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Returning 35 results for 'canaries will resolve'.
Other Suggestions:
carries with resolve
carries wall resolve
cantrips will remove
cantrips will resolve
carries will remove
Monsters
Strixhaven: A Curriculum of Chaos
save DC 15):
At will: dancing lights, friends
2/day each: bane, command, darkness, mage armor
1/day each: tonguesProfessors of shadow wield the linguistic magic of Silverquill College through slicing
wit and debilitating inky shadow. Whether weaving their magic through spoken incantations and scathing insults or through shadows, these teachers break down the resolve of their foes.
The professors
Monsters
Mordenkainen Presents: Monsters of the Multiverse
save DC 10):
At will: darkness, fear
Teleport. The dhergoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.A kind of yugoloth
brutes, employers must use caution when instructing them. They can handle simple orders that donât take a lot of time to resolve. When given anything complex to do, however, they either forget what
Monsters
Strixhaven: A Curriculum of Chaos
spellcasting ability (spell save DC 15):
At will: guidance, mage hand, minor illusion
1/day each: mage armor, major image, mirage arcane (as an action), Rary's telepathic bondDivide by Zero (2/Day). When
probability to impede attacks and strike at the minds of their foes with lancing equations that disrupt the opponentâs resolve.
Professors of theory hold that altering the way a person
Monsters
Fizban's Treasury of Dragons
, carrying his memories and willâand a significant portion of his formidable strength.
Bahamutâs aspect displays the full glory of the Platinum Dragon, towering over even ancient dragons. Covered
often accompanied by seven ancient gold dragon;ancient gold dragons who favor disguising themselves as canaries.
In combat, Bahamutâs enemies experience the full force of his justice, while his
Monsters
The Wild Beyond the Witchlight
as the spellcasting ability (spell save DC 14):
At will: detect magic
2/day each: create food and water, polymorph, remove curse
1/day: plane shift (self only)Younger than Skabatha and older than
these visitors enter into an agreement with Bavlorna, sheâll use her powers to resolve their pressing problem in exchange for something of use to her.
Alignment. Neutral evil.
Personality
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
might be a charismatic young monk, a kindly teacher, a diminutive scamp, or a scatter-brained elder, and might or might not be accompanied by seven golden canaries or dazzling yellow butterflies, which
that doesnât at first seem to involve a dragon (such as âThe Will of Orcus,â chapter 3) turns out to revolve around one, but of course thatâs exactly the reason Bahamut sent the characters to investigate
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Locking the Cage Sigilâs portals operate at the Lady of Painâs will, as do the few permanent teleportation circles hidden among the cityâs wards. Her influence stops spells and other features from
Lady can cause all the cityâs portals to cease functioning. This grinds the city to a halt; food and drink canât enter the city, sewage and refuse pool in the streets, and corpses stack in the Mortuary with no hope of being interred. This compels the factions to quickly resolve their conflicts.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
inquisitor might torture innocents in a quest to root out a cult of the Dragon Below; if sheâs stopped, the cult will survive and flourish. A group of orcs periodically raids a human settlement because the
hobgoblin general, whose descendants want it back. The ways to resolve these problems arenât always simple. Certain situations demand straightforward decisions. If Emerald Claw cultists are about to
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
symbolic meaning to inspire a choice or challenge the characters will face that day. The card could represent a site the characters come across on their journey, like a ruined tower or a fork in the
road, or a situation the characters are asked to resolve. You decide the scope of the decision the characters must make. You can ask them to make a simple choice (âDo you want to take the path along
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
their breath weapons.
