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Returning 35 results for 'building boss diffusing common retreat'.
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Goblin
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
goblin tribe has to nobility is the caste of lashers — families of goblins trained in the ways of battle, and also possessed of key skills such as strategy, trap-building, beast taming, mining
, smelting, forging, and religion. If the tribe has any spellcasters, this caste includes them. Lashers follow the lead of the tribe’s boss, and enforce their will on other goblins with whips
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of common deer. Second, it can duplicate the call or the vocal expressions of just about any creature it has heard. The monster uses its mimicry to lure in potential victims, then attacks while they
are confused or unaware of the actual threat.Kicking Retreat. Immediately after the leucrotta makes a Hooves attack, it takes the Disengage action.
Backgrounds
Guildmasters’ Guide to Ravnica
clade — a diverse group of individuals combining disparate talents in pursuit of a common goal — or a researcher on a specialized, short-term project focused on addressing an immediate
.)
Simic Guild Spells
Spell Level
Spells
Cantrip
acid splash, druidcraft
1st
detect poison and disease, expeditious retreat, jump
2nd
alter self, enhance
Elf
Legacy
This doesn't reflect the latest rules and lore.
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races
Basic Rules (2014)
have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating
humans translate their family names into Common, but others retain the Elvish version.
Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin
Triton
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
and worse, so you know you can count on them in a fight.
— Brego Stoneheart, sea captain
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the
readily sacrifice themselves for the common good. They will fight and die for humans, merfolk, and other creatures without question. Their self-absorbed nature makes them overlook the history of other
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Plasmoid Boss On occasion, due to some biological anomaly, a plasmoid balloons in size upon reaching adulthood (around the age of twenty years). Plasmoids who use their increased size and strength to
boss around smaller, weaker creatures can easily end up in positions of power, surrounded by loyal underlings, sycophants, and would-be usurpers. A plasmoid boss might be the master of a guild, the
Yuan-ti Pureblood
Legacy
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races
Volo's Guide to Monsters
broodguards and exceedingly rare anathemas have their place in the hierarchy as well.
All yuan-ti can interbreed. Females usually lay clutches of eggs, which are stored in a common hatchery, although
common apes. Although some purebloods are able to reproduce with humans, most are disgusted by the idea and would do so only if seduction is necessary for a pureblood to preserve a role as a confidant or
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Plasmoid Boss On occasion, due to some biological anomaly, a plasmoid balloons in size upon reaching adulthood (around the age of twenty years). Plasmoids who use their increased size and strength to
boss around smaller, weaker creatures can easily end up in positions of power, surrounded by loyal underlings, sycophants, and would-be usurpers. A plasmoid boss might be the master of a guild, the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Plasmoid Boss On occasion, due to some biological anomaly, a plasmoid balloons in size upon reaching adulthood (around the age of twenty years). Plasmoids who use their increased size and strength to
boss around smaller, weaker creatures can easily end up in positions of power, surrounded by loyal underlings, sycophants, and would-be usurpers. A plasmoid boss might be the master of a guild, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Goblin Boss Goblin bosses are often the most imaginative, disruptive, or forceful goblins. Through a combination of luck, cowardice, and callousness, these leaders avoid harm at the expense of their
followers. Goblin Boss Small Fey (Goblinoid), Chaotic Neutral
AC 17 Initiative +2 (12)
HP 21 (6d6)
Speed 30 ft.
Ability Score Mod Save
Str 10 +0 +0
Dex 15 +2 +2
Con 10
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Goblin Boss Goblin Boss
Small humanoid (goblinoid), neutral evil
Armor Class 17 (chain shirt, shield)
Hit Points 21 (6d6)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
10
(+0)
INT
10 (+0)
WIS
8 (−1)
CHA
10 (+0)
Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1 (200 XP)
Nimble
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->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->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->Monster Manual
Goblin Boss Goblin bosses are often the most imaginative, disruptive, or forceful goblins. Through a combination of luck, cowardice, and callousness, these leaders avoid harm at the expense of their
followers. Goblin Boss Small Fey (Goblinoid), Chaotic Neutral
AC 17 Initiative +2 (12)
HP 21 (6d6)
Speed 30 ft.
Ability Score Mod Save
Str 10 +0 +0
Dex 15 +2 +2
Con 10
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Goblin Boss Goblin bosses are often the most imaginative, disruptive, or forceful goblins. Through a combination of luck, cowardice, and callousness, these leaders avoid harm at the expense of their
followers. Goblin Boss Small Fey (Goblinoid), Chaotic Neutral
AC 17 Initiative +2 (12)
HP 21 (6d6)
Speed 30 ft.
