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Returning 35 results for 'burned both diffusing compelled retreats'.
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burned both diffusing completed retreats
burns both diffusing compelled retreats
burn both defusing compelled retreat
burden both diffusing compelled retreats
burn both diffusing compelled retreats
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Madness table that lasts until cured. Short-Term Madness d100 Effect (lasts 1d10 minutes) 01-20 The character retreats into his or her mind and becomes paralyzed. The effect ends if the character
. Long-Term Madness d100 Effect (lasts 1d10 x 10 hours) 01-10 The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Madness table that lasts until cured. Short-Term Madness d100 Effect (lasts 1d10 minutes) 01-20 The character retreats into his or her mind and becomes paralyzed. The effect ends if the character
. Long-Term Madness d100 Effect (lasts 1d10 x 10 hours) 01-10 The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. 21–30 The character becomes incapacitated and spends the duration screaming, laughing, or
dirt, slime, or offal. 81–90 The character is stunned. 91–100 The character falls unconscious. Long-Term Madness d100 Effect (lasts 1d10 × 10 hours) 01–10 The character feels compelled to repeat
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. 21–30 The character becomes incapacitated and spends the duration screaming, laughing, or
dirt, slime, or offal. 81–90 The character is stunned. 91–100 The character falls unconscious. Long-Term Madness d100 Effect (lasts 1d10 × 10 hours) 01–10 The character feels compelled to repeat
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. 21–30 The character becomes incapacitated and spends the duration screaming, laughing, or
dirt, slime, or offal. 81–90 The character is stunned. 91–100 The character falls unconscious. Long-Term Madness d100 Effect (lasts 1d10 × 10 hours) 01–10 The character feels compelled to repeat
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Madness table that lasts until cured. Short-Term Madness d100 Effect (lasts 1d10 minutes) 01-20 The character retreats into his or her mind and becomes paralyzed. The effect ends if the character
. Long-Term Madness d100 Effect (lasts 1d10 x 10 hours) 01-10 The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
cargo hold, the flesh golem tries to beat the characters unconscious. The squidlings are compelled to try to devour the brains of unconscious characters, avoiding combat otherwise. The heavy chains and
flickering or burned out. Plates of chitin have been pried loose from the walls in places, exposing cavities filled with tangled masses of black tubes. Scattered across the floor are unusual-looking
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
cargo hold, the flesh golem tries to beat the characters unconscious. The squidlings are compelled to try to devour the brains of unconscious characters, avoiding combat otherwise. The heavy chains and
flickering or burned out. Plates of chitin have been pried loose from the walls in places, exposing cavities filled with tangled masses of black tubes. Scattered across the floor are unusual-looking
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
remains of an older stone building that caught fire and burned down, stands near the main gates next to the stables. The hulking yet friendly proprietor, Arzastra (LG female half-ogre), recently took pity
, see chapter 11. Zelbross Halfway between Secomber and Loudwater, on the old Delimbiyr Road, are the charred wooden remains and the crumbled stone chimney of an inn that was burned down by brigands
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
cargo hold, the flesh golem tries to beat the characters unconscious. The squidlings are compelled to try to devour the brains of unconscious characters, avoiding combat otherwise. The heavy chains and
flickering or burned out. Plates of chitin have been pried loose from the walls in places, exposing cavities filled with tangled masses of black tubes. Scattered across the floor are unusual-looking
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stocked for as long as anyone can remember. The two barrels contain a fine wine called Red Dragon Crush, created by the Wizard of Wines winery—facts burned into the side of each barrel. N3i. Upstairs
Ravenloft, then fades away. A creature charmed by Strahd feels compelled to accept the vampire’s invitation. N3q. Bathroom An iron tub with clawed feet stands against the back wall. Neatly folded
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
remains of an older stone building that caught fire and burned down, stands near the main gates next to the stables. The hulking yet friendly proprietor, Arzastra (LG female half-ogre), recently took pity
, see chapter 11. Zelbross Halfway between Secomber and Loudwater, on the old Delimbiyr Road, are the charred wooden remains and the crumbled stone chimney of an inn that was burned down by brigands
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
