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                        Returning 33 results for 'constant warrens rules'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ":"Acid Spray","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the
                                                
                                            
                                                
                                                    ;adult kruthiks nearby as bodyguards.
Kruthiks
Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven
                                                
                                            
                                        
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     stare, then appeared to go back to sleep.
—  Richard Lee Byers, The Black Bouquet
A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    , then appeared to go back to sleep.
 — Richard Lee Byers, The Black Bouquet
 A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    , then appeared to go back to sleep.
 — Richard Lee Byers, The Black Bouquet
 A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Movement and Position In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand. On your turn, you can move a distance up to your speed. You
                                                
                                            
                                                
                                                     can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     service, or a craft that supports by providing income. Houses are in constant competition with one another. They vie for money, for prestige, and, more than anything else, for power over others — the
                                                
                                            
                                                
                                                     surest sign of Lolth’s approval. No tactic is outside the rules in this ongoing conflict. Raids against another house’s outlying property (farming caverns, trade caravans, or hunting parties) are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Movement and Position In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand. On your turn, you can move a distance up to your speed. You
                                                
                                            
                                                
                                                     can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     neighbors, particularly the drow, the settlements and kingdoms of svirfneblin are in constant danger of being relocated, conquered, or destroyed. Such was the fate of Blingdenstone, one of the
                                                
                                            
                                                
                                                     their old home, and now struggle to rid it of malign influences that have crept into the tunnels and warrens in their absence. Deep gnomes are lean with dark, earthen skin tones of gray. Males are bald
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     constant attacks by the oozes and are close to fleeing the settlement and leaving the other deep gnomes to fend for themselves. However, Chipgrin has learned of the mysterious figure controlling the
                                                
                                            
                                                
                                                    , I can take you straight to him — he what calls himself the Pudding King.”
 
 Map 6.5: Goldwhisker Warrens The wererat leader remains civil, but he refuses to tell the characters anything more
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     reconquest by the dwarves. Living in a near-constant state of war for generations, shield dwarves are a hardy people, slow to trust, with long memories and often an equally long list of grievances against
                                                
                                            
                                                
                                                    , Worldthrone, Wyrmslayer, and Yund.
 Some dwarves hail from the family that founded or rules a given clan, and so they use the clan name as their family name. Others are simply “of” the clan, but bear the clan name with as much pride as their own surnames.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Dispater The cosmos is a grand game. He who knows its rules the best shall win the prize.
  — Dispater
 Dispater is the foremost arms dealer of the Nine Hells, and perhaps the greatest weapons
                                                
                                            
                                                
                                                     unearthed over his lifetime, the foundries of Dis produce deadly armaments that help to stem the abyssal tide. The fighting requires constant reinforcements, creating a voracious appetite for the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     drow in their refuge. The constant fear of punishment, from one’s mistress or another, more powerful drow, keeps most slaves obedient, even when they aren’t directly supervised. The great cavern of
                                                
                                            
                                                
                                                     advantages over each other, they all live under the heel of House Baenre and the Matron Mother, who rules the city in Lolth’s name. On a large plateau high above the cavern floor is Tier Breche, also
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     rules they are charged with enforcing, cleaving to the spirit of the law when the letter no longer serves justice. Because the Guildpact — the one force on Ravnica that can keep the guilds from
                                                
                                            
                                                
                                                     on constant alert for military threats. They work to maintain their fortifications to ensure that they aren’t overrun by Gruul marauders. Construction proceeds on new strongholds near Gruul territories
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     warlock. Standard Dark Spellcaster Franchise Rules
  No summoning circles in the bathroom. No “tentacle talk” during mealtimes. You must wear a gag at bedtime. That constant screaming makes it hard for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    . Glasya, the rebellious daughter of Asmodeus, rules the place and oversees the punishments doled out to devils that stray from their assigned tasks. These lawbreakers are put on trial in Phlegethos, and if
                                                
                                            
                                                
                                                     frequent avalanches. Some of the structures here are erected atop pillars of adamantine embedded in the mountain that can withstand the constant battering, though the platforms they support sway under
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Hill Giant Hill giants are selfish brutes that hunt, forage, and raid in constant search of food. They blunder through hills and forests devouring what they can, bullying smaller creatures into
                                                
                                            
                                                
                                                     territory where other humanoids live, it rules strictly by terror and tyranny. Its decisions shift with its mood, and if it forgets the title it bestowed upon itself, it might eat its subjects on a whim.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     admire one another in equal measure and are in constant competition. Every time Belial outthinks Fierna, she talks her way out of whatever trap he has devised. Fierna stages insurrections against
                                                
                                            
                                                
                                                     arises, the seeming enemies cooperate to dispatch pretenders to their shared throne. Fiery Realm of Dark Delights The pair rules over Phlegethos, an expanse filled with immense volcanoes that expel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     laird, who rules over his or her own holdings and directs the clan in dedicating its efforts toward a particular trade or craft. A caste of priests called thuldar officiate all rituals and record the
                                                
                                            
                                                
                                                     campaign, blind to the corruption that festers around them. GRACKLE-LUNG
 The constant smog in Gracklstugh causes grackle-lung in living, breathing creatures, resulting in persistent, wracking coughs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     psionic ability to send visions to a humanoid shaman, causing it to proclaim the mind flayers as emissaries of the gods. With that ruse in place, the “gods” then dictate strict rules that cause some
                                                
                                            
                                                
                                                     ever since the gray dwarves revolted against them, but consider their brains a delicacy. Duergar serve as a constant reminder to the illithids that any creatures that serve them must be kept dimwitted
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     available from alchemists in the Styes, being one of the district’s more popular exports. Before running this final part of the adventure, make sure you’re familiar with the rules on underwater combat
                                                
