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Returning 35 results for 'conviction reluctant green to have release'.
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connection reluctant great to have release
condition reluctant green to have released
condition reluctant green to have releases
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conviction reluctant great to have release
Monsters
Candlekeep Mysteries
it to grapple a creature. Anytime on his turn, he can release a creature grappled by the whip (no action required).
Heal Self (Recharges after a Long Rest). Steel Crane regains 2d8 + 4
Crane is tall and slender. He is exceptionally handsome, with neat silver hair and deep green eyes, and carries himself with the grace of a dancer.
A strip of cloth was torn from the left sleeve of
Monsters
Quests from the Infinite Staircase
Industrious. The leprechaun is proficient with all artisan’s tools and adds double its proficiency bonus to ability checks made with them.
Reluctant Refusal. When a creature offers the
belts and buckles, and natural woodland accouterments. These fashions compliment their bright green skin, exuberant hair, and upbeat demeanors.Cunning Trick. The leprechaun takes the Disengage or Hide action or makes a Dexterity (Sleight of Hand) check.
Monsters
The Wild Beyond the Witchlight
/day: mirror image
Green, 1/day: suggestion
Blue, 1/day: major image
Indigo, 1/day: hallucinatory terrain
Violet, 1/day: polymorph+1 Tiny Sword. Melee Weapon Attack: +8;{"diceNotation":"1d20+8
Hourglass Coven.
If the characters are unable to open the birdcage on their own, Sir Talavar asks them to get the key from Jingle Jangle, offering them his magic sword in return for his release.
Equipment
and naturalists know the secret to getting a spiral fern to release fizzing green, and they are reluctant to tell, but will gladly go and harvest the strange, effervescent substance for a trade.
Combat
Utility
Whimsy
12
14
12
Deep within the forests of Obojima, there is a very special plant called a spiral fern that is the source of fizzing green. Only a few druids
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
8. Fungi Cavern This cave has hindered Nezznar’s explorations. The drow suspects that the mine’s magic workshops are close by, but he’s reluctant to risk dealing with the monsters here. Dense carpets
tall. Some of the puffballs glow with an eerie green phosphorescence.
Most of the fungi is harmless, and the green-glowing fungi allow creatures to see the entire cavern without the aid of darkvision
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
8. Fungi Cavern This cave has hindered Nezznar’s explorations. The drow suspects that the mine’s magic workshops are close by, but he’s reluctant to risk dealing with the monsters here. Dense carpets
tall. Some of the puffballs glow with an eerie green phosphorescence.
Most of the fungi is harmless, and the green-glowing fungi allow creatures to see the entire cavern without the aid of darkvision
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
after rolling initiative, the living unseen servants knock the green flasks off their pedestals, causing the containers to shatter on the floor and release their poison gas (which has no effect on
pedestal is a corked flask made of opaque green glass.
Servants. Four living unseen servants (see appendix A) are dusting the pedestals and flasks, using dusters made of cockatrice feathers.
Green
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
after rolling initiative, the living unseen servants knock the green flasks off their pedestals, causing the containers to shatter on the floor and release their poison gas (which has no effect on
pedestal is a corked flask made of opaque green glass.
Servants. Four living unseen servants (see appendix A) are dusting the pedestals and flasks, using dusters made of cockatrice feathers.
Green
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
it can to prevent the adventurers from leaving with Gromph’s grimoire (see “Treasure”). The characters can bargain with the trapped or defeated demon. It is reluctant to tell them what it knows, but
angrily answers questions in exchange for its freedom. The demon tries to convince the characters to release it before it tells them what it knows, and any promises it makes are forgotten once it is
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
it can to prevent the adventurers from leaving with Gromph’s grimoire (see “Treasure”). The characters can bargain with the trapped or defeated demon. It is reluctant to tell them what it knows, but
angrily answers questions in exchange for its freedom. The demon tries to convince the characters to release it before it tells them what it knows, and any promises it makes are forgotten once it is
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
holiness of a terrible beast, Klothys’s acolytes murder heroes sent to deal with it.
