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Returning 35 results for 'building beasts diffusing core retreat'.
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Monsters
Lorwyn: First Light
wolfhounds often accompanied by invasive plant species and frenzied wild beasts.
Incarnations of Nature
Incarnations of nature embody abstract ideas such as curiosity, relief, or terror. Incarnations
that wanders from Lorwyn to Shadowmoor or vice versa retains its core identity but might transform physically. An incarnation of hope in Lorwyn, for example, might resemble a giant dove with a lizard
Backgrounds
Guildmasters’ Guide to Ravnica
.)
Simic Guild Spells
Spell Level
Spells
Cantrip
acid splash, druidcraft
1st
detect poison and disease, expeditious retreat, jump
2nd
alter self, enhance
1
I helped create a krasis that I love like a pet and would carry with me everywhere … except it’s the size of a building, and it might eat me.
2
In my laboratory, I
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
; Elminster
Bugbears feature in the nightmare tales of many races — great, hairy beasts that creep through the shadows as quiet as cats. If you walk alone in the woods, a bugbear will reach out
indolence offers no clue to how vicious the creatures are. Bugbears are capable of bouts of incredible ferocity, using their muscular bodies to exact swift and ruthless violence. At their core
Backgrounds
Baldur’s Gate: Descent into Avernus
Guild took over your family business, ran it into the ground, and burned the building for insurance money. You were driven into crime yourself, but you’ll never work for the Guild. You take
Characteristics
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Daask Formed by monstrous immigrants from Droaam, Daask has been building its power in the Khyber’s Gate and Malleon’s Gate districts of Sharn for the last decade. It is most infamous for its
system has failed them. Daask makes its money through acts of violence, from mugging to armed robbery to outright pillaging. The group has diversified in recent years, building an extortion racket
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Daask Formed by monstrous immigrants from Droaam, Daask has been building its power in the Khyber’s Gate and Malleon’s Gate districts of Sharn for the last decade. It is most infamous for its
system has failed them. Daask makes its money through acts of violence, from mugging to armed robbery to outright pillaging. The group has diversified in recent years, building an extortion racket
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Daask Formed by monstrous immigrants from Droaam, Daask has been building its power in the Khyber’s Gate and Malleon’s Gate districts of Sharn for the last decade. It is most infamous for its
system has failed them. Daask makes its money through acts of violence, from mugging to armed robbery to outright pillaging. The group has diversified in recent years, building an extortion racket
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Noteworthy Sites The Radiant Citadel is a testament to a lost age of extraordinary magic and mythical beasts. The city rises from a gargantuan fossil, and every road and building has been carved from
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Noteworthy Sites The Radiant Citadel is a testament to a lost age of extraordinary magic and mythical beasts. The city rises from a gargantuan fossil, and every road and building has been carved from
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Noteworthy Sites The Radiant Citadel is a testament to a lost age of extraordinary magic and mythical beasts. The city rises from a gargantuan fossil, and every road and building has been carved from
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Noteworthy Sites The Radiant Citadel is a testament to a lost age of extraordinary magic and mythical beasts. The city rises from a gargantuan fossil, and every road and building has been carved from
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Noteworthy Sites The Radiant Citadel is a testament to a lost age of extraordinary magic and mythical beasts. The city rises from a gargantuan fossil, and every road and building has been carved from
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Noteworthy Sites The Radiant Citadel is a testament to a lost age of extraordinary magic and mythical beasts. The city rises from a gargantuan fossil, and every road and building has been carved from
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the city to its founding civilizations. Each Jewel is a building-sized vessel capable of holding hundreds of people and tons of goods. Though the Jewels take a variety of shapes, their interiors are
similar. A cylindrical core holds containers for goods, including livestock. Surrounding the core is seating for passengers. The Citadel employs official operators called Clavigers to pilot the Jewels
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the city to its founding civilizations. Each Jewel is a building-sized vessel capable of holding hundreds of people and tons of goods. Though the Jewels take a variety of shapes, their interiors are
similar. A cylindrical core holds containers for goods, including livestock. Surrounding the core is seating for passengers. The Citadel employs official operators called Clavigers to pilot the Jewels
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
the city to its founding civilizations. Each Jewel is a building-sized vessel capable of holding hundreds of people and tons of goods. Though the Jewels take a variety of shapes, their interiors are
similar. A cylindrical core holds containers for goods, including livestock. Surrounding the core is seating for passengers. The Citadel employs official operators called Clavigers to pilot the Jewels
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the city to its founding civilizations. Each Jewel is a building-sized vessel capable of holding hundreds of people and tons of goods. Though the Jewels take a variety of shapes, their interiors are
similar. A cylindrical core holds containers for goods, including livestock. Surrounding the core is seating for passengers. The Citadel employs official operators called Clavigers to pilot the Jewels
Monsters
Curse of Strahd
","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses
the reach of melee combatants and spellcasters, or he flies away (using summoned wolf;wolves or swarm of bats;swarms of bats or swarm of rats;rats to guard his retreat).
