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Returning 35 results for 'come depend'.
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monsters
anomaly around its ridiculously armoured carapace.
Burgeoning Sentience. Before it becomes godlike, the koboldzilla is aware. It causes armour plating to come loose in the nick of time to protect its
hit points.
Lair Actions
Until the koboldzilla is destroyed, the kobolds’ collective belief manifests as the following lair actions. The DCs and damage of the lair actions depend on the level
monsters
gravity forms an anomaly around its ridiculously armoured carapace.
Burgeoning Sentience. Before it becomes godlike, the koboldzilla is aware. It causes armour plating to come loose in the nick of
twice as many hit points.
Lair Actions
Until the koboldzilla is destroyed, the kobolds’ collective belief manifests as the following lair actions. The DCs and damage of the lair actions depend
monsters
anomaly around its ridiculously armoured carapace.
Burgeoning Sentience. Before it becomes godlike, the koboldzilla is aware. It causes armour plating to come loose in the nick of time to protect its
hit points.
Lair Actions
Until the koboldzilla is destroyed, the kobolds’ collective belief manifests as the following lair actions. The DCs and damage of the lair actions depend on the
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Basic Rules (2014)
to depend on the elves. No telling what an elf will do next; when the hammer meets the orc’s head, they’re as apt to start singing as to pull out a sword. They’re flighty and
frivolous. Two things to be said for them, though: They don’t have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Hc2), werewolves (camp Hc3), and worgs (camp Hc7) all have keen senses that don’t depend on sight. The denizens of a camp cry out an alarm only if they’re clearly losing a fight. Absent extenuating
hope that whatever is attacking the other camps doesn’t come their way. Characters can avoid the camps entirely by circling the hill and climbing its north side. The north side of the hill is steep but
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Hc2), werewolves (camp Hc3), and worgs (camp Hc7) all have keen senses that don’t depend on sight. The denizens of a camp cry out an alarm only if they’re clearly losing a fight. Absent extenuating
hope that whatever is attacking the other camps doesn’t come their way. Characters can avoid the camps entirely by circling the hill and climbing its north side. The north side of the hill is steep but
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
magical power than a potion, but they all believe that the tribal sorcerer can figure out how to use any such item they come across. When kobolds sense an opportunity to separate a magic item from its
divination (to find raw materials and foresee threats to the tribe).
The main reason why kobolds depend on arcane magic rather than divine is Kurtulmak’s imprisonment, which makes it difficult for
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Hc2), werewolves (camp Hc3), and worgs (camp Hc7) all have keen senses that don’t depend on sight. The denizens of a camp cry out an alarm only if they’re clearly losing a fight. Absent extenuating
hope that whatever is attacking the other camps doesn’t come their way. Characters can avoid the camps entirely by circling the hill and climbing its north side. The north side of the hill is steep but
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the cult. The adventurers are summoned to Waterdeep for a summit that will come to be known as the Council of Waterdeep (see chapter 9 for details). Four council sessions take place over the course of
NPCs (nonplayer characters) during council sessions. Others can be proposed by the characters. The adventurers understand that thousands of lives depend on their actions. The characters are among the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the cult. The adventurers are summoned to Waterdeep for a summit that will come to be known as the Council of Waterdeep (see chapter 9 for details). Four council sessions take place over the course of
NPCs (nonplayer characters) during council sessions. Others can be proposed by the characters. The adventurers understand that thousands of lives depend on their actions. The characters are among the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Aftermath of the Last War The Mror Holds declared independence during the Last War. Many nations depend on the resource of the Holds, and the Treaty of Thronehold affirmed its sovereignty. To the
full extent of the power of the daelkyr. A renewed assault could come at any time, whether it’s a force of monsters boiling up from below or a creeping madness that infects the weak-willed. The
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the cult. The adventurers are summoned to Waterdeep for a summit that will come to be known as the Council of Waterdeep (see chapter 9 for details). Four council sessions take place over the course of
NPCs (nonplayer characters) during council sessions. Others can be proposed by the characters. The adventurers understand that thousands of lives depend on their actions. The characters are among the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Aftermath of the Last War The Mror Holds declared independence during the Last War. Many nations depend on the resource of the Holds, and the Treaty of Thronehold affirmed its sovereignty. To the
full extent of the power of the daelkyr. A renewed assault could come at any time, whether it’s a force of monsters boiling up from below or a creeping madness that infects the weak-willed. The
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the cult. The adventurers are summoned to Waterdeep for a summit that will come to be known as the Council of Waterdeep (see chapter 9 for details). Four council sessions take place over the course of
NPCs (nonplayer characters) during council sessions. Others can be proposed by the characters. The adventurers understand that thousands of lives depend on their actions. The characters are among the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the cult. The adventurers are summoned to Waterdeep for a summit that will come to be known as the Council of Waterdeep (see chapter 9 for details). Four council sessions take place over the course of
NPCs (nonplayer characters) during council sessions. Others can be proposed by the characters. The adventurers understand that thousands of lives depend on their actions. The characters are among the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the cult. The adventurers are summoned to Waterdeep for a summit that will come to be known as the Council of Waterdeep (see chapter 9 for details). Four council sessions take place over the course of
NPCs (nonplayer characters) during council sessions. Others can be proposed by the characters. The adventurers understand that thousands of lives depend on their actions. The characters are among the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the cult. The adventurers are summoned to Waterdeep for a summit that will come to be known as the Council of Waterdeep (see chapter 9 for details). Four council sessions take place over the course of
