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Returning 35 results for 'colors way retreats'.
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color way repeats
Classes
Xanathar's Guide to Everything
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an
incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken
Classes
Xanathar's Guide to Everything
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an
incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken
Monsters
Mordenkainen Presents: Monsters of the Multiverse
chittering and shrieking produce discordant psychic energy that disrupts thought patterns in other creatures, which experience flashing colors, hallucinations, disorientation, and waves of
unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way
Backgrounds
The Wild Beyond the Witchlight
traveler’s clothes, three trinkets (each determined by rolling on the Feywild Trinkets table), and a pouch containing 8 gp
Fey Mark
You were transformed in some small way by your stay in the Feywild
and gained a fey mark, determined by rolling on the Fey Mark table.
Fey Mark
d8
Fey Mark
1
Your eyes swirl with iridescent colors.
2
You have a sweet scent, like that of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"damage", "rollAction":"Harpoon", "rollDamageType":"piercing"} piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature’s speed isn&rsquo
turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting.
7
Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1
Monsters
Guildmasters’ Guide to Ravnica
, the target is grappled in this way at a time.
6
Hypnotic Display (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hypnotic Display"}. As an action, the krasis creates
mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category
Monsters
The Book of Many Things
. She rests here while the market operates.
Pazrodine senses when theft occurs in Seelie Market. She makes her way to the perpetrators and neutralizes the situation nonviolently, usually by using her
herself. The sounds, sights, and scents of the market intensify for these creatures, overwhelming them with bright colors, echoey chatters, and sweet smells. Each target must succeed on a DC 15 Wisdom
Monsters
Planescape: Adventures in the Multiverse
has the charmed condition until the end of its next turn. A creature charmed in this way treats its allies as foes, and the colors of its body and equipment become shades of gray. On a successful save
", "rollAction":"Consume Suffering"} hit points.
Discover Secrets. The baernaloth uses Spellcasting to cast detect thoughts. A creature targeted by the spell cast in this way takes 13 (3d8);{"diceNotation":"3d8
Monsters
Guildmasters’ Guide to Ravnica
this way at a time.
6
Hypnotic Display (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hypnotic Display"}. As an action, the krasis creates mesmerizing colors and shapes
Monsters
Guildmasters’ Guide to Ravnica
, the target is grappled in this way at a time.
6
Hypnotic Display (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hypnotic Display"}. As an action, the krasis creates
mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category
Monsters
Quests from the Infinite Staircase
next turn. While charmed in this way, the target has the incapacitated condition, and its speed is 0.
Regional Effects
The region within 1 mile of a froghemoth elder’s lair is altered by the
froghemoth’s unearthly presence, creating one or more of the following effects:
Alien Flora. Strange, invasive plants with bright colors and odd patterns sprout up around the lair.
Mutations
Magic Items
Quests from the Infinite Staircase
2,000 gp
Emerald
Haste
500 gp
Jacinth
Flame Strike
1,000 gp
Ruby
Hold Monster
1,000 gp
Sapphire
Fear
500 gp
Topaz
Slow
500 gp
Any four colors
Prismatic Wall
willingly snuff the lantern’s flame with the intention to destroy the artifact. When its flame is snuffed in this way, the lantern’s gold corrodes, the lenses and remaining gemstone fuel turn to worthless sand, and the creature attuned to it is spared.
Species
Sword Coast Adventurer's Guide
“But you do see the way people look at you, devil’s child.”
Those black eyes, cold as a winter storm, were staring right into her heart and the sudden seriousness in his voice
around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible sclera or pupil
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with
pursue enemies or thwart their foes’ designs there. Accident might also send a nest of aarakocra tumbling into a world on that plane. A few find their way to such a world through portals on
Species
One Grung Above
juvenile to reach maturity.
Castes and Colors. Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery
elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste.
7707;center
Tiefling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
“But you do see the way people look at you, devil’s child.”
Those black eyes, cold as a winter storm, were staring right into her heart and the sudden seriousness in his voice
around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible sclera or pupil
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
fraught with tests of strength, fierce competition and nothing in the way of maternal or paternal love. From the time a child can wield a stick or a crude knife, it asserts itself and defends itself
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
Halfling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
colors.
Halfling practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their
communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.
AFFABLE AND POSITIVE
Halflings try to get along with everyone else and are
Paladin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
, paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your holy quest and the manner in which you conduct
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
west. (There’s also a one-way secret door to the north.)
Sandy Floor. A thin layer of sand covers the floor.
Hanging Shields. Dented, rusty shields adorn the walls, which are also covered with
graffiti.