One tapestry depicts Tiamat combating twelve storm giants. The other shows Tiamat battling a bearded and bloodied old man in wizard robes with seven golden canaries circling
his head. A character who succeeds on a DC 15 Intelligence (Religion) check recognizes the old man as a representation of Bahamut, the god of good dragons, in human form, and the seven canaries as his
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Confronting Galin If confronted with evidence against him, Galin accuses the adventurers (publicly if necessary) of being in league with the cult and attempting to break the resolve of Altandâs
survivors. If the characters have access to zone of truth or similar magic, he flatly refuses to take part in any further questioning. Galin will not respond to intimidation. However, effective roleplaying
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Khorvaire and beyond. Those interests often bring them into conflict with local rulers and national governments. Unified Galifar had the strength and influence to impose its will on the collected
seeks to mediate disputes and encourage cooperation between the houses. Adventurers could be caught up in the rivalries and schemes of the houses, or they could work with the Twelve in an effort to resolve these feuds.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Confronting Galin If confronted with evidence against him, Galin accuses the adventurers (publicly if necessary) of being in league with the cult and attempting to break the resolve of Altandâs
survivors. If the characters have access to zone of truth or similar magic, he flatly refuses to take part in any further questioning. Galin will not respond to intimidation. However, effective roleplaying
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
description will instruct you to roll on the Death House Encounters table below. With the exception of Meetings with Sarusanda, if you roll an encounter the characters have already overcome or an encounter that
would be difficult to resolve in the location, choose an unencountered result instead. Death House Encounters d12 Encounter 1â4 Meeting with Sarusanda (see below)* 5â8 Three priests of Osybus
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
designate a party leader, who is then the only person who tells you what the group is doing. It becomes the leaderâs role to work with the rest of the players to find consensus on what the group will do
Information. If you tell the players what the Armor Class of their opponents is, you reduce the steps of interaction needed to resolve an attack. Instead of telling you a number and asking if it hits
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the Dragon Below; but if sheâs stopped, the cult will survive and flourish. A group of orcs are raiding a human settlement; but the settlers have built their village on land sacred to the orcs and may
. There are ways to resolve these problems, but the answers arenât always simple or obvious. There can certainly be times when decisions are straightforward. If the Emerald Claw is about to detonate a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that donât take a lot of time to resolve. When given anything complex to do, they either
innately cast the following spells, requiring no material components:
At will: darkness, fear
3/day: sleep
Magic Resistance. The dhergoloth has advantage on saving throws against spells and other
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, and immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons that arenât made of adamantine. Destroying the arch all but dooms the project, since Zox lacks the resolve to start
. Kurlog will accept reasonable aid to complete this mission. In particular, he could use help taking down the arbalests that guard the Simulacrux. 2c. Detritus Wreckage. This section of cavern is
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that donât take a lot of time to resolve. When given anything complex to do, however
Charisma as the spellcasting ability (spell save DC 10):
At will: darkness, fear
Teleport. The dhergoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Splitting Loyalties The plans of Ashen Heir anarchists go awry when a purple worm erupts into Three Suns Square During the adventure, characters will ally with one of two factions: the Brightguard
agent of the Sunweaverâdeemed service in the Brightguard a holy calling, the groupâs ranks swelled. Most members have unshakable resolve, but recent revolutionary acts have the order on edge. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
shouts in Dwarvish, âThe stew will be ready when itâs ready! Get out, lest ye taste none of it!â If they donât leave at once, he says, âMy eyes are clouded, but my ears and nose work fine. Test not my
resolve!â A lesser restoration spell or similar magic restores Lorgaâs sight. He offers no thanks to whoever rids him of the disability. As dour and pessimistic as any other duergar, he quickly finds
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Immersive Storytelling Waterdeep is threatened by political turmoil. The adventurers must convince the Masked Lords, the cityâs secret rulers, to resolve their differences, but can do so only after
advice can be as important an encounter as fighting orcs. (And donât expect the adventurers to fight the orcs at all unless they are motivated to do so.) A character will sometimes take actions
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