NPCs (nonplayer characters) during council sessions. Others can be proposed by the characters. The adventurers understand that thousands of lives depend on their actions. The characters are among the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the cult. The adventurers are summoned to Waterdeep for a summit that will come to be known as the Council of Waterdeep (see chapter 9 for details). Four council sessions take place over the course of
NPCs (nonplayer characters) during council sessions. Others can be proposed by the characters. The adventurers understand that thousands of lives depend on their actions. The characters are among the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the cult. The adventurers are summoned to Waterdeep for a summit that will come to be known as the Council of Waterdeep (see chapter 9 for details). Four council sessions take place over the course of
NPCs (nonplayer characters) during council sessions. Others can be proposed by the characters. The adventurers understand that thousands of lives depend on their actions. The characters are among the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Aftermath of the Last War The Mror Holds declared independence during the Last War. Many nations depend on the resource of the Holds, and the Treaty of Thronehold affirmed its sovereignty. To the
full extent of the power of the daelkyr. A renewed assault could come at any time, whether it’s a force of monsters boiling up from below or a creeping madness that infects the weak-willed. The
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to depend on the elves. No telling what an elf will do next; when the hammer meets the orc’s head, they’re as apt to start singing as to pull out a sword. They’re flighty and frivolous. Two things to
be said for them, though: They don’t have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf’s good to have at your back
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to depend on the elves. No telling what an elf will do next; when the hammer meets the orc’s head, they’re as apt to start singing as to pull out a sword. They’re flighty and frivolous. Two things to
be said for them, though: They don’t have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf’s good to have at your back
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc’s head, they’re as apt to start singing as to pull out a sword. They’re flighty and frivolous. Two things
to be said for them, though: They don’t have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf’s good to have at your back
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc’s head, they’re as apt to start singing as to pull out a sword. They’re flighty and frivolous. Two things
to be said for them, though: They don’t have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf’s good to have at your back
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc’s head, they’re as apt to start singing as to pull out a sword. They’re flighty and frivolous. Two things
to be said for them, though: They don’t have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf’s good to have at your back
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to depend on the elves. No telling what an elf will do next; when the hammer meets the orc’s head, they’re as apt to start singing as to pull out a sword. They’re flighty and frivolous. Two things to
be said for them, though: They don’t have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf’s good to have at your back
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Icewind Dale Go far enough north, and you will come to the mountains rightly called the Spine of the World. Turn west and go toward the Sea of Moving Ice, and you might eventually come upon one of
the scattered communities of Icewind Dale. You can also travel up the ever-narrowing road from Luskan called the Northern Means, and eventually come upon the frozen tundra beyond. Why travel so far
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Icewind Dale Go far enough north, and you will come to the mountains rightly called the Spine of the World. Turn west and go toward the Sea of Moving Ice, and you might eventually come upon one of
the scattered communities of Icewind Dale. You can also travel up the ever-narrowing road from Luskan called the Northern Means, and eventually come upon the frozen tundra beyond. Why travel so far
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Icewind Dale Go far enough north, and you will come to the mountains rightly called the Spine of the World. Turn west and go toward the Sea of Moving Ice, and you might eventually come upon one of
the scattered communities of Icewind Dale. You can also travel up the ever-narrowing road from Luskan called the Northern Means, and eventually come upon the frozen tundra beyond. Why travel so far
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
dead ones — wait for adventurers intrepid enough to come and claim them. Faerûn is filled with rich history and wondrous tales of adventure and magic, but the lifeblood of its common people is
agriculture and trade. Most rural folk depend on farming to eat, and Faerûnians who live in cities ply skilled trades or use brawn to earn their keep, so they can purchase the goods and food provided by
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
dead ones — wait for adventurers intrepid enough to come and claim them. Faerûn is filled with rich history and wondrous tales of adventure and magic, but the lifeblood of its common people is
agriculture and trade. Most rural folk depend on farming to eat, and Faerûnians who live in cities ply skilled trades or use brawn to earn their keep, so they can purchase the goods and food provided by
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
dead ones — wait for adventurers intrepid enough to come and claim them. Faerûn is filled with rich history and wondrous tales of adventure and magic, but the lifeblood of its common people is
agriculture and trade. Most rural folk depend on farming to eat, and Faerûnians who live in cities ply skilled trades or use brawn to earn their keep, so they can purchase the goods and food provided by
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
their caves and wait for enemies to come to them. Once they enter combat, the giants pursue enemies that attempt to flee. The Blue Bear tribe shares Kayalithica’s belief that civilization is a blight on
to gather her tribemates might face all of the Uthgardt in Deadstone Cleft at once. The stone giants prefer to wait for enemies to come to them. The Deadstone Cleft Roster table summarizes the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
their caves and wait for enemies to come to them. Once they enter combat, the giants pursue enemies that attempt to flee. The Blue Bear tribe shares Kayalithica’s belief that civilization is a blight on
to gather her tribemates might face all of the Uthgardt in Deadstone Cleft at once. The stone giants prefer to wait for enemies to come to them. The Deadstone Cleft Roster table summarizes the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
their caves and wait for enemies to come to them. Once they enter combat, the giants pursue enemies that attempt to flee. The Blue Bear tribe shares Kayalithica’s belief that civilization is a blight on
to gather her tribemates might face all of the Uthgardt in Deadstone Cleft at once. The stone giants prefer to wait for enemies to come to them. The Deadstone Cleft Roster table summarizes the