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Returning 18 results for 'burn before diffusing core retreat'.
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Lizardfolk
Legacy
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Species
Volo's Guide to Monsters
plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers.
Hapless Soft Ones
At their core, lizardfolk view other humanoids with an indifference verging on
(secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black), Vyth (steel)
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
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
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
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
one wagon. The wagon starts to burn, and the attackers flee back toward their camp. Anyone pursuing them is led up over a ridge, straight into an ambush of the massed bandits waiting below the crest
. They use the light of the burning wagon to target individuals. The bandits prefer to harry the caravan from cover and mount an attack once the defenders are weakened. None of the bandits is willing to die. They retreat so they can attack the caravan again later.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
prey to the bitter end. When hell hounds feed, the flesh they consume stokes the infernal fires that burn within them. When a hell hound dies, that fire consumes the creature’s remains in a billowing
eruption of smoke and blazing embers, leaving nothing behind but scorched tufts of black fur. Evil to the Core. Hell hounds are smarter than mundane beasts, and their lawful nature makes them good at
Orc
Legacy
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Species
Volo's Guide to Monsters
or less intact, the orcs leave themselves the option of returning to raid the community over and over.
When orcs fight elves, all of that changes. The enmity between the two races cuts to the core
corpse’s ears for three days to ward off any retribution, and then bury or burn them.
Three ravens is always a good sign.
It is good luck to spit where you are about to sleep.
Gnome bones can
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Cult of the Eternal Flame The followers of the Eternal Flame cult worship the destructive power of fire in all its manifestations. They seek the power to burn away the "corruption" of both
. Members of the cult can also be identified by their burn scars. Tactics and Philosophy Fire cultists are impetuous, hot-tempered, and violent. They aren’t mindless savages; their impetuousness also
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
annoying merchant — is set ablaze. Like the flames they adore, Eternal Flame cultists are quick to act. In a fight, they rarely take prisoners or retreat; they strive to be like an ever-advancing
of fire and eager to show the cult’s enemies firsthand what it feels like to burn. They light things aflame to honor elemental fire and just for entertainment, but they don’t always think ahead about
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
both. Temples and Shrines The core religious institutions of Faerûn are temples and shrines. Whether a small, out-of-the-way building, or a complex made up of multiple structures and tracts of land
prominent wall with a space nearby to burn a candle or some incense. Communing with the Gods Though many tales are told of times past when the gods appeared in physical form and walked the land
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
behalf. “If they don’t leave before dawn,” she says, “I’ll burn their wagons to the ground.”
The characters are asked to deliver Duchess Morwen’s message immediately after dinner. The travelers are
bonfire’s core.
“We come from an ancient land whose name is long forgotten—a land of kings. Our enemies forced us from our homes, and now we wander the lost roads.”
The dark shape in the fire takes the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
quick to retreat when challenged, but soon return to strike again. They admire the patience and endurance of the Black Earth cult, but despise the Cult of the Eternal Flame. They see the followers of
elemental fire as reckless and short-tempered. Crushing Wave Priest Crushing Wave priests are the fanatical core of the cult. Gathering in secretive cabals, they perform dark rituals to glorify
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
destruction. Trees must be felled and stone cut to build a house, and the house must eventually burn, rot, or wither away. The highest-ranking Doomguard members aside from the factol are the doom lords, who
warehouses Aligned Plane: Limbo Members: Anarchists, arsonists, freedom fighters Epithet: Wreakers The Hands of Havoc are a controlled burn. A collection of radical individualists united under the banner of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
giant retreat beneath the sea is an appropriate locale for these encounters. Elemental Air Encounters d12† Encounter
1 1d3 mist hulks* (attitude: 1d8) wandering about, wallowing in regret
: 1d4 + 1) seeking to burn everything in their path
3 1d4 + 1 smoke mephits (attitude: 1d6) following 1 fire elemental (attitude: 1d8) as it cuts a blazing swath
4 1 efreeti and its 1d4 dwarf
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
uses his innate darkness spell to retreat as soon as possible. Treasure Among the debris is a spider silk pouch with 23 pp and a necklace of prayer beads. The necklace holds one bead of blessing, one
tunnels, a mighty gale blows from the northern way, making a constant howl. Two braziers burn with green flame, lighting the area. Numerous rock columns join the floor to the ceiling. Severed silk ropes
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ceiling cast a lurid purple glow over everything. Issuing from a tunnel that descends toward the east is the loud, constant sound of stone grinding against stone.
If the nothics in area G15 retreat
shards of glowing crystal. A long path of steps is cut into the uneven floor and wends its way between the mighty stone pillars to the cavern’s core. There, the steps climb to the base of a stone
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
spell on the golem reveals the long-lost command word, which is “ildstryke.” When the golem is activated, fires burn in its eyes, and sulfurous smoke billows from vents in its shoulder pauldrons. Any
chores. Brimskarda attacks intruders on sight and commands her minions to do the same. If the duchess drops to 0 hit points, the mephits retreat to the fireplace and the goblins cower under the tables
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
here, including the din of battle, draw the attention of the fomorians in area L12. The cave morays retreat into their burrows when the fomorians arrive. L12: Fomorian Cave This cave stinks of sweat
by. The two creatures work together to burn, petrify, and trample intruders. If Chossos is reduced to 50 hit points or fewer, the chimera feigns surrender and vows to give the characters his treasure
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
the characters either retreat or succeed in bypassing the door. Development. If the characters are repelled, they must deal with additional reinforcements if they try this approach again. Two orcs from
burn brightly on either side of the door, illuminating the western half of the room. Another ledge is barely visible on the other side of the chasm.
The hall beyond the doors, and the great
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
, the kobolds are unhelpful and reluctant to be set free. If they are released and shown a clear line of retreat, the kobolds flee. They know very little, but they react positively to Meepo’s presence
mounted in crude sconces burn fitfully around this chamber, filling the air with a haze. A double row of marble columns carved with entwining dragons runs the length of the hall.
As long as the torches






