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Returning 35 results for 'causing reborn guide to have retreat'.
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Monsters
Tomb of Annihilation
Special Equipment. Ras Nsi wears bracers of defense, wields a flame tongue longsword, and carries a sending stone matched to one carried by the guide Salida (see chapter 1).
Shapechanger. Ras Nsi
level (4 slots): expeditious retreat, false life, magic missile, shield
2nd level (3 slots): blindness/deafness, hold person, misty step
3rd level (3 slots): animate dead, counterspell, fireball
4th
Monsters
Guildmasters’ Guide to Ravnica
: expeditious retreat, fog cloud, misty step
Magic Resistance. The medusa has advantage on saving throws against spells and other magical effects.
Surprise Attack. During the first round of combat, the
dreams of one day reclaiming control of the Golgari Swarm, or at least causing pain to its current guildmaster, Jarad Vod Savo (whose own sister displaced the medusas from their position).
Monsters
Mordenkainen Presents: Monsters of the Multiverse
defilement, you can use the optional rule on abyssal corruption in chapter 2 of the Dungeon Master’s Guide, causing the poisoned creature to be corrupted.PoisonCold, Fire, Lightning; Bludgeoning
Yeenoghu
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Monsters
Out of the Abyss
atrocities in his name. Yeenoghu takes pleasure in causing fear before death, and he sows sorrow and despair through destroying beloved things. He doesn’t parlay; to meet him is to do battle with him
, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.
Regional Effects
The region containing Yeenoghu’s lair is warped by his
Monsters
Icewind Dale: Rime of the Frostmaiden
;Divine Rank” sidebar in the Dungeon Master’s Guide.) Auril’s beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in
, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of
Monsters
Icewind Dale: Rime of the Frostmaiden
winter’s cruelty. (For information on what defines a lesser god, see the “Divine Rank” sidebar in the Dungeon Master’s Guide.) Auril’s beloved ice grasps all things in her
form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the
Monsters
Icewind Dale: Rime of the Frostmaiden
;s Guide.) Auril’s beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in all forms, from art objects and flowers to skilled
after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter
Magic Items
Waterdeep: Dragon Heist
of power (see the Dungeon Master’s Guide) in addition to the following properties.
Animate Walking Statues. You can expend 1 or more of the staff’s charges as an action to animate or
staff’s charges as a bonus action, causing the target to expend one spell slot of the highest spell level it can cast without casting a spell. If the target has already expended all its spell
Monsters
Curse of Strahd
the reach of melee combatants and spellcasters, or he flies away (using summoned wolf;wolves or swarm of bats;swarms of bats or swarm of rats;rats to guard his retreat).
Strahd observes the characters
, Strahd can pass through solid walls, doors, ceilings, and floors as if they weren’t there.
Strahd targets any number of doors and windows that he can see, causing each one to either open or
Magic Items
Baldur’s Gate: Descent into Avernus
have disadvantage on attack rolls made within the weapon’s radius of bright light.
As a bonus action, you can intensify the sword’s light, causing it to shed bright light in a 15-foot
Beneficial Properties table in chapter 7 of the Dungeon Master’s Guide.
Searing Radiance. The sword deals an extra 9 (2d8) radiant damage to any creature it hits, or 16 (3d10) radiant damage if you
Monsters
Mordenkainen's Fiendish Folio Volume 1
). It can innately cast the following spells, requiring no material components:At will: expeditious retreat, false life, minor illusion, prestidigitation3/day each: aid, misty step, Tasha's hideous
might present itself as a friendly, agreeable guide that helps travelers survive the Nine Hells. Another is a howling beast that attempts to destroy all in its path. One will show mercy and empathy
Demilich (Variant)
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Monsters
Monster Manual (2014)
its existence.
