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Returning 35 results for 'chasing weapons retreats'.
Other Suggestions:
casting weapons repeats
causing weapons retreats
charging weapons retreats
choosing weapons retreats
chain weapons retreats
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
28. Armory The githyanki repair and store weapons and armor here. 28a. Armor Storage Ten suits of plate armor and thirty suits of half plate hang on wooden stands throughout the room. The armor is
here). 28b. Smithy and Weapon Storage Githyanki. A female githyanki warrior named Salarrl is busy repairing armor at a forge. A wooden trestle table and an iron anvil are arranged nearby.
Weapons
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
28. Armory The githyanki repair and store weapons and armor here. 28a. Armor Storage Ten suits of plate armor and thirty suits of half plate hang on wooden stands throughout the room. The armor is
here). 28b. Smithy and Weapon Storage Githyanki. A female githyanki warrior named Salarrl is busy repairing armor at a forge. A wooden trestle table and an iron anvil are arranged nearby.
Weapons
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
himself. Development If the characters challenge the burgomaster in any way, he orders them banished from Vallaki. If they protest, he orders the guards to arrest them, deprive them of their weapons, and
force them out of Vallaki at sword point. If the characters lose their weapons, the Keepers of the Feather (see area N2) eventually steal back the weapons and return them to the characters. If the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
himself. Development If the characters challenge the burgomaster in any way, he orders them banished from Vallaki. If they protest, he orders the guards to arrest them, deprive them of their weapons, and
force them out of Vallaki at sword point. If the characters lose their weapons, the Keepers of the Feather (see area N2) eventually steal back the weapons and return them to the characters. If the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
objects or creatures to smash. Gruesome Gluttons. Ogres eat almost anything, but they especially enjoy the taste of dwarves, halflings, and elves. When they can, they combine dinner with pleasure, chasing
their eloquent words — and then being eaten in turn.
Opportunistic Wanderers. Ogres clothe themselves in animal pelts and uproot trees for use as tools and weapons. They create stone-tipped
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
objects or creatures to smash. Gruesome Gluttons. Ogres eat almost anything, but they especially enjoy the taste of dwarves, halflings, and elves. When they can, they combine dinner with pleasure, chasing
their eloquent words — and then being eaten in turn.
Opportunistic Wanderers. Ogres clothe themselves in animal pelts and uproot trees for use as tools and weapons. They create stone-tipped
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
see a hound when it bays are filled with supernatural fear and usually flee in terror. When a victim tries to run away, a hound delights in chasing after it and tormenting it before bringing the hunt
to a close. Those that stand their ground and fight back discover that mundane weapons partially pass through the hound as if it was made of fog, but magic weapons and silvered weapons can strike true
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
see a hound when it bays are filled with supernatural fear and usually flee in terror. When a victim tries to run away, a hound delights in chasing after it and tormenting it before bringing the hunt
to a close. Those that stand their ground and fight back discover that mundane weapons partially pass through the hound as if it was made of fog, but magic weapons and silvered weapons can strike true
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
from a family of sorcerers, you were the only one not to show magical aptitude. Skull You had a near-death experience, and you believe you saw yourself going to the Nine Hells. Star You’re chasing
attacked your hamlet, you found you had a way with weapons. Throne You honed your martial skills as a bodyguard to an important political figure. Void Slaying monsters is a welcome distraction to the growing emptiness inside you.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
from a family of sorcerers, you were the only one not to show magical aptitude. Skull You had a near-death experience, and you believe you saw yourself going to the Nine Hells. Star You’re chasing
attacked your hamlet, you found you had a way with weapons. Throne You honed your martial skills as a bodyguard to an important political figure. Void Slaying monsters is a welcome distraction to the growing emptiness inside you.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
until they are destroyed or the one who violated their area is dead. Surviving weapons and shields return to their former positions after the offender is hacked to pieces. Worse still, if the
area 27 swoop from the walls to attack, but they cease as soon as the door opener retreats into the chamber to the north.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
by evil gods. An evil empyrean can’t survive long on the Upper Planes and usually retreats to the Material Plane, where it can rule over a kingdom of mortals as an indomitable tyrant. Immortal Titans
throw, it can choose to succeed instead.
