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Returning 35 results for 'build both diffusing captives receives'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
alive. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these captives back to their encampment and tie them to cacti or rock formations. When the
sun sets, the newly hatched young emerge from the lair to eat the captives alive.
These predators see themselves as great hunters, and respect others with such skills. If a tlincalli encounters a more
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. A character who receives a parcel of land is free to build on it and is expected to safeguard it. He or she may yield the land as part of an inheritance, but can’t sell or trade it without permission
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. A character who receives a parcel of land is free to build on it and is expected to safeguard it. He or she may yield the land as part of an inheritance, but can’t sell or trade it without permission
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. A character who receives a parcel of land is free to build on it and is expected to safeguard it. He or she may yield the land as part of an inheritance, but can’t sell or trade it without permission
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
captives back to their encampment and tie them to cacti or rock formations. When the sun sets, the newly hatched young emerge from the lair to eat the captives alive. These predators see themselves as
fight to the death to remove it as competition. Tlincallis rarely build cities, make clothing, or mine metals. Instead, they scavenge much of what they need or want. They do, however, melt down scavenged
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
captives back to their encampment and tie them to cacti or rock formations. When the sun sets, the newly hatched young emerge from the lair to eat the captives alive. These predators see themselves as
fight to the death to remove it as competition. Tlincallis rarely build cities, make clothing, or mine metals. Instead, they scavenge much of what they need or want. They do, however, melt down scavenged
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
captives back to their encampment and tie them to cacti or rock formations. When the sun sets, the newly hatched young emerge from the lair to eat the captives alive. These predators see themselves as
fight to the death to remove it as competition. Tlincallis rarely build cities, make clothing, or mine metals. Instead, they scavenge much of what they need or want. They do, however, melt down scavenged
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Intrigue Stories in the noir tradition tend to start slowly and build gradually as the mystery gets deeper and more convoluted, until the situation erupts in a climactic confrontation. In contrast to
characters into the mystery. Story Opening d6 Event 1 The party receives a detailed reading from a street fortune-teller that lays out the start of the adventure. 2 A courier escorts the party to an
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Intrigue Stories in the noir tradition tend to start slowly and build gradually as the mystery gets deeper and more convoluted, until the situation erupts in a climactic confrontation. In contrast to
characters into the mystery. Story Opening d6 Event 1 The party receives a detailed reading from a street fortune-teller that lays out the start of the adventure. 2 A courier escorts the party to an
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Intrigue Stories in the noir tradition tend to start slowly and build gradually as the mystery gets deeper and more convoluted, until the situation erupts in a climactic confrontation. In contrast to
characters into the mystery. Story Opening d6 Event 1 The party receives a detailed reading from a street fortune-teller that lays out the start of the adventure. 2 A courier escorts the party to an
Kobold
Legacy
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races
Volo's Guide to Monsters
sewer tunnels, paying them with food and tools the kobolds wouldn’t have access to on their own. If they are treated well and left alone to do the job, the kobolds work industriously and build a
, they might build a warren and make a permanent home there, while continuing to expand the town’s sewers as the community grows. These so-called “city kobolds” live underground but
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in the Classes section.
Your character receives a number of benefits from your
required to reach that level (see “Beyond 1st Level” later in this section).
QUICK BUILD
Each class description in the Classes section includes a section offering suggestions to quickly build a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in the Classes section.
Your character receives a number of benefits from your
required to reach that level (see “Beyond 1st Level” later in this section).
QUICK BUILD
Each class description in the Classes section includes a section offering suggestions to quickly build a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in the Classes section.
Your character receives a number of benefits from your
required to reach that level (see “Beyond 1st Level” later in this section).
QUICK BUILD
Each class description in the Classes section includes a section offering suggestions to quickly build a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
The three chambers south of the bugbear complex are occupied by orc captives that are considered docile by their captors. As such, these rooms are not heavily guarded. Each door is barred on the outside
point of being nearly helpless. They will defend themselves if harmed, but they offer no resistance otherwise. 9. Barracks This room holds twenty-four unarmed orc captives (six orcs, eighteen orc
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
The three chambers south of the bugbear complex are occupied by orc captives that are considered docile by their captors. As such, these rooms are not heavily guarded. Each door is barred on the outside
point of being nearly helpless. They will defend themselves if harmed, but they offer no resistance otherwise. 9. Barracks This room holds twenty-four unarmed orc captives (six orcs, eighteen orc
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
The three chambers south of the bugbear complex are occupied by orc captives that are considered docile by their captors. As such, these rooms are not heavily guarded. Each door is barred on the outside
point of being nearly helpless. They will defend themselves if harmed, but they offer no resistance otherwise. 9. Barracks This room holds twenty-four unarmed orc captives (six orcs, eighteen orc
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Unnatural Origin. Long ago, the drow first subjected elf prisoners to horrible rituals that transformed the captives into
build floors, walls, structures, objects, and traps that benefit and protect the colony. A warrior might be responsible for crafting web armor (which is as tough as hide or leather), while a group of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Unnatural Origin. Long ago, the drow first subjected elf prisoners to horrible rituals that transformed the captives into
build floors, walls, structures, objects, and traps that benefit and protect the colony. A warrior might be responsible for crafting web armor (which is as tough as hide or leather), while a group of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Unnatural Origin. Long ago, the drow first subjected elf prisoners to horrible rituals that transformed the captives into
build floors, walls, structures, objects, and traps that benefit and protect the colony. A warrior might be responsible for crafting web armor (which is as tough as hide or leather), while a group of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the githyanki. She is their ruler in every sphere of activity and, as such, demands and receives utter obedience. During the war with the illithids, Vlaakith urged Gith to seek out allies from among
Vlaakith: she knows how to build fanatics. But alas, fanatics are good for nothing of lasting consequence.
