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Returning 35 results for 'consult walk retreats'.
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consult work retreats
consult ways retreats
consult wall repeats
consult well retreats
Monsters
Princes of the Apocalypse
, hold person, protection from poison
3rd level (3 slots): call lightning, sleet storm, tidal wave*
4th level (3 slots): control water, ice storm
5th level (1 slot): scrying
Water Walk. Gar can
retreats to the Plunging Torrents, the water node. Within this node, Gar gains one additional use of his Legendary Resistance trait.
Lair Actions
If Gar is in the water node while Olhydra isn’t, he
Classes
Tasha’s Cauldron of Everything
members of this class. The strange technologies in the Barrier Peaks of the world of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers
result of the wondrous ingenuity of artificers.
Creating an Artificer
To create an artificer, consult the following subsections, which give you hit points, proficiencies, and starting equipment. Then
races
Mordenkainen Presents: Monsters of the Multiverse
birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that
your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Upon hearing creatures enter the area, the bandit retreats to warn its confederates in areas 6, 8, and 9. Characters in the room can hear the bandit’s soft, retreating footfalls with a successful DC
dropped by a frightened adventurer. Roll percentile dice and consult the Trinkets table in chapter 5 of the Player’s Handbook to determine the trinket. Shields Sixty old shields hang on the walls; they
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
continuous slope. The entire journey takes about 14 hours if the characters walk at normal speed. Random Encounters After each hour the characters spend in the tunnel, roll 1d20 and consult the Tunnel
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. They have a climbing speed of 30 feet. They have truesight out to a range of 120 feet. Roll for random encounters as the characters explore the Academy grounds. You can roll a d20 and consult the
acolytes out for a walk. There is a 25 percent chance that a drow priestess of Lolth is with them, filling the young devotees’ heads with wisdom and instructing them on the Way of Lolth (see “The Way of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
battle to the death, with the only restriction being that they can’t withdraw from the combat. Brief tactical retreats are permissible, but Vizeran’s ritual has filled the demon lords with the rage
battle between the demon lords shifts dangerously close to the characters. Roll a d6 and consult the Near Miss table to determine the result. d6 Event 1–2 Explosion. Each creature within 20 feet of a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Aerenal In Aerenal, you might… Consult an elven archmage who’s been dead for twenty thousand years. Battle sinister forces that have crawled into Eberron from a realm of eternal night. Learn secrets
Aereni elves, the honored dead walk among the living. Heroes who died in glorious battle return to serve the Sibling Kings. And in the depths of Shae Mordai, the deathless lords of the Undying Court
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Aerenal In Aerenal, you might… Consult an elven archmage who’s been dead for twenty thousand years. Battle sinister forces that have crawled into Eberron from a realm of eternal night. Learn secrets
elves, the honored dead walk among the living. Heroes who died in glorious battle return to serve the Sibling Kings. And in the depths of Shae Mordai, the deathless lords of the Undying Court study
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
by evil gods. An evil empyrean can’t survive long on the Upper Planes and usually retreats to the Material Plane, where it can rule over a kingdom of mortals as an indomitable tyrant. Immortal Titans
, pass without trace, water breathing, water walk
1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only)
Legendary Resistance (3/Day). If the empyrean fails a saving
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
shares one piece of useful information. Roll a d8 and consult the Ahoyhoy Lore table to determine what information is shared. Ahoyhoy Lore d8 Lore 1 There are several shipwrecks off the northern
they hatch, then share their life experiences with the newborn offspring. Not long after it learns to walk on two legs, a young tortle becomes an orphan ready to make its mark on the world. 7 A ship
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
percentile dice and consult the table below to determine what the character learns. False rumors are in italics. Also see appendix F for even more potential rumors of the Barrier Peaks. Barrier Peaks
keep a brain alive long after a creature’s death. 46–50 Kwalish never really existed. The inventor who went by that name was really a construct, created by Ioun to walk among mortals and study our
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Entering while still alive, and in such a way as to be able to walk out again, is another matter entirely. Legends tell of places where the boundary between the mortal world and the Underworld is weak
such a momentous quest. Once characters enter the Underworld and attain their goal, they still face their most daunting challenge: escape. Consult the following “Paths of Escape” section for ideas on how the living might ultimately make their way back out of the Underworld.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Underdark — and consult the associated list of spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If
storm, slow 7th freedom of movement, ice storm 9th commune with nature, cone of cold Coast Druid Level
Spells
3rd mirror image, misty step 5th water breathing, water walk 7th control water
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
place for random encounters. When it suits you, roll a d20 and consult the Dark Dominion Encounters table to determine what the party encounters, or choose an encounter that you like. Dark Dominion
ledges or cling to the high ceiling, attacking with their bows while staying out of the range of melee weapons. A drider retreats if reduced to 60 hit points or fewer. Drow Patrol The characters encounter
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
material components of any enchantment spell of 3rd level or lower. The faerie dust has other magical effects as well. If a pinch of faerie dust is sprinkled on a creature, roll percentile dice and consult
tower while he considers their offer. He then retreats to the second floor and casts contact other plane to determine the best course of action. If he fails the spell’s Intelligence saving throw, he
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, making full use of invisibility, move earth, and his other abilities. He shifts the odds in his favor by killing the weakest characters first. The dao fights to 45 hit points or fewer, then retreats
paths curve away and bring them back here after a short walk. If the characters leave marks, items, or companions behind in this area, all the same conditions apply here as in area 1.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
full use of invisibility, move earth, and his other abilities. He shifts the odds in his favor by killing the weakest characters first. The dao fights to 45 hit points or fewer, then retreats into the
