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Returning 35 results for 'constant warning retreats'.
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Air Genasi
Legacy
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Species
Elemental Evil Player's Companion
As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.
Air genasi
typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Air Genasi As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long. Air
genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Air Genasi As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long. Air
genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Warnings Warnings are the first stage of an apocalypse. A warning can involve a divine voice or a messenger telling people that the end is near, that punishment is coming unless they change their
ways, or that they are heading down a path with disastrous consequences. The Apocalyptic Warnings table provides ideas for warnings that foretell disaster. Apocalyptic Warnings d12 Warning
1
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Warnings Warnings are the first stage of an apocalypse. A warning can involve a divine voice or a messenger telling people that the end is near, that punishment is coming unless they change their
ways, or that they are heading down a path with disastrous consequences. The Apocalyptic Warnings table provides ideas for warnings that foretell disaster. Apocalyptic Warnings d12 Warning
1
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to. The giants’ lodge has a warning horn on the upper floor (in area 2C). If it is blown, the sound puts all of Svardborg on alert. Some giants remain at their posts and can’t be surprised. Others
horn sounds or when intruders are detected. Svardborg Roster Area Creature(s) Behavior 1A 8 ice mephits The mephits remain in this area. 1E Nilraun Dhaerlost Nilraun retreats to area 1G. 1G 2 frost
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to. The giants’ lodge has a warning horn on the upper floor (in area 2C). If it is blown, the sound puts all of Svardborg on alert. Some giants remain at their posts and can’t be surprised. Others
horn sounds or when intruders are detected. Svardborg Roster Area Creature(s) Behavior 1A 8 ice mephits The mephits remain in this area. 1E Nilraun Dhaerlost Nilraun retreats to area 1G. 1G 2 frost
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
surprise the raiders in the cave. If the sentry spots the characters sneaking up, or if an attack fails to take the sentry out, the sentry shouts a warning and retreats back to the cave, joining the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the forge; they can always build another. Evacuation of the Kagu-Svirfneblin After warning the characters, the kagu-svirfneblin bid them goodbye and exit the inner hall through the southeast double
the magic of the kagu-svirfneblin’s shimmering dome. If Grisdelfawr is reduced to 50 hit points or fewer, he retreats. If characters stay inside the forge instead of heading outside to fight
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the forge; they can always build another. Evacuation of the Kagu-Svirfneblin After warning the characters, the kagu-svirfneblin bid them goodbye and exit the inner hall through the southeast double
the magic of the kagu-svirfneblin’s shimmering dome. If Grisdelfawr is reduced to 50 hit points or fewer, he retreats. If characters stay inside the forge instead of heading outside to fight
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
surprise the raiders in the cave. If the sentry spots the characters sneaking up, or if an attack fails to take the sentry out, the sentry shouts a warning and retreats back to the cave, joining the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Shape Theft. 3 Testing the Defenses (see below) 4 Highmaster’s Message (see below) A sivak draconian swoops down to attack Testing the Defenses A warning horn sounds from a group of soldiers crewing
the ballistae to attack the approaching dragonnels. A dragonnel struck by a ballista bolt panics and retreats with its two riders. Highmaster’s Message This encounter occurs while the characters are
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Shape Theft. 3 Testing the Defenses (see below) 4 Highmaster’s Message (see below) A sivak draconian swoops down to attack Testing the Defenses A warning horn sounds from a group of soldiers crewing
the ballistae to attack the approaching dragonnels. A dragonnel struck by a ballista bolt panics and retreats with its two riders. Highmaster’s Message This encounter occurs while the characters are
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, mother, and three young children) dash across their path, hounded by seven kobolds. Without warning, five humans dash out from between two buildings on your left. A limping man and three young children
fight, run the combat normally. When enemies must make a check to notice sneaking or bluffing, make a check with advantage for the group. Each time the party retreats from an enemy group, they run
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, mother, and three young children) dash across their path, hounded by seven kobolds. Without warning, five humans dash out from between two buildings on your left. A limping man and three young children
fight, run the combat normally. When enemies must make a check to notice sneaking or bluffing, make a check with advantage for the group. Each time the party retreats from an enemy group, they run
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Keranos’s Influence Keranos is the embodiment of wisdom and insight unhindered by compassion or patience. Just as the storm vents its fury unpredictably and without warning, so does Keranos deliver
constant, makes the ideal counter to the wise yet temperamental Keranos. Another interesting relationship exists with Purphoros. The passions of the divine blacksmith run hot, as does the need to create. The
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Keranos’s Influence Keranos is the embodiment of wisdom and insight unhindered by compassion or patience. Just as the storm vents its fury unpredictably and without warning, so does Keranos deliver
constant, makes the ideal counter to the wise yet temperamental Keranos. Another interesting relationship exists with Purphoros. The passions of the divine blacksmith run hot, as does the need to create. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, and sent a band of goblins to plunder the abandoned village. Characters who capture and interrogate these goblins can learn where the villagers are located. The following warning signs indicate that
pick them off one or two at a time. A goblin that is alone and outnumbered might try to flee if it takes damage, at your discretion. If possible, the goblin retreats to the temple (area 5). See the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, and sent a band of goblins to plunder the abandoned village. Characters who capture and interrogate these goblins can learn where the villagers are located. The following warning signs indicate that
pick them off one or two at a time. A goblin that is alone and outnumbered might try to flee if it takes damage, at your discretion. If possible, the goblin retreats to the temple (area 5). See the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
can also share the following details: Her laborers are in constant fear. They think some creature or gang is trying to harm them. No one’s seen anything, but accidents and sabotage are common. She’s
into fog if defeated. They also vanish, along with the fog, 5 minutes after the fog appears. Before the last tiger vanishes, it retreats, heading toward the forest north of the construction site and a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
can also share the following details: Her laborers are in constant fear. They think some creature or gang is trying to harm them. No one’s seen anything, but accidents and sabotage are common. She’s
into fog if defeated. They also vanish, along with the fog, 5 minutes after the fog appears. Before the last tiger vanishes, it retreats, heading toward the forest north of the construction site and a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
are hewn from obscure materials anchored to semi-stable foundations, and its roads are tumbling waves of cobblestone that upend and rearrange themselves without warning. Locals can’t even agree on
on its occupants. Now, the Cube exists in a constant state of flux, an undulating, four-dimensional mass of repeating fractals and micrified contours. Those who enter the Cube are rarely seen again
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
are hewn from obscure materials anchored to semi-stable foundations, and its roads are tumbling waves of cobblestone that upend and rearrange themselves without warning. Locals can’t even agree on
on its occupants. Now, the Cube exists in a constant state of flux, an undulating, four-dimensional mass of repeating fractals and micrified contours. Those who enter the Cube are rarely seen again
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
) fire damage on a failed save, or half as much damage on a successful one.