Magic Resistance. The empyrean has advantage on saving throws against spells and other magical effects.
Magic Weapons. The empyrean’s weapon attacks are
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
by evil gods. An evil empyrean can’t survive long on the Upper Planes and usually retreats to the Material Plane, where it can rule over a kingdom of mortals as an indomitable tyrant. Immortal Titans
throw, it can choose to succeed instead.
Magic Resistance. The empyrean has advantage on saving throws against spells and other magical effects.
Magic Weapons. The empyrean’s weapon attacks are
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
spell on herself, retreats to her tower (areas 31–area 33), and leaves the castle’s other denizens to fend for themselves. If her defeat seems inevitable, Sansuri bargains for her life and, under such
in combat, Sansuri has them stripped of their armor, weapons, and other equipment. Such items are stored in area 2 until Sansuri has the time and wherewithal to inspect them more thoroughly with the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
until they are destroyed or the one who violated their area is dead. Surviving weapons and shields return to their former positions after the offender is hacked to pieces. Worse still, if the
area 27 swoop from the walls to attack, but they cease as soon as the door opener retreats into the chamber to the north.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
spell on herself, retreats to her tower (areas 31–area 33), and leaves the castle’s other denizens to fend for themselves. If her defeat seems inevitable, Sansuri bargains for her life and, under such
in combat, Sansuri has them stripped of their armor, weapons, and other equipment. Such items are stored in area 2 until Sansuri has the time and wherewithal to inspect them more thoroughly with the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
that the characters must coat their weapons in the concoction and injure the dragon with those weapons until he retreats to his lair and enters a magical slumber. (The dragon retreats when he has taken
90 damage from weapons or ammunition coated in the sleeping concoction.) However, Catacus warns, the dragon will awaken immediately if he becomes injured again or if anyone steals treasure from his
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
that the characters must coat their weapons in the concoction and injure the dragon with those weapons until he retreats to his lair and enters a magical slumber. (The dragon retreats when he has taken
90 damage from weapons or ammunition coated in the sleeping concoction.) However, Catacus warns, the dragon will awaken immediately if he becomes injured again or if anyone steals treasure from his
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
dangerous construction site and asks them to leave if they seem to simply be sightseeing. If the characters openly carry weapons, she’s hopeful that they’ve been hired by the magistrates to investigate the
dents on her weapons or personally suffering inexplicable minor wounds at random—unknown to Jung-Soon, these are the results of defending her work site from creatures appearing amid the fog. Jung-Soon
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
dangerous construction site and asks them to leave if they seem to simply be sightseeing. If the characters openly carry weapons, she’s hopeful that they’ve been hired by the magistrates to investigate the
dents on her weapons or personally suffering inexplicable minor wounds at random—unknown to Jung-Soon, these are the results of defending her work site from creatures appearing amid the fog. Jung-Soon
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
unload some of the treasures they might be carrying. Nonmagical weapons, armor, and shields can be purchased in the Blade Bazaar. Merchant Madness Characters who look around the bazaar notice a number of
” in the “Whorlstone Tunnels” section for more information on what Droki is carrying if the characters catch him. CHASING DROKI
If the characters decide to wait for Droki to enter the West Cleft or
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
unload some of the treasures they might be carrying. Nonmagical weapons, armor, and shields can be purchased in the Blade Bazaar. Merchant Madness Characters who look around the bazaar notice a number of
” in the “Whorlstone Tunnels” section for more information on what Droki is carrying if the characters catch him. CHASING DROKI
If the characters decide to wait for Droki to enter the West Cleft or
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
performances only rarely. He often retreats into his lair below the cult’s guildhall for months or years at a time, but his followers know that he might emerge at any time to witness the latest spectacle
Resistance. Rakdos has advantage on saving throws against spells and other magical effects.