curve away and bring them back here after a short walk. If the characters leave marks, items, or companions behind in this area, all the same conditions apply here as in area 1.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the former lair of a fearsome predator, the characters can potentially gather useful material for crafting among the bones. When the party enters a boneyard, roll a d20 and consult the table to
around it. Their travel pace for the day is slowed by half unless they come up with a plan to cross the gorge quickly. High Ledge The characters must walk along an 18-inch-wide ledge that skirts a ravine
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Underdark — and consult the associated list of spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If
storm, slow
7th
freedom of movement, ice storm
9th
commune with nature, cone of cold
Coast Druid Level Spells 3rd
mirror image, misty step
5th
water breathing, water walk
7th
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
spell has the ritual tag and you have the spell prepared. Artificer Spell List Here’s the list of spells you consult when you learn an artificer spell. The list is organized by spell level, not
magic
elemental weapon
flame arrows *
fly
glyph of warding
haste
protection from energy
revivify
tiny servant *
water breathing (ritual)
water walk (ritual)
4th Level arcane eye
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
as a ritual if that spell has the ritual tag and you have the spell prepared. Artificer Spell List Here’s the list of spells you consult when you learn an artificer spell. The list is organized by
food and water
dispel magic
elemental weapon
flame arrows *
fly
glyph of warding
haste
protection from energy
revivify
tiny servant *
water breathing (ritual)
water walk (ritual
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. Artificer Spell List Here’s the list of spells you consult when you learn an artificer spell. The list is
arrows **
Fly
Glyph of warding
Haste
Intellect fortress *
Protection from energy
Revivify
Tiny servant **
Water breathing (ritual)
Water walk (ritual)
4th Level Arcane eye
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters Twice each day that the party spends in the Labyrinth (whether traveling or resting), roll a d20 and consult the Labyrinth Encounters table to determine what, if anything, they
monodrone 19 2d6 quaggoths 20 1d4 shriekers Behir This long-bodied reptile is either prowling a tunnel or resting in a cave when the characters encounter it. The behir retreats if reduced to 80 or fewer
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
for healing. A deadly trap might reduce a creature to 0 hit points in one shot, and leaves most creatures hit by it in need of a short or long rest. Consult the following tables when determining a
simply walk around it, or they can climb down one side, walk across the bottom of the pit, and climb up the other side. Once you determine how a trap can be disarmed or avoided, decide the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
their sensory stone (see Sigil and the Outlands). Roll on the Sensory Stone Sensations table and consult the entries below to determine the muse’s desired sensation and how the characters can help
attempt to detain the characters with their pincered polearms and walk them to the city courts. Failing that, they try to knock the characters unconscious and place them in shackles. Development
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
walk patrols. Their eyes are sharp, and they are prone to gossip. A pull from a flask of whiskey or a few silver pieces can persuade them to provide information on recent visitors. 2. Barracks and
audience with Manistrad can find her here when she’s not working at the mine. She sometimes has need for adventurers to help keep the mining operation secure. Roll a d6 and consult the table below to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
score of 10 and the ability to speak Common or Druidic. The druids use these awakened beasts as spies and messengers. Roll a d8 and consult the Awakened Beast Encounter table to determine what kind of
beast retreats to a safe distance. If it’s cornered and doesn’t like its chances of survival, it bargains or pleads for its life. An awakened beast knows its territory well and can point characters to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
successful or failed check represents 1 minute of searching the maze. Between each check, roll a d20 and consult the Thorn Maze Encounters table to determine what, if anything, the characters
to attack them. The attacking force consists of sixteen grung elite warriors (including Roark) and forty grungs. Groak retreats to his elevated pool in the shrine and makes his final stand there.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
zombie pulls the furnace lever. Mortal Lessons
A character could easily die in area M5. If this happens, reveal that the characters have multiple incarnations. Consult the “Glitch Characters” section
the characters walk as the living do, they stink of death. A Gulthias tree (see the “Blights” entry in the Monster Manual), surrounded by brambles, rises above the thicket. It bears a single, bone
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
+7
Senses passive Perception 10
Languages Common, Primordial
Challenge 6 (2,300 XP)
Earth Walk. Moving through difficult terrain made of earth or stone costs Miraj no extra movement.
Innate
loyal to him. In the Earth Node When the Temple of Black Earth is threatened, Marlos Urnrayle retreats to the Black Geode, the earth node. Within this node, Marlos gains one additional use of his
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
water, ice storm
5th level (1 slot): scrying
Water Walk. Gar can stand and move on liquid surfaces as if they were solid ground.
Watery Fall. When Gar drops to 0 hit points, his body collapses into
clear that the Temple of the Crushing Wave is no longer secure, Gar retreats to the Plunging Torrents, the water node. Within this node, Gar gains one additional use of his Legendary Resistance trait
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
woman, is mayor of a small village about a week’s walk from the tower. An upcoming election has her on edge, and she wants to know what her odds are of keeping her title. 4 Adavalis, an elf man, comes
of the Griswill Garrison (lawful neutral, gnome guards) stand watch in this room. When it’s time for a visitor’s appointment in the Questioner’s Hall (area T4), the guards walk across the bridge and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
creatures are in the chasm, have them roll initiative. On initiative count 10, roll a d20 and consult the following table to determine what effect, if any, occurs in the chasm: d20 Effect 1–10 None
line of figures struggling to walk against the wind, faces of the dead, or anything else you wish to depict or convey in your campaign. N11. Hero’s Tomb A yellow casket rests on the flat top of a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
visitors’ story, then turn the party away unless the characters make convincing arguments about their importance. If the doors are unlocked, the characters can walk in without announcing themselves
monastery belong to the Black Earth cult. The crypt is part of the dungeon claimed by the lich Renwick, who normally can be found in his workshop (area M16). The lich retreats here to avoid confronting