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Returning 34 results for 'conflict wand reluctant'.
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Magic Items
Tales from the Yawning Portal
creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone.
The sword also functions as a wand of enemy
only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures. Wilderness Nomads. Centaur tribes
tents. Centaur migrations span continents and take decades to repeat, so that a centaur tribe might not retread the same path for generations. These long-ranging patterns can lead to conflict when
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures. Wilderness Nomads. Centaur tribes
tents. Centaur migrations span continents and take decades to repeat, so that a centaur tribe might not retread the same path for generations. These long-ranging patterns can lead to conflict when
Kobold
Legacy
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Species
Volo's Guide to Monsters
invasion and oppression. Although individually they are timid and shy away from conflict, kobolds are dangerous if cornered, vicious when defending their eggs, and notorious for the dangerous
.
Second, kobolds are always on the lookout for magic that might help them free their imprisoned god, Kurtulmak. Typical kobolds don’t know how to use a wand, a spellbook, or anything with more
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
been created to pose a serious threat to settlements along the coastline. Until then, they await the command of their master, Gar Shatterkeel. The drowned master holds a short, slender metal wand in
6 without alerting the drowned ascetics therein, any conflict in this area will “wake” them. They join combat after two rounds have passed. Development Any character who takes a minute or more to
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
been created to pose a serious threat to settlements along the coastline. Until then, they await the command of their master, Gar Shatterkeel. The drowned master holds a short, slender metal wand in
6 without alerting the drowned ascetics therein, any conflict in this area will “wake” them. They join combat after two rounds have passed. Development Any character who takes a minute or more to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is reluctant to take on a well-armed band of adventurers, since the outcome is likely to conflict with its goals of survival and escape. If the characters are willing to free it from the confines of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is reluctant to take on a well-armed band of adventurers, since the outcome is likely to conflict with its goals of survival and escape. If the characters are willing to free it from the confines of
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
remain neutral in the current conflict. Ralvald doesn’t want to pressure her, so he hasn’t yet confronted her. (Ralvald doesn’t realize Enstavva has been turned to stone, as described in area D8
: Aerstigga and the Wand. Aerstigga is trying to win Challidax’s favor using gems she’s secretly creating with an erratic magic item called a Wand of Wonder. If the dragon knew Aerstigga possessed such a
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
remain neutral in the current conflict. Ralvald doesn’t want to pressure her, so he hasn’t yet confronted her. (Ralvald doesn’t realize Enstavva has been turned to stone, as described in area D8
: Aerstigga and the Wand. Aerstigga is trying to win Challidax’s favor using gems she’s secretly creating with an erratic magic item called a Wand of Wonder. If the dragon knew Aerstigga possessed such a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
conflict between the Zhentarim and the Xanathar Guild. A dozen guards of the City Watch have arrested three bandits and are questioning witnesses while waiting for wagons to take away the criminals and
he recognizes his description. He is reluctant to share information, but offering him a new purple item or succeeding on a DC 13 Charisma (Intimidation or Persuasion) check loosens his tongue. He
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Protector wants to avoid conflict between them and the mercenaries he has hired. As a result, Neverember has slowly been drawing down the number of soldiers from Mintarn, as the citizens that grew up
be brought into line with his goals, Neverember hopes to use that achievement as a draw for wealthy Waterdhavian nobles — who have been reluctant to link their fortunes to a failed Open Lord who was
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
conflict between the Zhentarim and the Xanathar Guild. A dozen guards of the City Watch have arrested three bandits and are questioning witnesses while waiting for wagons to take away the criminals and
he recognizes his description. He is reluctant to share information, but offering him a new purple item or succeeding on a DC 13 Charisma (Intimidation or Persuasion) check loosens his tongue. He
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Protector wants to avoid conflict between them and the mercenaries he has hired. As a result, Neverember has slowly been drawing down the number of soldiers from Mintarn, as the citizens that grew up
be brought into line with his goals, Neverember hopes to use that achievement as a draw for wealthy Waterdhavian nobles — who have been reluctant to link their fortunes to a failed Open Lord who was
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord’s ambitions in check. Graz’zt The demon lord Graz’zt
his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord’s ambitions in check. Graz’zt The demon lord Graz’zt
his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
friendly and unfriendly rivals to one another, striving to outdo their peers in magic. Open conflict between members is forbidden, yet members are adroit at finding underhanded ways to needle and
Arcana +6, History +6
Senses passive Perception 12
Languages Common, Draconic, Dwarvish, Elvish, Orc
Challenge 4 (1,100 XP)
Special Equipment. Vellynne wears bracers of defense and carries a wand
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
friendly and unfriendly rivals to one another, striving to outdo their peers in magic. Open conflict between members is forbidden, yet members are adroit at finding underhanded ways to needle and
Arcana +6, History +6
Senses passive Perception 12
Languages Common, Draconic, Dwarvish, Elvish, Orc
Challenge 4 (1,100 XP)
Special Equipment. Vellynne wears bracers of defense and carries a wand
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
. Any conflict that involves yelling in a language other than Goblin, the use of flashy magical effects, or similar noticeable elements alerts Belak in area 56 to the approach of invaders. 56. The
. Sir Braford uses Shatterspike (see appendix A) to destroy his foe’s weapon, if possible. Belak casts barkskin on himself, possibly before melee occurs. He also makes early use of his wand of entangle