game sessions to resolve. When strung together, these adventures form an ongoing campaign. A D&D campaign can include dozens of adventures and last for months or years. A Dungeon Master gets to wear
to slaughter the adventurers but to create a campaign world that revolves around their actions and decisions, and to keep your players coming back for more! If youâre lucky, the events of your campaign will echo in the memories of your players long after the final game session is concluded.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
cameo to this halfling? This halfling could be tied to a bigger plot or have information that could help the characters resolve some conflict. Suddenly, a minor trinket foreshadows bigger events to come
. Adventure Stockpile Besides tracking each session of your campaign, keep a list of adventure ideas. Even if you donât end up using every adventure idea, having a stockpile will keep you ready for
Compendium
- Sources->Dungeons & Dragons->Monster Manual
gives them remarkable resolve in the face of threats. Cultists perform much of a cultâs mundane work, which might include evangelism, criminal acts, or serving as sacrifices. Cultist Medium or Small
spellcasting ability (spell save DC 12, +4 to hit with spell attacks):
At Will: Light, Thaumaturgy
2/Day: Command
1/Day: Hold Person
Bonus Actions
Spiritual Weapon (2/Day). The cultist casts the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
powerful adventurers. Their deaths and souls are my nourishment.â
Flaw. âI underestimate the resolve of my enemies.â
Acererak
Medium undead, neutral evil
Armor Class 21 (natural armor)
Hit Points
hit with spell attacks). Acererak has the following wizard spells prepared:
Cantrips (at will): mage hand, ray of frost, shocking grasp
1st level (at will): ray of sickness, shield
2nd level (at
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
awards the party a potion of flying. Stone Giantâs Resolve Each competitor must sit or stand atop a wooden post beneath a roaring waterfall. If a competitorâs body ceases to be in contact with the
DC 20 Strength saving throw or be pushed 15 feet from the waterfall and have the prone condition. Prize. If a character wins the contest of stone giantâs resolve, Diasma awards the party a Quaalâs
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
such as ankhegs or bulettes, normally too stupid and ravenous to be trained, submit to the will of the Black Earth. The monsters allow themselves to be herded or ridden into battle against the enemies of
, and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. You might primarily attempt to convince others through charismatic arguments, or through force of will or intellectual cunning. You might lead by example, or by extolling the examples of other people
franchise party. Noteworthy Decisionists: Donaar Blitâzen (âCâ Team), Kelshi Annab Essential Functions: Receive one extra vote on franchise matters; resolve interparty conflicts Position Proficiencies: In
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragon, carrying his memories and willâand a significant portion of his formidable strength. Bahamutâs aspect displays the full glory of the Platinum Dragon, towering over even ancient dragons
accompanied by seven ancient gold dragons who favor disguising themselves as canaries. In combat, Bahamutâs enemies experience the full force of his justice, while his allies enjoy the full benefit of his
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the game, and it comes to the fore during social interactions. Your characterâs quirks, mannerisms, and personality influence how interactions resolve. There are two styles you can use when
hand, if you insult a proud warrior or speak ill of a nobleâs allies, your efforts to convince or deceive will fall short.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Dispute By the time the characters reach Ialos, they should have met the pilgrims and the Cyran veterans. Both sides might ask the characters to intervene and resolve their dispute. Here is a
the following about the third rod piece: âRumor has it thereâs a colossus powered by part of an artifact. Supposedly, if you remove this piece, the colossus will begin a self-destruct sequence, and thereâs no way to stop the colossus from detonating in a terrible conflagration.â
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of the game, and it comes to the fore during social interactions. Your characterâs quirks, mannerisms, and personality influence how interactions resolve. There are two styles you can use when
hand, if you insult a proud warrior or speak ill of a nobleâs allies, your efforts to convince or deceive will fall short.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
gargoyle guardians to keep watch over their gates and walls. Gargoyles have the patience and fortitude of stone, and will serve even the cruelest master for years without complaint. Elemental Nature. A
essence of the elemental prince, growing over long years into vaguely humanoid rock formations that resolve at last into the hard, cruel shapes of gargoyles.
OgrĂ©moch doesnât create gargoyles
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
â initiative count, they move toward the characters. If they get close enough, they make melee attacks. The zombiesâ stat block contains the information you need to resolve these attacks. If all the
to fight the zombies, they easily escape from the slow, shambling monsters. The zombies donât follow them up the path toward Dragonâs Rest. The characters will have another opportunity to deal with the zombies later (see âCloister Questsâ later in this chapter).