remains of an older stone building that caught fire and burned down, stands near the main gates next to the stables. The hulking yet friendly proprietor, Arzastra (LG female half-ogre), recently took pity
, see chapter 11. Zelbross Halfway between Secomber and Loudwater, on the old Delimbiyr Road, are the charred wooden remains and the crumbled stone chimney of an inn that was burned down by brigands
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stocked for as long as anyone can remember. The two barrels contain a fine wine called Red Dragon Crush, created by the Wizard of Wines winery—facts burned into the side of each barrel. N3i. Upstairs
Ravenloft, then fades away. A creature charmed by Strahd feels compelled to accept the vampire’s invitation. N3q. Bathroom An iron tub with clawed feet stands against the back wall. Neatly folded
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stocked for as long as anyone can remember. The two barrels contain a fine wine called Red Dragon Crush, created by the Wizard of Wines winery—facts burned into the side of each barrel. N3i. Upstairs
Ravenloft, then fades away. A creature charmed by Strahd feels compelled to accept the vampire’s invitation. N3q. Bathroom An iron tub with clawed feet stands against the back wall. Neatly folded
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. If it becomes obvious that the fight is going badly for the cultists, the efreeti retreats to his lair in the fire node (see chapter 5) via area E14. If the characters arrive with salamanders or azers
from area E11, those creatures take up arms on their respective sides. The salamanders and azers attack the efreeti until he retreats, then turn on each other. Survivors might be influenced to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. If it becomes obvious that the fight is going badly for the cultists, the efreeti retreats to his lair in the fire node (see chapter 5) via area E14. If the characters arrive with salamanders or azers
from area E11, those creatures take up arms on their respective sides. The salamanders and azers attack the efreeti until he retreats, then turn on each other. Survivors might be influenced to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. If it becomes obvious that the fight is going badly for the cultists, the efreeti retreats to his lair in the fire node (see chapter 5) via area E14. If the characters arrive with salamanders or azers
from area E11, those creatures take up arms on their respective sides. The salamanders and azers attack the efreeti until he retreats, then turn on each other. Survivors might be influenced to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
1d4 rounds, as if affected by the polymorph spell. The snakes are compelled to attack any other creatures in the room. Treasure. In addition to opening the door, the key is worth 25 gp. RESTING
No
for a creature to tear away the cloth wrappings on itself or another creature. On a failed save, the creature is no longer paralyzed but is compelled to rise along with the zombies and move toward
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
1d4 rounds, as if affected by the polymorph spell. The snakes are compelled to attack any other creatures in the room. Treasure. In addition to opening the door, the key is worth 25 gp. RESTING
No
for a creature to tear away the cloth wrappings on itself or another creature. On a failed save, the creature is no longer paralyzed but is compelled to rise along with the zombies and move toward
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
1d4 rounds, as if affected by the polymorph spell. The snakes are compelled to attack any other creatures in the room. Treasure. In addition to opening the door, the key is worth 25 gp. RESTING
No
for a creature to tear away the cloth wrappings on itself or another creature. On a failed save, the creature is no longer paralyzed but is compelled to rise along with the zombies and move toward
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
previous owner burned into its umber cover. This book contains the following spells: charm person, find familiar, identify, magic missile, sleep. Spellbook 3 is bound in scaly black reptile hide and
his feet. Describe the room to the players as follows: Burned torch stubs litter the floor of this hall, the western end of which is occupied by three six-foot-tall, painted wooden statues. Each
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
previous owner burned into its umber cover. This book contains the following spells: charm person, find familiar, identify, magic missile, sleep. Spellbook 3 is bound in scaly black reptile hide and
his feet. Describe the room to the players as follows: Burned torch stubs litter the floor of this hall, the western end of which is occupied by three six-foot-tall, painted wooden statues. Each
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
weighs 150 pounds and has an additional 50 pounds of ice inside it. If the mephit hasn’t touched the box for 1 minute, she is magically compelled to return and touch it as swiftly as she can. The binding
