjuration R Cure Wounds Abjuration — Detect Magic Divination C, R Disguise Self Illusion — Expeditious Retreat Transmutation C
Continual Flame Evocation M Darkvision Transmutation — Dragon’s Breath Transmutation C Enhance Ability Transmutation C Enlarge/Reduce Transmutation C Heat Metal Transmutation C Homunculus Servant
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shocking Grasp
True Strike
1st Level
Alarm
Burning Hands
Charm Person
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Servant
2nd Level
Alter Self
Arcane Lock
Blindness/Deafness
Blur
Continual Flame
Darkness
Darkvision
Detect Thoughts
Enlarge/Reduce
Flaming Sphere
Gentle Repose
Gust of Wind
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
characters a better chance against the raiders. For their part, the Uthgardt, despite portentous visions, are unwilling to perish to serve Javor. If they suffer significant losses, including either
berserker, they make a fighting retreat through the pastures to steal sheep and ponies. Nettlebees in Hiding. Once the barbarians make it to the ranch, Javor bursts into the house’s cellar. The Nettlebees
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
characters a better chance against the raiders. For their part, the Uthgardt, despite portentous visions, are unwilling to perish to serve Javor. If they suffer significant losses, including either
berserker, they make a fighting retreat through the pastures to steal sheep and ponies. Nettlebees in Hiding. Once the barbarians make it to the ranch, Javor bursts into the house’s cellar. The Nettlebees
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
characters a better chance against the raiders. For their part, the Uthgardt, despite portentous visions, are unwilling to perish to serve Javor. If they suffer significant losses, including either
berserker, they make a fighting retreat through the pastures to steal sheep and ponies. Nettlebees in Hiding. Once the barbarians make it to the ranch, Javor bursts into the house’s cellar. The Nettlebees
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shocking Grasp
True Strike
1st Level
Alarm
Burning Hands
Charm Person
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Servant
2nd Level
Alter Self
Arcane Lock
Blindness/Deafness
Blur
Continual Flame
Darkness
Darkvision
Detect Thoughts
Enlarge/Reduce
Flaming Sphere
Gentle Repose
Gust of Wind
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shocking Grasp
True Strike
1st Level
Alarm
Burning Hands
Charm Person
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Servant
2nd Level
Alter Self
Arcane Lock
Blindness/Deafness
Blur
Continual Flame
Darkness
Darkvision
Detect Thoughts
Enlarge/Reduce
Flaming Sphere
Gentle Repose
Gust of Wind
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
nalfeshnee is bored with its assigned task, although it knows better than to disobey the Horned King. Still, rather than immediately destroying any intruders, it toys with them for as long as possible
if the adventurers have it at their mercy, promising to tell them the secrets of the Maze Engine or anything else they want. At the first opportunity, it teleports away, summoning demonic aid to cover its retreat if possible.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
nalfeshnee is bored with its assigned task, although it knows better than to disobey the Horned King. Still, rather than immediately destroying any intruders, it toys with them for as long as possible
if the adventurers have it at their mercy, promising to tell them the secrets of the Maze Engine or anything else they want. At the first opportunity, it teleports away, summoning demonic aid to cover its retreat if possible.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
nalfeshnee is bored with its assigned task, although it knows better than to disobey the Horned King. Still, rather than immediately destroying any intruders, it toys with them for as long as possible
if the adventurers have it at their mercy, promising to tell them the secrets of the Maze Engine or anything else they want. At the first opportunity, it teleports away, summoning demonic aid to cover its retreat if possible.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
own lives much too highly to risk them when the odds aren’t in their favor. A short retreat might be just the thing to reach a better tactical position, find allies, or to allow the yuan-ti the
First Yuan-ti are likely to retreat or flee from conflict if they don’t believe they have a reasonable chance of success. This reaction isn’t out of cowardice, but practicality — yuan-ti value their
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
own lives much too highly to risk them when the odds aren’t in their favor. A short retreat might be just the thing to reach a better tactical position, find allies, or to allow the yuan-ti the
First Yuan-ti are likely to retreat or flee from conflict if they don’t believe they have a reasonable chance of success. This reaction isn’t out of cowardice, but practicality — yuan-ti value their