Few liches seek to become demiliches, for it means an end to the existence they hoped to preserve by becoming undead. However, time can erode the lich’s reason and memory, causing
it to retreat into its ancient tomb and forget to feed on souls. The spells it once knew fade from its mind, and it no longer channels the arcane energy it wielded as a lich. However, even as a mere
Yuan-ti Pureblood
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Species
Volo's Guide to Monsters
or in daily life, the following principles guide the yuan-ti in all they do.
Other Lives Are Cheap
Yuan-ti put little value on humanoid lives, even those of their own slaves and cultists. They would
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
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Ending the Encounter The encounter ends when one of the following conditions is met: The enemy ship is reduced to 100 hit points or fewer, causing it to retreat. The enemy ship takes two critical
hits, causing it to retreat. The characters’ ship moves more than 100 feet away from the enemy ship, at which point the enemy ship breaks off its pursuit and flees. The characters’ ship is reduced to 0 hit points. If this occurs, the characters fail the training exercise, and the simulation ends.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the creature is complete and obeys her will. She uses this ability to create flesh golems and homunculi, as well as zombies, death’s heads, and brains in jars (see chapter 5). Reborn Maker. A side
effect of Dr. Mordenheim’s experiments is the creation of reborn (see chapter 1). It takes her 1d4 days and the dead bodies of two Medium or Small Humanoids to create one reborn. Brain Swap. Dr
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
patch of green slime to drop from the ceiling onto one randomly determined party member (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide for the rules and effects of green slime). When
dissolves into a dense puddle of goo. Read the following boxed text as he expires: “You haven’t won! No! We will rise from our children! We will be reborn from the Faceless Lord! Juiblex will consume
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
manipulation, Cardinna summoned the spirit of Darcalus Rex, the tyrannical wizard-king who ruled prior to Azalin. Cardinna’s magic worked, causing a mysterious entity to inhabit her order’s sacred pools
. Now she dedicates the Eternal Order’s resources to what she believes is a necessary evil: nurturing a reborn tyrant who tests her resolve as he demands ever greater magical reagents and sacrifices
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the kitchen. They attack in response to any threat or suspicious activity. If two githyanki fall, the survivors retreat to area 21.
Containers. Stacked about the room are forty crates filled with
effect, causing all the stacks to fall. Each creature on the floor of the room when the stacks topple must succeed on a DC 15 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Elturel. As a sign of favor, she bestows a charm upon each character (see “Archdevil Charms”). Characters who die in Zariel’s service are reborn as lemures from the River Styx. They lose all memories of
tragedy shatters the hollyphant’s mind, leaving Lulu insane. Roll or choose the specific effects of her madness from the Long-Term Madness table in chapter 8 of the Dungeon Master’s Guide, but this madness can be overcome only by a greater restoration spell or similar magic.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
their respect for Urlon. They are hostile toward intruders and fight until three or more of them fall, whereupon the remaining warriors retreat to area 7 or dive into the pit. Creatures that fall into
the pit are immediately transported to the Astral Plane (see chapter 2 of the Dungeon Master’s Guide for more information). 6b. Scrying Chamber The north wall of this chamber hums and glows purple. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, the remaining ones retreat to area 3b or dive into the pit. Creatures that fall into the pit are immediately transported to the Astral Plane (see chapter 2 of the Dungeon Master’s Guide for more
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
god’s potential objectives. Athreos’s Divine Schemes d4 Scheme
1 Athreos tires of his responsibilities but refuses to abandon them. Secretly, he has allowed the same spirit to be reborn
.
