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Returning 9 results for 'bustling barriers diffusing contiguous raids'.
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bustling barriers diffusing contiguous races
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
barriers to gain access to the tunnel. As with the tunnels between chambers, escape tunnels are usually a steep climb or nearly vertical to make it difficult for non-flying creatures to follow. A tunnel
be mounted. One of these raids usually lasts less than an hour, after which the beholder withdraws its forces, leaving the terrified survivors to wonder when the next attack will occur. Unless they
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
barriers to gain access to the tunnel. As with the tunnels between chambers, escape tunnels are usually a steep climb or nearly vertical to make it difficult for non-flying creatures to follow. A tunnel
be mounted. One of these raids usually lasts less than an hour, after which the beholder withdraws its forces, leaving the terrified survivors to wonder when the next attack will occur. Unless they
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
barriers to gain access to the tunnel. As with the tunnels between chambers, escape tunnels are usually a steep climb or nearly vertical to make it difficult for non-flying creatures to follow. A tunnel
be mounted. One of these raids usually lasts less than an hour, after which the beholder withdraws its forces, leaving the terrified survivors to wonder when the next attack will occur. Unless they
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
numerous residences surrounding a central district called the Heartward, wherein the characters can find a roomy tavern (called the Old Dirty Dwarf), several quiet hostels, and a bustling marketplace
return to the ship from their inland raids. If the characters hide aboard the ship or remain within sight of it, roll a d20 at the end of each hour that passes. On a roll of 17 or higher, 1d4 frost
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
numerous residences surrounding a central district called the Heartward, wherein the characters can find a roomy tavern (called the Old Dirty Dwarf), several quiet hostels, and a bustling marketplace
return to the ship from their inland raids. If the characters hide aboard the ship or remain within sight of it, roll a d20 at the end of each hour that passes. On a roll of 17 or higher, 1d4 frost
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
numerous residences surrounding a central district called the Heartward, wherein the characters can find a roomy tavern (called the Old Dirty Dwarf), several quiet hostels, and a bustling marketplace
return to the ship from their inland raids. If the characters hide aboard the ship or remain within sight of it, roll a d20 at the end of each hour that passes. On a roll of 17 or higher, 1d4 frost