                                            
                                                
                                                     scarred by ulcers and sores; the energy channeled into it sometimes erupts spontaneously and rots away its flesh. The kraken understands from Sgothgah’s constant whispering that it has a great
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     feet (spending half their speed to do so—see the “Being Prone” section in the Basic Rules). They pursue any characters they see, attacking until destroyed. The eastern half of the building is the old
                                                
                                            
                                                
                                                     Basic Rules for the effects of being restrained). A snared creature can take an action each round to attempt to break free with a DC 12 Strength check, or it can try to cut its way free by using a light
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     Master’s Guide). Its captain, Tholtz Daggerdark (CE male Illuskan human archmage), is one of Slarkrethel’s mad, devoted thralls. He claims to be in constant telepathic contact with the kraken, though in
                                                
                                            
                                                
                                                     awake cultists are manning the ballistae or keeping an eye on the storm giant prisoner. For ballista rules and statistics, see the “Siege Equipment” section in chapter 8 of the Dungeon Master’s Guide
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     realms of the storm giants, which maintain a constant watch for the all-important signs. In ages past, when giant dynasties reigned, the signs that accompanied the leader of them all were clear and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     casino’s boats load and unload passengers at a pair of wooden docks. Two tiefling attendants (commoners) help patrons into and out of the boats. Patrons are expected to abide by the casino’s rules
                                                
                                            
                                                
                                                    , which are posted on placards near the docks. The placards read as follows: RULES IN THE AFTERLIFE:
 Stay out of the River Styx.
 Don’t cheat. (Cheaters never prosper.)
 Don’t accost or threaten other
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    
 2nd level (3 slots): gust of wind, hold person, lesser restoration
 3rd level (2 slots): call lightning, wind wall
 The aarakocra of Kir Sabal lead ritualistic lives and follow strict rules of
                                                
                                            
                                                
                                                     behavior laid down by tradition and the Teacher. To a large extent, the rules and rituals have taken on a life of their own irrespective of any religious observance. If the characters approach peacefully
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    . “Hospitality, ownership, reciprocity—the rules of conduct must be respected.”
 Bond. “I have pledged my fealty to Zybilna of Prismeer, and I am nothing if not her loyal servant.”
 Flaw. “Don’t
                                                
                                            
                                                
                                                     stubborn and slippery as a toad. I won’t and I shan’t, but I will if I can’t!”
    Vansel the Satyr 
 CHAPTER 2: HITHER
 The satyr Vansel is a vagabond who travels the Feywild in a constant state of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                    . “Hospitality, ownership, reciprocity—the rules of conduct must be respected.”
 Bond. “I have pledged my fealty to Zybilna of Prismeer, and I am nothing if not her loyal servant.”
 Flaw. “Don’t expect
                                                
                                            
                                                
                                                     stubborn and slippery as a toad. I won’t and I shan’t, but I will if I can’t!”
    Vansel the Satyr 
 CHAPTER 2: HITHER
 The satyr Vansel is a vagabond who travels the Feywild in a constant state of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     protective of the pool and attacks intruders. The mephits join in, but unlike the myrmidon, each one reduced to fewer than 10 hit points flees. See area G6 for rules about moving through the river of
                                                
                                            
                                                
                                                     ceiling cast a lurid purple glow over everything. Issuing from a tunnel that descends toward the east is the loud, constant sound of stone grinding against stone.
 If the nothics in area G15 retreat
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    : General Features” sidebar for rules on opening doors and lifting portcullises). From the room beyond comes the sound of rushing water from the nearby river. The passage leads to a cold, dark, and vast
                                                
                                            
                                                
                                                     from the top of the shaft to the bottom, or vice versa. Between stops, it moves at a constant speed. Bolted to the northeast wall of the room is a rectangular metal plate with a 3-foot-long iron
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     slippery. (See chapter 5, “Adventure Environments,” in the Dungeon Master’s Guide for rules on extreme cold and slippery ice.) For every minute the characters spend here, there is a cumulative ten
                                                
                                            
                                                
                                                     tunnels, a mighty gale blows from the northern way, making a constant howl. Two braziers burn with green flame, lighting the area. Numerous rock columns join the floor to the ceiling. Severed silk ropes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     ajar, and harmless rats scurry in and out in a constant stream. Inside the hovel, feeding bits of juicy moss to the rats, is a mage named Preeta Kreepa. She served as an assistant to Arcturia, one of
                                                
                                            
                                                
                                                    ”). The keystone of this arch is carved to look like a gold dragon wyrmling, its mouth agape. The rules of this gate are as follows: The gate opens for 1 minute when a gemstone worth at least 100 gp is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     CONVENIENCE
 The work of the gnome archmage Hoobur Gran’Shoop is a constant presence in episodes 2 and 3 of the adventure, even before his actual appearance toward the end of episode 3. Savvy players
                                                
                                            
                                                
                                                     might note that the undead minions Hoobur creates to harry the party don’t follow the standard rules by which a spellcaster character might create undead. Likewise, some of the creatures working for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    . Learning of Sarcelle’s vision counts as a secret for the purposes of the Power of Secrets rules found in this book’s introduction. C6: Supply Room Stone shelves in this room contain boxes and bags. A few
                                                
                                            
                                                
                                                     Umberto to impart basic history about Vecna and Kas as described in the introduction. Learning about Umberto’s secret research topic counts as a secret for the purposes of the Power of Secrets rules
                                                
                                            
                                        