[Tooltip Not Found]
Deep Crow
The only warning you’ll get is that fearsome, far-off caw, echoing from the darkness like
roosts are common in such places, whose ambient warmth provides constant temperature regulation for the creature’s eggs.
Regional Effects The region containing an ancient deep crow’s lair is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
) fire damage on a failed save, or half as much damage on a successful one.
[Tooltip Not Found]
Deep Crow
The only warning you’ll get is that fearsome, far-off caw, echoing from the darkness like
roosts are common in such places, whose ambient warmth provides constant temperature regulation for the creature’s eggs.
Regional Effects The region containing an ancient deep crow’s lair is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
-scrubbing mephits. Abrasive as a wiry brush, the eagle-eyed githzerai spends her days berating patrons who fail to observe the bathhouse’s strict “no running” policy or warning those who get too close to
market’s constant commotion. Scents collide in the winding stalls: warm, right-angled bread loaves prepared fresh by modron bakers; spotted mushrooms hocked by bullywug grocers; and perfumed holy water sold
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
-scrubbing mephits. Abrasive as a wiry brush, the eagle-eyed githzerai spends her days berating patrons who fail to observe the bathhouse’s strict “no running” policy or warning those who get too close to
market’s constant commotion. Scents collide in the winding stalls: warm, right-angled bread loaves prepared fresh by modron bakers; spotted mushrooms hocked by bullywug grocers; and perfumed holy water sold
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
anything about stone giants understand that this wasn’t a miss; it was a measured warning, and the next stone won’t land so harmlessly. It’s possible for travelers to negotiate with stone giants for safe
and as a warning system against intruders. They also don’t mind sharing their caves or warrens with cave bears, fire beetles, and other beasts that mean them no harm. They keep their other subterranean
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is a constant 68 degrees Fahrenheit (20 degrees Celsius). It can be sold for as much as 100 gp. Inside the chest is what appears to be an ancient, leather-bound spellbook that bears a rune on its
results. (Warning Dzaan’s simulacrum about this risk does not discourage it from using the rune chamber.) Illusory Objects. When one or more illusory objects are placed under the crystal disk, the disk
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is a constant 68 degrees Fahrenheit (20 degrees Celsius). It can be sold for as much as 100 gp. Inside the chest is what appears to be an ancient, leather-bound spellbook that bears a rune on its
results. (Warning Dzaan’s simulacrum about this risk does not discourage it from using the rune chamber.) Illusory Objects. When one or more illusory objects are placed under the crystal disk, the disk
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
anything about stone giants understand that this wasn’t a miss; it was a measured warning, and the next stone won’t land so harmlessly. It’s possible for travelers to negotiate with stone giants for safe
and as a warning system against intruders. They also don’t mind sharing their caves or warrens with cave bears, fire beetles, and other beasts that mean them no harm. They keep their other subterranean
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
only during one of the less-restrained services in a temple of Loviatar. If the characters fail to leave after this warning, Rasqel gives them an ultimatum: they can walk away or face the wrath of the
down after the second warning, Rasqel orders the bugbears to attack while he hangs back. They obey reluctantly, but if it becomes clear that their lives are in danger at any point, or if the characters
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
only during one of the less-restrained services in a temple of Loviatar. If the characters fail to leave after this warning, Rasqel gives them an ultimatum: they can walk away or face the wrath of the
down after the second warning, Rasqel orders the bugbears to attack while he hangs back. They obey reluctantly, but if it becomes clear that their lives are in danger at any point, or if the characters
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
interior doors lead east and west. An interior courtyard lies just to the north of this room, visible through a pair of narrow windows.
The monks attack without warning if anyone attempts to leave through
, “I have already told you no. Depart.” If confronted by characters he believes aren’t cultists, he says, “I am not your enemy. Now go.” If the characters provoke him, he provides fair warning: “In a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. By night, the only denizens of the warehouse are three manticores and their red slaad handler. The manticores fly between levels on constant patrol, and the slaad spends its time lounging in the loft
before they arrive here. While the golem holds intruders at bay, Dory retreats to the far corner of the room and uses Eye of Corruption to weaken the most threatening character. He then follows up with