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Returning 35 results for 'conflicted recalling groups to her retreat'.
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Monsters
Mythic Odysseys of Theros
with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of frost (see “Actions” below)
1st level (4 slots): color spray, expeditious retreat
typically work in groups and use coordinated tactics to win victories.
The three Hoplite Unit Names tables present the sorts of titles used by hoplite contingents hailing from Theros's great poleis. Consider
monsters
.
Although gugs may seem bestial, they have keen and wicked intellects. Gugs lair far underground, but they sometimes come to the surface to hunt during dark nights, either alone or in small groups. As
they possess voracious appetites, most gugs consume the creatures they catch, but some instead kidnap their victims and retreat below the surface, leaving only a lingering stench and odd, clawed paw
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
groups of adventurers who dared to explore Harrowhall were killed by Gremorly and are now trapped in the keep. Fate’s Devout are in the dining hall (area 6), the Spellseekers are in the eastern
forgotten most of what they knew in life, recalling little beyond the mission that brought them to the keep. The ghosts aren’t hostile and act as allies to characters willing to help them. Destroying
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
groups of adventurers who dared to explore Harrowhall were killed by Gremorly and are now trapped in the keep. Fate’s Devout are in the dining hall (area 6), the Spellseekers are in the eastern
forgotten most of what they knew in life, recalling little beyond the mission that brought them to the keep. The ghosts aren’t hostile and act as allies to characters willing to help them. Destroying
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
courtier.
“Welcome to Feathergale Spire, retreat of the Feathergale Society. I am Thurl Merosska, the lord commander.”
Thurl Merosska offers the hospitality of the tower, inviting the characters
cliffs.
Hunting the Manticore The knights ride giant vultures and stay together as a group. Characters can join the knights’ group, form their own group, or split up into multiple groups. A character
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
courtier.
“Welcome to Feathergale Spire, retreat of the Feathergale Society. I am Thurl Merosska, the lord commander.”
Thurl Merosska offers the hospitality of the tower, inviting the characters
cliffs.
Hunting the Manticore The knights ride giant vultures and stay together as a group. Characters can join the knights’ group, form their own group, or split up into multiple groups. A character
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->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->Ghosts of Saltmarsh
mouth spells in areas 4 and area 10), the smugglers become aware of the party before encountering them. Sanbalet and three of his gang (a hobgoblin, a bandit, and a scout) immediately retreat to areas
27 and area 28 to protect the smuggled goods. The others break into two groups. Two bandits and a scout wait in area 21 to ambush intruders. The second hobgoblin keeps watch at area 30, but runs to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
mouth spells in areas 4 and area 10), the smugglers become aware of the party before encountering them. Sanbalet and three of his gang (a hobgoblin, a bandit, and a scout) immediately retreat to areas
27 and area 28 to protect the smuggled goods. The others break into two groups. Two bandits and a scout wait in area 21 to ambush intruders. The second hobgoblin keeps watch at area 30, but runs to
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, so it’s still possible to move through the front gate—but not for long. To reach the keep, the characters must make it past three groups of raiders. A group consists of 1d6 kobolds and 1d4 cultists
. If the group contains six kobolds, one is a winged kobold (urd). Characters can fight these enemies, sneak past them, retreat to avoid them entirely, or try something clever such as bluffing. If they
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, murdering lone travelers or small groups for food. If the party outnumbers them, they follow the characters in the hopes that one or more of them become separated from the larger group, whereupon the
bugbears attack. Drow Adolescents This roving gang consists of 1d6 + 6 drow bandits. If the gang outnumbers the party, the drow attack. Otherwise, they make lewd hand gestures at the party but retreat
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
captains and bound them in groups of three, fusing them into undead abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into shadow, others have joined
, poison spray, ray of frost, shocking grasp
1st level (4 slots): magic missile, expeditious retreat, thunderwave
2nd level (3 slots): mirror image, scorching ray
3rd level (3 slots): fear, haste
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, so it’s still possible to move through the front gate—but not for long. To reach the keep, the characters must make it past three groups of raiders. A group consists of 1d6 kobolds and 1d4 cultists
. If the group contains six kobolds, one is a winged kobold (urd). Characters can fight these enemies, sneak past them, retreat to avoid them entirely, or try something clever such as bluffing. If they
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, murdering lone travelers or small groups for food. If the party outnumbers them, they follow the characters in the hopes that one or more of them become separated from the larger group, whereupon the
bugbears attack. Drow Adolescents This roving gang consists of 1d6 + 6 drow bandits. If the gang outnumbers the party, the drow attack. Otherwise, they make lewd hand gestures at the party but retreat
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
captains and bound them in groups of three, fusing them into undead abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into shadow, others have joined
, poison spray, ray of frost, shocking grasp
1st level (4 slots): magic missile, expeditious retreat, thunderwave
2nd level (3 slots): mirror image, scorching ray
3rd level (3 slots): fear, haste
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
members of a military unit. In combat, hoplites typically work in groups and use coordinated tactics to win victories. The three Hoplite Unit Names tables present the sorts of titles used by hoplite
the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of frost (see “Actions” below)
1st level (4 slots): color spray, expeditious retreat, sleep
2nd level (2
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
members of a military unit. In combat, hoplites typically work in groups and use coordinated tactics to win victories. The three Hoplite Unit Names tables present the sorts of titles used by hoplite
the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of frost (see “Actions” below)