Strahd observes the characters
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
the city to its founding civilizations. Each Jewel is a building-sized vessel capable of holding hundreds of people and tons of goods. Though the Jewels take a variety of shapes, their interiors are
similar. A cylindrical core holds containers for goods, including livestock. Surrounding the core is seating for passengers. The Citadel employs official operators called Clavigers to pilot the Jewels
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
the city to its founding civilizations. Each Jewel is a building-sized vessel capable of holding hundreds of people and tons of goods. Though the Jewels take a variety of shapes, their interiors are
similar. A cylindrical core holds containers for goods, including livestock. Surrounding the core is seating for passengers. The Citadel employs official operators called Clavigers to pilot the Jewels
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
as food, so they target the beasts this time around, hoping to strand the wagons along the road so they can harry the caravan defenders at will. Use the rhinoceros statistics for the oxen, but remove
the Charge feature. Again, the bandits aren’t willing to die to win. The wounded retreat as soon as they can.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
as food, so they target the beasts this time around, hoping to strand the wagons along the road so they can harry the caravan defenders at will. Use the rhinoceros statistics for the oxen, but remove
the Charge feature. Again, the bandits aren’t willing to die to win. The wounded retreat as soon as they can.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Plan of Attack
Dragon Cultist
This encounter should challenge the adventurers in every way. The characters should be no easy match for the attacking force, such that retreat and escape might be
their best option if they hope to survive. However, if the characters haven’t made escape plans ahead of time, the attackers will have taken steps to make retreat impossible. The specifics are up to
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Plan of Attack This encounter should challenge the adventurers in every way. The characters should be no easy match for the attacking force, such that retreat and escape might be their best option if
they hope to survive. However, if the characters haven’t made escape plans ahead of time, the attackers will have taken steps to make retreat impossible. The specifics are up to you, but should be
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Plan of Attack
Dragon Cultist
This encounter should challenge the adventurers in every way. The characters should be no easy match for the attacking force, such that retreat and escape might be
their best option if they hope to survive. However, if the characters haven’t made escape plans ahead of time, the attackers will have taken steps to make retreat impossible. The specifics are up to
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Plan of Attack This encounter should challenge the adventurers in every way. The characters should be no easy match for the attacking force, such that retreat and escape might be their best option if
they hope to survive. However, if the characters haven’t made escape plans ahead of time, the attackers will have taken steps to make retreat impossible. The specifics are up to you, but should be
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
as food, so they target the beasts this time around, hoping to strand the wagons along the road so they can harry the caravan defenders at will. Use the rhinoceros statistics for the oxen, but remove
the Charge feature. Again, the bandits aren’t willing to die to win. The wounded retreat as soon as they can.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Plan of Attack
Dragon Cultist
This encounter should challenge the adventurers in every way. The characters should be no easy match for the attacking force, such that retreat and escape might be
their best option if they hope to survive. However, if the characters haven’t made escape plans ahead of time, the attackers will have taken steps to make retreat impossible. The specifics are up to
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Plan of Attack This encounter should challenge the adventurers in every way. The characters should be no easy match for the attacking force, such that retreat and escape might be their best option if
they hope to survive. However, if the characters haven’t made escape plans ahead of time, the attackers will have taken steps to make retreat impossible. The specifics are up to you, but should be
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Triboar Trail and the High Road. Two entrances into the building are apparent: a smaller one at the northern corner, and a larger one, suitable for beasts of burden and wagons, near the first.
Right now
Undead Attack This encounter occurs at night. As the characters approach the junction of the Triboar Trail and the High Road, set the scene: An oddly shaped building sits at the juncture of the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Triboar Trail and the High Road. Two entrances into the building are apparent: a smaller one at the northern corner, and a larger one, suitable for beasts of burden and wagons, near the first.
Right now
Undead Attack This encounter occurs at night. As the characters approach the junction of the Triboar Trail and the High Road, set the scene: An oddly shaped building sits at the juncture of the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Triboar Trail and the High Road. Two entrances into the building are apparent: a smaller one at the northern corner, and a larger one, suitable for beasts of burden and wagons, near the first.
Right now
Undead Attack This encounter occurs at night. As the characters approach the junction of the Triboar Trail and the High Road, set the scene: An oddly shaped building sits at the juncture of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Approaching the Cabin Perched on the edge of a snowy ridge above a gorge is a black lodge on wooden stilts. Whatever path might have led to this ramshackle retreat lies buried under snow.
Icy steps
the old building can tell that its wooden floors are in poor condition, perhaps even in danger of collapse in one location (see area B4). It’s clear to anyone surveying the Black Cabin that part of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Approaching the Cabin Perched on the edge of a snowy ridge above a gorge is a black lodge on wooden stilts. Whatever path might have led to this ramshackle retreat lies buried under snow.
Icy steps
the old building can tell that its wooden floors are in poor condition, perhaps even in danger of collapse in one location (see area B4). It’s clear to anyone surveying the Black Cabin that part of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24. Animal Cloisters The cultists of Malar kept various beasts here under lock and key. None of the building’s stone doors is currently locked, however. The building has lighting and plumbing (see
beasts. It functions as padded armor but provides no Dexterity modifier to the wearer’s AC.)
Bathroom. The small room to the north contains a working sink and toilet crafted from polished stone with