Ability Score Mod Save
Str 10 +0 +0
Dex 15 +2 +2
Con 10
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->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->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->Monster Manual (2014)
Goblin Boss Goblin Boss
Small humanoid (goblinoid), neutral evil
Armor Class 17 (chain shirt, shield)
Hit Points 21 (6d6)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
10
(+0)
INT
10 (+0)
WIS
8 (−1)
CHA
10 (+0)
Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1 (200 XP)
Nimble
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Tough Boss Tough bosses leverage their street smarts, brawling prowess, and reputation to compel others to follow their demands. Tough Boss Medium or Small Humanoid, Neutral
AC 16 Initiative +2 (12
Cha 11 +0 +2
Gear Chain Mail, Heavy Crossbow, Warhammer
Senses Passive Perception 10
Languages Common plus one other language
CR 4 (XP 1,100; PB +2)
Traits
Pack Tactics. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Tough Boss Tough bosses leverage their street smarts, brawling prowess, and reputation to compel others to follow their demands. Tough Boss Medium or Small Humanoid, Neutral
AC 16 Initiative +2 (12
Cha 11 +0 +2
Gear Chain Mail, Heavy Crossbow, Warhammer
Senses Passive Perception 10
Languages Common plus one other language
CR 4 (XP 1,100; PB +2)
Traits
Pack Tactics. The
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Goblin Boss Bossy Goblin Leader Goblin bosses are often the most imaginative, disruptive, or forceful goblins. Goblin Boss Small Fey (Goblinoid), Chaotic Neutral
AC 17 Initiative +2 (12)
HP 21
+0
Skills Stealth +6
Gear Chain Shirt, Scimitar, Shield, Shortbow
Senses Darkvision 60 ft.; Passive Perception 9
Languages Common, Goblin
CR 1 (XP 200; PB +2)
Actions
Multiattack
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Goblin Boss Bossy Goblin Leader Goblin bosses are often the most imaginative, disruptive, or forceful goblins. Goblin Boss Small Fey (Goblinoid), Chaotic Neutral
AC 17 Initiative +2 (12)
HP 21
+0
Skills Stealth +6
Gear Chain Shirt, Scimitar, Shield, Shortbow
Senses Darkvision 60 ft.; Passive Perception 9
Languages Common, Goblin
CR 1 (XP 200; PB +2)
Actions
Multiattack
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Tough Boss Tough bosses leverage their street smarts, brawling prowess, and reputation to compel others to follow their demands. Tough Boss Medium or Small Humanoid, Neutral
AC 16 Initiative +2 (12
Cha 11 +0 +2
Gear Chain Mail, Heavy Crossbow, Warhammer
Senses Passive Perception 10
Languages Common plus one other language
CR 4 (XP 1,100; PB +2)
Traits
Pack Tactics. The
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Goblin Boss Bossy Goblin Leader Goblin bosses are often the most imaginative, disruptive, or forceful goblins. Goblin Boss Small Fey (Goblinoid), Chaotic Neutral
AC 17 Initiative +2 (12)
HP 21
+0
Skills Stealth +6
Gear Chain Shirt, Scimitar, Shield, Shortbow
Senses Darkvision 60 ft.; Passive Perception 9
Languages Common, Goblin
CR 1 (XP 200; PB +2)
Actions
Multiattack
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Goblin Boss Goblin Boss
Small humanoid (goblinoid), neutral evil
Armor Class 17 (chain shirt, shield)
Hit Points 21 (6d6)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
10
(+0)
INT
10 (+0)
WIS
8 (−1)
CHA
10 (+0)
Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1 (200 XP)
Nimble
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
M14–M15. Miners’ Retreat These caves are home to five hungry dwarf miners. They are commoners who speak Common and Dwarvish, and who have darkvision out to a range of 60 feet. The miners refuse to
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
M14–M15. Miners’ Retreat These caves are home to five hungry dwarf miners. They are commoners who speak Common and Dwarvish, and who have darkvision out to a range of 60 feet. The miners refuse to
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
M14–M15. Miners’ Retreat These caves are home to five hungry dwarf miners. They are commoners who speak Common and Dwarvish, and who have darkvision out to a range of 60 feet. The miners refuse to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Goblin Bazaar In this monstrous market live forty goblins. Half of them are guards, and the other half are traders. The goblin boss and his retinue lurk in area 1e. 1a. Bazaar Side Entrance
cartoonish goblin heads drawn in charcoal.
Noise. Banging noises can be heard to the north. (The goblins in area 1b are building a wooden stage there.)
1b. Auction Hall The goblins are erecting a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Ramshackle Closed inn This aptly named building—which used to be the only inn in town—closed after its last owner, a retired sawyer named DeGrootz, hanged himself in the common room two years ago
. Some locals believe that DeGrootz’s hanging was staged to conceal his murder at the hands of some old “friends” of his. Townsfolk are currently using the vacant building for lumber storage, but anyone