1st level (4 slots): color spray, expeditious retreat, sleep
2nd level (2
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
area of the docks around the three ships is patrolled by two groups of Dran Enterprises operatives, each consisting of four guards and four mastiffs. Crates and equipment piled along the docks can
realize quickly that a stand-up fight will involve more foes than they can handle. The party can retreat and come back when the heat dies down, but this delay imposes another failure point. Or they can push past any threats to get to Dangerous Business and the portals within.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
area of the docks around the three ships is patrolled by two groups of Dran Enterprises operatives, each consisting of four guards and four mastiffs. Crates and equipment piled along the docks can
realize quickly that a stand-up fight will involve more foes than they can handle. The party can retreat and come back when the heat dies down, but this delay imposes another failure point. Or they can push past any threats to get to Dangerous Business and the portals within.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
contract offer from a powerful devil can arrive as a lesser devil. Demons generally have no regard for mortal souls and do not solicit them, but living creatures do have their uses. Groups of corrupted
Avernus to maintain the utmost readiness and coordination. Wounded devils retreat, knowing that fresh reinforcements can continue the fight. Hordes of lemures, devils that are permanently destroyed only
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
contract offer from a powerful devil can arrive as a lesser devil. Demons generally have no regard for mortal souls and do not solicit them, but living creatures do have their uses. Groups of corrupted
Avernus to maintain the utmost readiness and coordination. Wounded devils retreat, knowing that fresh reinforcements can continue the fight. Hordes of lemures, devils that are permanently destroyed only
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
bugbears Sixty goblins, split into two groups of thirty All of the bugbears, and half of the ogres and goblins, climb over the walls in the dead of night. They slip into the wheat fields in search of food to
. If the players try to keep the special NPCs out of the fight, you can endanger them by having one or more groups of monsters threaten the NPCs directly, thereby requiring the player-controlled NPCs to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
local militia, or accompanying the town guard on its patrols. Daily rulership is in the hands of the Council of Guilds, composed of the heads of the town’s informal trade groups. These guildmasters
just beneath their boots.
Eaerlann. The elven kingdom of Eaerlann, a survivor of the ancient Crown Wars, stretched from the High Forest to the Delimbiyr Vale. Weakened by the retreat of much of its
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
local militia, or accompanying the town guard on its patrols. Daily rulership is in the hands of the Council of Guilds, composed of the heads of the town’s informal trade groups. These guildmasters
just beneath their boots.
Eaerlann. The elven kingdom of Eaerlann, a survivor of the ancient Crown Wars, stretched from the High Forest to the Delimbiyr Vale. Weakened by the retreat of much of its
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
bugbears Sixty goblins, split into two groups of thirty All of the bugbears, and half of the ogres and goblins, climb over the walls in the dead of night. They slip into the wheat fields in search of food to
. If the players try to keep the special NPCs out of the fight, you can endanger them by having one or more groups of monsters threaten the NPCs directly, thereby requiring the player-controlled NPCs to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Creature Encounters Keep the party’s level in mind when fleshing out these encounters, and allow the characters to retreat from or avoid an encounter that is too great a challenge. Escape should come
Magic Item Table B in chapter 7 of the Dungeon Master’s Guide) Scouts Each of these groups is in the Underdark on a secret mission. Roll a d6 and consult the table to determine what appears. d6
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais
retreat, magic missile, charm person, thunderwave
2nd level (3 slots): darkness, mirror image, misty step
3rd level (3 slots): dispel magic, fear, lightning bolt
4th level (3 slots): dimension door
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
large groups of people. If the characters approach them with Kalaman’s troops in tow, the sea elves retreat. Their current leader, Ishvern Stargazer, approaches only if it’s clear no one’s pursuing
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
large groups of people. If the characters approach them with Kalaman’s troops in tow, the sea elves retreat. Their current leader, Ishvern Stargazer, approaches only if it’s clear no one’s pursuing
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Creature Encounters Keep the party’s level in mind when fleshing out these encounters, and allow the characters to retreat from or avoid an encounter that is too great a challenge. Escape should come
Magic Item Table B in chapter 7 of the Dungeon Master’s Guide) Scouts Each of these groups is in the Underdark on a secret mission. Roll a d6 and consult the table to determine what appears. d6
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais
retreat, magic missile, charm person, thunderwave
2nd level (3 slots): darkness, mirror image, misty step
3rd level (3 slots): dispel magic, fear, lightning bolt
4th level (3 slots): dimension door
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Crushing Wave cultists. If they think the characters are cultists, the commoners hurry past with their eyes averted. All other groups challenge the characters if the party looks like it might not belong
commands. If a fight breaks out here, Drosnin defends the chapel to the death. Once she falls, any surviving reavers retreat to area K14 or K16 to raise the alarm. K16. Great Hall The great hall becomes a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Crushing Wave cultists. If they think the characters are cultists, the commoners hurry past with their eyes averted. All other groups challenge the characters if the party looks like it might not belong
commands. If a fight breaks out here, Drosnin defends the chapel to the death. Once she falls, any surviving reavers retreat to area K14 or K16 to raise the alarm. K16. Great Hall The great hall becomes a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
curses the characters, denouncing them as spies of Usamigaras. The guardians defend their leader with fervor, covering Kanadius’s retreat as he attempts to flee through a trapdoor under his throne to
), Kanadius can impart the following information: Cynidicean Factions. There are three other groups in the ziggurat: the Mages of Usamigaras, the Warriors of Madarua, and the Cult of Zargon. Kanadius doesn’t