intruders. If the party defeats all the wolves, Shabblejaw retreats to area D12 and closes the secret door behind him. Ledge. The ledge bears five mats of brown, dead grasses where Shabblejaw and the winter
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
weighs 150 pounds and has an additional 50 pounds of ice inside it. If the mephit hasn’t touched the box for 1 minute, she is magically compelled to return and touch it as swiftly as she can. The binding
intruders. If the party defeats all the wolves, Shabblejaw retreats to area D12 and closes the secret door behind him. Ledge. The ledge bears five mats of brown, dead grasses where Shabblejaw and the winter
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
weighs 150 pounds and has an additional 50 pounds of ice inside it. If the mephit hasn’t touched the box for 1 minute, she is magically compelled to return and touch it as swiftly as she can. The binding
intruders. If the party defeats all the wolves, Shabblejaw retreats to area D12 and closes the secret door behind him. Ledge. The ledge bears five mats of brown, dead grasses where Shabblejaw and the winter
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
previous owner burned into its umber cover. This book contains the following spells: charm person, find familiar, identify, magic missile, sleep. Spellbook 3 is bound in scaly black reptile hide and
his feet. Describe the room to the players as follows: Burned torch stubs litter the floor of this hall, the western end of which is occupied by three six-foot-tall, painted wooden statues. Each
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
evidence lying about. His eidetic memory allows him to burn any notices and reports he receives after reading them, though at times he can be careless and leave partially burned scraps of paper in his
attempts on his life. Ingo (LN male human gladiator) tries to keep a low profile. He avoids taking sides in any conflict, but if his cover comes under pressure, he can be compelled to throw in with one
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
those whom the harpies lured to destruction. When the harpies spot intruders, they begin to sing. Those who are affected by the harpies’ song are compelled to climb. The nests are 80 feet above the
(150 gp), and a mummified human head. F14. Zegdar’s Lair This cavern is festooned with dozens of burned human hands and reptilian claws fixed to the walls with iron nails. An iron brazier in the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
evidence lying about. His eidetic memory allows him to burn any notices and reports he receives after reading them, though at times he can be careless and leave partially burned scraps of paper in his
attempts on his life. Ingo (LN male human gladiator) tries to keep a low profile. He avoids taking sides in any conflict, but if his cover comes under pressure, he can be compelled to throw in with one
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the western wall. An alcove to the south holds two large, empty crates and a third crate filled with half-burned dolls and broken toys that Cinderhild and Zaltember once cherished. Treasure
creature that activates the golem can issue commands to it. The elemental spirit that animates it is compelled to obey the commands of fire giants; as a result, a command issued by a fire giant
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
those whom the harpies lured to destruction. When the harpies spot intruders, they begin to sing. Those who are affected by the harpies’ song are compelled to climb. The nests are 80 feet above the
(150 gp), and a mummified human head. F14. Zegdar’s Lair This cavern is festooned with dozens of burned human hands and reptilian claws fixed to the walls with iron nails. An iron brazier in the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the western wall. An alcove to the south holds two large, empty crates and a third crate filled with half-burned dolls and broken toys that Cinderhild and Zaltember once cherished. Treasure
creature that activates the golem can issue commands to it. The elemental spirit that animates it is compelled to obey the commands of fire giants; as a result, a command issued by a fire giant
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the western wall. An alcove to the south holds two large, empty crates and a third crate filled with half-burned dolls and broken toys that Cinderhild and Zaltember once cherished. Treasure
creature that activates the golem can issue commands to it. The elemental spirit that animates it is compelled to obey the commands of fire giants; as a result, a command issued by a fire giant
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
evidence lying about. His eidetic memory allows him to burn any notices and reports he receives after reading them, though at times he can be careless and leave partially burned scraps of paper in his
attempts on his life. Ingo (LN male human gladiator) tries to keep a low profile. He avoids taking sides in any conflict, but if his cover comes under pressure, he can be compelled to throw in with one