The Bitter Truth In the time since Vlaakith made this promise to her people, she has called
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the githyanki. She is their ruler in every sphere of activity and, as such, demands and receives utter obedience. During the war with the illithids, Vlaakith urged Gith to seek out allies from among
Vlaakith: she knows how to build fanatics. But alas, fanatics are good for nothing of lasting consequence.
The Bitter Truth In the time since Vlaakith made this promise to her people, she has called
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the githyanki. She is their ruler in every sphere of activity and, as such, demands and receives utter obedience. During the war with the illithids, Vlaakith urged Gith to seek out allies from among
Vlaakith: she knows how to build fanatics. But alas, fanatics are good for nothing of lasting consequence.
The Bitter Truth In the time since Vlaakith made this promise to her people, she has called
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
her, chewing on pebbles and glaring at the characters. Treasure. The character who helped Argantle win the game receives a gift, in accordance with the rule of reciprocity (see “Rules of Conduct” in
.
The korreds, who are feuding with the brigganocks of Yon, share the following information with characters who look like they might be capable of assisting: The brigganocks are helping Bitter End build
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
her, chewing on pebbles and glaring at the characters. Treasure. The character who helped Argantle win the game receives a gift, in accordance with the rule of reciprocity (see “Rules of Conduct” in
.
The korreds, who are feuding with the brigganocks of Yon, share the following information with characters who look like they might be capable of assisting: The brigganocks are helping Bitter End build
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
her, chewing on pebbles and glaring at the characters. Treasure. The character who helped Argantle win the game receives a gift, in accordance with the rule of reciprocity (see “Rules of Conduct” in
.
The korreds, who are feuding with the brigganocks of Yon, share the following information with characters who look like they might be capable of assisting: The brigganocks are helping Bitter End build
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
presence of one wyrmling indicates that more might be nearby. On the other hand, wyrmlings without adult dragons in their lives might become allies or as captives of other kinds of creatures. Such
magic item or art object to build a hoard around
3 Acquire minions who will bring food and treasure
4 Establish dominance over other wyrmlings in the same brood
5 Secure a partnership
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
chamber to hold captives that it chooses not to kill. The simplest kind of prison, easy enough for a beholder to create, typically consists of 20-foot-deep holes disintegrated into the floor
that doesn’t reach the ceiling and build a trapped door into it. The beholder can fly over the trap, while intruders are forced to deal with the door or waste time trying to climb over the wall. A
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
presence of one wyrmling indicates that more might be nearby. On the other hand, wyrmlings without adult dragons in their lives might become allies or as captives of other kinds of creatures. Such
magic item or art object to build a hoard around
3 Acquire minions who will bring food and treasure
4 Establish dominance over other wyrmlings in the same brood
5 Secure a partnership
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
captives. The captives are unconscious, although they groan and writhe slowly.
A steady breeze blows toward a passage to the west, while from the east comes the distant sound of running water.
The mist
roll if its target is prone. Prisoners. Three captives are chained to the walls. Two are fire cultists, while the third is a riverboat crewman captured a few days ago by Crushing Wave river bandits. The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
chamber to hold captives that it chooses not to kill. The simplest kind of prison, easy enough for a beholder to create, typically consists of 20-foot-deep holes disintegrated into the floor
that doesn’t reach the ceiling and build a trapped door into it. The beholder can fly over the trap, while intruders are forced to deal with the door or waste time trying to climb over the wall. A
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
chamber to hold captives that it chooses not to kill. The simplest kind of prison, easy enough for a beholder to create, typically consists of 20-foot-deep holes disintegrated into the floor
that doesn’t reach the ceiling and build a trapped door into it. The beholder can fly over the trap, while intruders are forced to deal with the door or waste time trying to climb over the wall. A
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
presence of one wyrmling indicates that more might be nearby. On the other hand, wyrmlings without adult dragons in their lives might become allies or as captives of other kinds of creatures. Such
magic item or art object to build a hoard around
3 Acquire minions who will bring food and treasure
4 Establish dominance over other wyrmlings in the same brood
5 Secure a partnership
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
captives. The captives are unconscious, although they groan and writhe slowly.
A steady breeze blows toward a passage to the west, while from the east comes the distant sound of running water.
The mist
roll if its target is prone. Prisoners. Three captives are chained to the walls. Two are fire cultists, while the third is a riverboat crewman captured a few days ago by Crushing Wave river bandits. The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
captives. The captives are unconscious, although they groan and writhe slowly.
A steady breeze blows toward a passage to the west, while from the east comes the distant sound of running water.
The mist
roll if its target is prone. Prisoners. Three captives are chained to the walls. Two are fire cultists, while the third is a riverboat crewman captured a few days ago by Crushing Wave river bandits. The