2 The wealth Athreos collects in payment for his work has gone missing, stolen from his sanctuary at the end of the Tartyx River. The River Guide needs the treasure returned swiftly, not out of
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
balor. Manipulating Time Having a mechanical guide spend 1 charge in this area drains more energy from the balor, causing him to fall unconscious in area 6. Who’s Who
The wizard Tuerny was the creator
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
otherwise harmless. Ice Everywhere. Slippery ice covers every wall, ceiling, and floor (see “Slippery Ice” in the Dungeon Master’s Guide). Characters with crampons strapped to their boots can traverse
the ice without impediment. High Ceilings. The caves have 50-foot-high ceilings. The tunnels connecting the caves are 30 feet high. Moonlight. Infrequent, naturally occurring breaks in the ceiling allow moonlight into the caves, causing areas of the complex to be dimly lit on clear nights.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
across the Sumber Hills. It can be seen from afar by anyone traversing the hills and is used as a private retreat by an elite hippogriff flying club comprised of rich Waterdhavians calling themselves
actually an old stone temple built in a rocky vale at the southern edge of the Sumber Hills. It was recently reborn as the Sacred Stone Monastery, home to reclusive monks dedicated to a mysterious “Way
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. At least two cultists from any group the characters interact with serve as escorts. Driving the Cults into Retreat The cultists learn and adapt as the characters attack their strongholds. The four
is present, and the characters can engage their foe. After one prophet falls, the remaining three prophets retreat to lower levels, leaving their minions to defend the temple dungeons. The characters
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
tide, warn them that retreat is a better option, and that this is a fight they aren’t likely to survive without strategy and aid. See the “Battle for Blingdenstone” section for the ways the
is damp and has a 180-foot-high ceiling lined with dripping stalactites. The walls are covered with patches of green slime (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). Any
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
hungry rats make their home here, but upon your sudden arrival, they retreat to the shadows. The rats are harmless. Cyrus Belview (see area K62) treats them like pets. Characters who search the room find
Environments,” of the Dungeon Master’s Guide). A character who inspects the cask closely and succeeds on a DC 13 Wisdom (Perception) check sees yellow mold in the cracks between the planks of the cask. If this
Compendium
- Sources->Dungeons & Dragons->Divine Contention
ends, Icingdeath and Twinkle are within 400 feet of Throatcutter, a warship, and Thunderstrike, a longship (see “Unusual Environments” in chapter 5 of the Dungeon Master’s Guide for statistics). Read
cook (chaotic evil bandit captains). Forty sailors (chaotic evil bandits). Two ballista and two mangonels (see “Siege Weapons” in chapter 8 of the Dungeon Master’s Guide). Thunderstrike has the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
with a successful DC 12 Charisma (Deception or Persuasion) check. If one or more mages fall in battle, the rest use greater invisibility spells to turn invisible and retreat, putting the tower on
Madness table in chapter 8 of the Dungeon Master’s Guide to determine how the madness is expressed. Shadow Demon A bound servant of a drow mage, this demon attempts to hide from the characters, then
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Coast Adventurer’s Guide contain a number of character backgrounds that are well suited for this adventure. If your players are having trouble fleshing out their characters’ backgrounds, share the
widespread magical curse that is causing people to waste away while also preventing the dead from being raised. An expeditionary force is headed to Chult to find the origin of the curse, and you’ve
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
cheater. When the archons appear, they politely ask whoever’s causing the disruption to come with them to area P6, where they lock away culprits. Characters can access area P5 only by having the warden
staff member to share the following information: An unmarked portal in Fortune’s End (see below) leads to Shemeshka’s personal retreat, called the House of Liars. The unmarked portal is one-way and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of it. A sudden blast occasionally catches everyone by surprise, causing shivers and grumbling all around.
The mood of the town changes abruptly. Something is amiss. Pedestrians are vacating the
(roll on the appropriate Art Objects table in chapter 7 of the Dungeon Master’s Guide). The winter wolves have no treasure. Development If the characters and their allies defeat Drufi, her two frost
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the gray ooze, as described in the Monster Manual). Moldy Quaggoth Spore Servants A patch of yellow mold (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) covers each spore servant
their spreading madness. Yellow Mold The characters notice a patch of yellow mold (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) growing on something of interest, determined by
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Manipulating Time Having a mechanical guide spend 1 charge in this area taps into the ritual magic Seodra is using to craft the demilich’s skull, causing a random character to age by one year. This effect can be reversed by casting a remove curse spell using a 6th-level spell slot.