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
. Any conflict that involves yelling in a language other than Goblin, the use of flashy magical effects, or similar noticeable elements alerts Belak in area 56 to the approach of invaders. 56. The
. Sir Braford uses Shatterspike (see appendix A) to destroy his foe’s weapon, if possible. Belak casts barkskin on himself, possibly before melee occurs. He also makes early use of his wand of entangle
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
you plan to use this adventure in a continuing campaign, killing a helpless Chosen can later bring the characters into conflict with other agents of that Chosen’s deity. The magic of the Doomvault
suffering, martyrdom, and perseverance. He offers succor and calming words to those who are in pain, oppressed, or in great need. Treasure. Mennek carries a wand of binding. Keys. Mennek has a glyph
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
you plan to use this adventure in a continuing campaign, killing a helpless Chosen can later bring the characters into conflict with other agents of that Chosen’s deity. The magic of the Doomvault
suffering, martyrdom, and perseverance. He offers succor and calming words to those who are in pain, oppressed, or in great need. Treasure. Mennek carries a wand of binding. Keys. Mennek has a glyph
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
equipped with a weapons and throwing stones, plus a giant’s bag. If a conflict erupts, the giant tries to sound a great iron horn suspended from the ceiling on iron chains in the center of the cavern
be taken to the fire giants’ stronghold and given as gifts to the powers behind the uprising. Treasure. In the iron box are a pearl of power, a set of Nolzur’s marvelous pigments, and a wand of paralysis.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
equipped with a weapons and throwing stones, plus a giant’s bag. If a conflict erupts, the giant tries to sound a great iron horn suspended from the ceiling on iron chains in the center of the cavern
be taken to the fire giants’ stronghold and given as gifts to the powers behind the uprising. Treasure. In the iron box are a pearl of power, a set of Nolzur’s marvelous pigments, and a wand of paralysis.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
his followers expendable. The characters’ best chance of survival is to convince Manshoon that they can be cowed or bribed into working for him. Weary of his conflict with the Xanathar Guild, Manshoon
archery for it. Vajra Safahr offers the characters membership in Force Grey, a cape of the mountebank, and a wand of lightning bolts for the book. Stone of Golorr. If Manshoon has the Stone of Golorr, he keeps it in the drawer of the table along with his ledger.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
his followers expendable. The characters’ best chance of survival is to convince Manshoon that they can be cowed or bribed into working for him. Weary of his conflict with the Xanathar Guild, Manshoon
archery for it. Vajra Safahr offers the characters membership in Force Grey, a cape of the mountebank, and a wand of lightning bolts for the book. Stone of Golorr. If Manshoon has the Stone of Golorr, he keeps it in the drawer of the table along with his ledger.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
workshops are nearby, but he’s reluctant to risk facing the dangerous monsters here. W9: Great Cavern Steep escarpments divide this large cavern into three sections: high ledges at either end and a lower
. Treasure. The skeleton of the wizard wears three jeweled gold rings (150 gp each) and clutches a wand of magic missiles in its bony fingers. W11: North Quarters The eastern door is barricaded from
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
workshops are nearby, but he’s reluctant to risk facing the dangerous monsters here. W9: Great Cavern Steep escarpments divide this large cavern into three sections: high ledges at either end and a lower
. Treasure. The skeleton of the wizard wears three jeweled gold rings (150 gp each) and clutches a wand of magic missiles in its bony fingers. W11: North Quarters The eastern door is barricaded from
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
that hang down from holes in the sixty-foot-high ceiling. Three of the cages are occupied. Suspended in midair outside each cage is a pixie holding a tiny, gilded wand.
Zargash (see appendix B) is
pixie released from temporal stasis can use its wand to target a Medium or smaller creature it can see within 20 feet of it. The target must make a DC 12 Wisdom saving throw; on a failed save, it is
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
that hang down from holes in the sixty-foot-high ceiling. Three of the cages are occupied. Suspended in midair outside each cage is a pixie holding a tiny, gilded wand.
Zargash (see appendix B) is
pixie released from temporal stasis can use its wand to target a Medium or smaller creature it can see within 20 feet of it. The target must make a DC 12 Wisdom saving throw; on a failed save, it is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
characters can choose to keep their distance and avoid conflict, or they can engage the ravenous fire giant and her troll in battle. Zaastrid and the troll fight to the death. If the characters return to
against poison, and resistance to poison damage. The king, curiously, seems reluctant to enter the fray. “Harnoth” calls for the treacherous knights to stand down, but they ignore his commands. As
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
characters can choose to keep their distance and avoid conflict, or they can engage the ravenous fire giant and her troll in battle. Zaastrid and the troll fight to the death. If the characters return to
against poison, and resistance to poison damage. The king, curiously, seems reluctant to enter the fray. “Harnoth” calls for the treacherous knights to stand down, but they ignore his commands. As
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
, the kobolds are unhelpful and reluctant to be set free. If they are released and shown a clear line of retreat, the kobolds flee. They know very little, but they react positively to Meepo’s presence
. Hall of the Goblin Chief If the goblinoid guards in the chief’s hall have been alerted, or if they hear conflict in area 40, they cover the door for 10 minutes, then investigate the source of the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
, the kobolds are unhelpful and reluctant to be set free. If they are released and shown a clear line of retreat, the kobolds flee. They know very little, but they react positively to Meepo’s presence
. Hall of the Goblin Chief If the goblinoid guards in the chief’s hall have been alerted, or if they hear conflict in area 40, they cover the door for 10 minutes, then investigate the source of the