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Returning 16 results for 'converse release grim to have refuges'.
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converse release gain to have refuse
confers release gain to have reduces
covers release gain to have reduces
covers release gain to have refuse
convert release gain to have reduces
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Orcus The bloated Demon Prince of the Undead seeks to end all life in the cosmos, replacing the living with immortal, undead creatures that answer only to him. In this grim future, the many suns of
that mortals must suffer and die at the whims of these entities. In Orcus, they see the promise of release from pain without the demand of obedience. In the state of undeath that Orcus offers, they will
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
happen in the upper towers. Daask might release a gorgon into the streets. The necromancers of the Emerald Claw could test a necrotic weapon or a new form of undead. A pack of wererats could take root
, unnoticed by the Church of the Silver Flame. It’s a grim truth that anything can happen here… but it’s also a great source of adventure.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
to warn them of intruders. If the characters attack, the myconids defend themselves. To convince a hostile myconid to converse or to allow the characters to do anything other than leave the caves, a
Spores When myconids take damage, they release spores that alert all other myconids within 240 feet of them. All myconids in the cave are in range of each other’s Distress Spores. Myconids in areas B2 and area B3 move to area B4 if they detect Distress Spores.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of a storm giant can affect the fate of thousands.
Distant Prophet-Kings. Storm giants live in isolated refuges so far above the surface of the world or below the sea that they are beyond the reach
covered with algae and coral at the bottom of the ocean, or grim fortresses in undersea rifts.
Detached Oracles. Storm giants recall the glory of ancient giant empires forged by the god Annam. They seek
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
that would make an ogre barbarian blush.
5 You constantly converse with your opponents during the battle, doing whatever you can to distract them or get into their heads. It’s surprising how many
combatants enter a fight not knowing whether their boots have come untied.
6 You have a belt pouch specially made to release ball bearings or caltrops in the thick of the fight, forcing your
Compendium
- Sources->Dungeons & Dragons->Divine Contention
press the button, causing the panther head attached to the aft of the ship to release a 20-foot-square patch of oil onto the surface of the sea, which the head then ignites by releasing a jet of flame
, raising the ballistae and ammunition to the main deck via rising pillars. I8. Icingdeath Galley. Crew members converse, play games, and share meals around the table and eight chairs attached to the floor
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
own, Sir Talavar asks them to get the key from Jingle Jangle, offering them his magic sword in return for his release (see “Development” below). Snakes Outside the tower, about 10 feet from the door
their speed. Characters can converse with the snakes using a speak with animals spell or similar magic. In the course of any such conversation, a character can try to change the snakes’ attitude from
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
walls divide these catacombs, many lined with grave niches holding roughly humanoid shapes wrapped in tattered linen. More than one of these grim parcels floats freely in the stagnant water.
These
a grim, masked man. The statue reaches out, as if to accept what it has been offered.
To the east, a portion of the tomb’s wall has collapsed, exposing a deep crevasse in the rock.
This chamber
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the characters release them, the dogs run back to the nearest town to seek shelter. Under the sled are two small crates. One is empty, and it appears that the dogs broke into it and ate the provisions
snowbank is a pair of blue leather boots. Next to this grim display, a figure in cold weather clothing sits in the snow, her knees pulled in tight to her chest. Horns protrude from underneath the figure’s
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
: This underground facility reeks of rotting flesh. Grim-faced workers shuffle between a series of chutes set into south wall, prodding supine bodies with rusty implements. Periodically, corpses tumble out
overtake the Heralds of Dust exorcist (see the appendix) tasked with guarding this vault. If the characters don’t intervene, the Undead might destabilize the vault’s magic and release other creatures
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
opportune moment to attack intruders with surprise. The other moves east to the gate and opens it to release a brown bear, which attacks any non-troglodyte in the next round (roll initiative for the bear
a DC 15 Wisdom check. If the check succeeds and no troglodytes remain nearby, the characters can release it safely and let it depart. 22. Fungus Cavern A trickle of water seeping down from the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
(no brakes), the cart has AC 16. If occupants are using the brakes to control its speed, the cart has AC 8. If the cart’s occupants engage or release the brake when they see the kobolds pulling the
loud spell going off anywhere in the complex. The dragon is inclined to kill anyone she doesn’t recognize but might converse with adventurers who have something interesting to say. Being young, she
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. Multiple creatures are unable to see. A creature is alone. Midnight or another ominous hour arrives. A ghost or other creature tied to the region’s grim history menaces the party. A Haunted Manor Haunted
and unsettling, revealing some element of the environment’s history and putting the character in the place of someone who suffered a grim fate there. 81–85 A coffin or small enclosed space in the region
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
and onto the ground, releasing the tadpoles. On its turn, a crawling claw can move to a specimen jar and take an action to release the slaad tadpole trapped within. Treasure. On the shelf along the
decorated with grim paintings, but all furnishings have been removed except a ten-foot-square rug in the middle of the floor and a sword mounted on the middle of the north wall.
The rug is a rug of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
covet magic items that allow them to converse with interesting personalities. An intelligent telepathic weapon or a magic lamp with a djinni bound inside it are among the greatest treasures a brass
aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring. Older gold dragons can assume
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
learns what it can about other creatures’ activities near its territory, and about any treasure to be found nearby. Green dragons occasionally release prisoners if they can be ransomed. Otherwise, a
power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to