One-Way Secret Door A one-way secret door built into the north wall can’t be opened from the south without the aid of a knock spell or similar magic. Any character who finds the secret door
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
west. (There’s also a one-way secret door to the north.)
Sandy Floor. A thin layer of sand covers the floor.
Hanging Shields. Dented, rusty shields adorn the walls, which are also covered with
graffiti.
One-Way Secret Door A one-way secret door built into the north wall can’t be opened from the south without the aid of a knock spell or similar magic. Any character who finds the secret door
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
have no noteworthy universal social traits, but some commonality does exist in the crude written communication that all orcs employ and in the way that they use pigments to decorate and distinguish
five stones at dawn before a long journey, you will always find your way back to the war hearth. Stomping your foot three times and uttering “Gruumsh” wards off bad magic. Symbolic Communication Orcs
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
or DC 10 Wisdom (Survival) check per hour to find the camp, made by the character leading the way. When the characters find the camp, read the following: The faint smell of smoke hangs on the air as
not silenced during the surprise round, the orc retreats back to the cave to warn the others. The marauders in the cave include Brughor Axe-Biter (an orc with 30 hit points), six ordinary orcs, and a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
have no noteworthy universal social traits, but some commonality does exist in the crude written communication that all orcs employ and in the way that they use pigments to decorate and distinguish
five stones at dawn before a long journey, you will always find your way back to the war hearth. Stomping your foot three times and uttering “Gruumsh” wards off bad magic. Symbolic Communication Orcs
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
or DC 10 Wisdom (Survival) check per hour to find the camp, made by the character leading the way. When the characters find the camp, read the following: The faint smell of smoke hangs on the air as
not silenced during the surprise round, the orc retreats back to the cave to warn the others. The marauders in the cave include Brughor Axe-Biter (an orc with 30 hit points), six ordinary orcs, and a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
34. Guardians Bar the Way The passage leads toward a set of double bronze doors bearing the engraved face of the jaguar god. Both walls of the corridor are carved to represent two lines of warriors
in profile, holding hatchet-headed polearms and facing the western doors. These figures are painted with vivid, lifelike colors: red, black, white, green, and yellow.
Pressure Plate. Near the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
34. Guardians Bar the Way The passage leads toward a set of double bronze doors bearing the engraved face of the jaguar god. Both walls of the corridor are carved to represent two lines of warriors
in profile, holding hatchet-headed polearms and facing the western doors. These figures are painted with vivid, lifelike colors: red, black, white, green, and yellow.
Pressure Plate. Near the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
those sounds and markings—the Hook Horror. The creature is hungry, but what it really wants is to find its way back to the Underdark. It retreats from a fight that is going badly for it. Underdark
Miner Difficulties Adventure for Level 2 Characters Situation. After miners dug into an Underdark tunnel, a Hook Horror found its way into the mine and became trapped. It has eaten a few miners, and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Way of the Drunken Master The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to
retreats. A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
those sounds and markings—the Hook Horror. The creature is hungry, but what it really wants is to find its way back to the Underdark. It retreats from a fight that is going badly for it. Underdark
Miner Difficulties Adventure for Level 2 Characters Situation. After miners dug into an Underdark tunnel, a Hook Horror found its way into the mine and became trapped. It has eaten a few miners, and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the Land. Strahd is bound to Barovia and it to him in a way few rulers or Darklords understand. As part of this relationship, Strahd knows when any creature enters or dies violently within Barovia
cultivates servants, particularly vampire spawn. He hasn’t survived for ages by being reckless, though, and he retreats or sacrifices even his favorite agents when necessary. Vistani Sanctuary. The ancient
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Way of the Drunken Master The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to
retreats. A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Encounters on the Way The characters have the following encounters as they ascend to the tower. Cowardly Soldiers As the characters begin their ascent, they encounter four soldiers arguing on the
chainmail armor. She retreats as the group approaches and is soon lost from sight. Characters who’ve seen the painting of the Swords of Leilon notice a startling resemblance to one of the long dead heroes. When they reach the tower, the woman is nowhere to be seen.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
them with bright, colorful murals that include large spheres of different colors. Other artisans work at stone cutting. Watching over them all is a massive four-armed girallon, helping to light the area
questions in the same way as the muralists in area 3. The girallon is under orders to obey the workers but not to allow them to leave the tomb. It challenges the characters unless they bear one of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
way for a group of sorry-looking men and women carrying a ten-foot-diameter wicker ball. The burgomaster and his smiling wife, who holds a sad bouquet of wilting flowers, follow the procession on
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