Magic Weapons. Rakdos’s weapon attacks are magical.
Actions
Multiattack. Rakdos makes two attacks with his
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
performances only rarely. He often retreats into his lair below the cult’s guildhall for months or years at a time, but his followers know that he might emerge at any time to witness the latest spectacle
Resistance. Rakdos has advantage on saving throws against spells and other magical effects.
Magic Weapons. Rakdos’s weapon attacks are magical.
Actions
Multiattack. Rakdos makes two attacks with his
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
, alerting the other hobgoblins in the cave. She then retreats to the barrack (area F4), where she and the rest of the hobgoblins make their last stand. Brian Valeza Spear Barricade
A spear barricade is
, two Hobgoblin Warriors train in this hall, which was stripped of its weapons during a raid. The hobgoblins are Hostile toward intruders and fight them on sight.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to fashion tools, weapons, exoskeletons for hammerers, and other items. They use the excavated stone for furniture and other structures. Currently, there are no duergar working in the mines
weapons. X18. Guarded Corridor Between two sets of double doors is a corridor with a dozen arrow slits along its walls. Four duergar guards are stationed in the hallways to either side (two per location
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
unfolds; it’s simply a reflection of Iymrith’s mood. Storm giants who stride boldly toward the amphitheater with weapons in hand draw fire from the trebuchets (see area 1). The characters can let the storm
they can hurl chunks of sandstone torn from Iymrith’s own amphitheater. If Iymrith is drawn to the surface and reduced to 240 hit points or fewer, she retreats to the dungeon level and makes her final
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
unfolds; it’s simply a reflection of Iymrith’s mood. Storm giants who stride boldly toward the amphitheater with weapons in hand draw fire from the trebuchets (see area 1). The characters can let the storm
they can hurl chunks of sandstone torn from Iymrith’s own amphitheater. If Iymrith is drawn to the surface and reduced to 240 hit points or fewer, she retreats to the dungeon level and makes her final
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
, alerting the other hobgoblins in the cave. She then retreats to the barrack (area F4), where she and the rest of the hobgoblins make their last stand. Brian Valeza Spear Barricade
A spear barricade is
, two Hobgoblin Warriors train in this hall, which was stripped of its weapons during a raid. The hobgoblins are Hostile toward intruders and fight them on sight.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to fashion tools, weapons, exoskeletons for hammerers, and other items. They use the excavated stone for furniture and other structures. Currently, there are no duergar working in the mines
weapons. X18. Guarded Corridor Between two sets of double doors is a corridor with a dozen arrow slits along its walls. Four duergar guards are stationed in the hallways to either side (two per location
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
ledges or cling to the high ceiling, attacking with their bows while staying out of the range of melee weapons. A drider retreats if reduced to 60 hit points or fewer. Drow Patrol The characters encounter
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
ledges or cling to the high ceiling, attacking with their bows while staying out of the range of melee weapons. A drider retreats if reduced to 60 hit points or fewer. Drow Patrol The characters encounter
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
next to the aft door to the central bulkhead. Each hammock is occupied by a scaled figure.
A small chest or box of some sort lies under the most forward hammock. There appear to be weapons under each
smuggled weapons in area 15 make it to their lair. When they become aware of the characters, they initially assume they are smugglers and treat them as such, demanding in a combination of Draconic and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
next to the aft door to the central bulkhead. Each hammock is occupied by a scaled figure.
A small chest or box of some sort lies under the most forward hammock. There appear to be weapons under each
smuggled weapons in area 15 make it to their lair. When they become aware of the characters, they initially assume they are smugglers and treat them as such, demanding in a combination of Draconic and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
— six azers total. They are eager to fight the fire cultists and the efreeti slaver (see area E13), but they need weapons. If the salamanders attack the azers, the azers fight the salamanders until
salamanders to make armaments here while fire cultists strand guard.
This chamber is the heart of the fire cult’s domain, the great foundry where they forge weapons and armor. Noise here drowns out any