3 Certain that civilization offends fate, a priest raises a herd of typhons to release on a city.
4
Monsters table. Klothys’s Monsters Challenge Creature Source
1 Satyr reveler MOoT
2 Satyr thornbearer MOoT
3 Green hag MM
4 Oracle MOoT
6 Annis hag VGtM
6
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Gatekeepers The Gatekeepers are a druidic sect dedicated to protecting the natural world from unnatural forces. They battle aberrations and guard against extraplanar invasions and the release of
ancient evils. The Gatekeepers maintain the oldest druidic tradition on Khorvaire. Over fifteen thousand years ago, the green dragon Vvaraak came to the Shadow Marches and gathered a following from among
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
6. Captive Balor At the end of this hall, some sort of horrible binding process is underway. A balor is held against the wall, pressed in against the stonework design of a great green devil’s face. A
(area 14), and then set the controls in area 5 to release him. To convince them to do so, the fiend promises anything within his power. As a show of good faith, he can relate how to safely open the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
6. Captive Balor At the end of this hall, some sort of horrible binding process is underway. A balor is held against the wall, pressed in against the stonework design of a great green devil’s face. A
(area 14), and then set the controls in area 5 to release him. To convince them to do so, the fiend promises anything within his power. As a show of good faith, he can relate how to safely open the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Gatekeepers The Gatekeepers are a druidic sect dedicated to protecting the natural world from unnatural forces. They battle aberrations and guard against extraplanar invasions and the release of
ancient evils. The Gatekeepers maintain the oldest druidic tradition on Khorvaire. Over fifteen thousand years ago, the green dragon Vvaraak came to the Shadow Marches and gathered a following from among
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
holiness of a terrible beast, Klothys’s acolytes murder heroes sent to deal with it.
3 Certain that civilization offends fate, a priest raises a herd of typhons to release on a city.
4
Monsters table. Klothys’s Monsters Challenge Creature Source
1 Satyr reveler MOoT
2 Satyr thornbearer MOoT
3 Green hag MM
4 Oracle MOoT
6 Annis hag VGtM
6
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. These fashions compliment their bright green skin, exuberant hair, and upbeat demeanors. Leprechaun Small Fey, Typically Neutral
Armor Class 13
Hit Points 52 (8d6 + 24)
Speed 30 ft.
STR
6 (−2
to ability checks made with them.
Reluctant Refusal. When a creature offers the leprechaun the chance to partake in merriment or revelry such as a song, a dance, or a good meal, the leprechaun must
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. These fashions compliment their bright green skin, exuberant hair, and upbeat demeanors. Leprechaun Small Fey, Typically Neutral
Armor Class 13
Hit Points 52 (8d6 + 24)
Speed 30 ft.
STR
6 (−2
to ability checks made with them.
Reluctant Refusal. When a creature offers the leprechaun the chance to partake in merriment or revelry such as a song, a dance, or a good meal, the leprechaun must
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
.
Green Slime. Patches of green slime (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) coat the overhead branches of dead trees. The slime falls on creatures passing below
reinforcements. 43a 1 sahuagin The sahuagin remains here unless the characters release it. 43e 1 lizardfolk commoner The commoner remains here unless the characters release it. If that happens, it
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
.
Green Slime. Patches of green slime (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) coat the overhead branches of dead trees. The slime falls on creatures passing below
reinforcements. 43a 1 sahuagin The sahuagin remains here unless the characters release it. 43e 1 lizardfolk commoner The commoner remains here unless the characters release it. If that happens, it
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
a slim, athletic build and stares at you with piercing green eyes. Around him are four younger individuals who are similarly balanced on other stone slabs.
With the grace of a bird, he floats down
whip while using it to grapple a creature. Anytime on his turn, he can release a creature grappled by the whip (no action required).
Heal Self (Recharges after a Long Rest). Steel Crane regains 2d8
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
a slim, athletic build and stares at you with piercing green eyes. Around him are four younger individuals who are similarly balanced on other stone slabs.
With the grace of a bird, he floats down
whip while using it to grapple a creature. Anytime on his turn, he can release a creature grappled by the whip (no action required).
Heal Self (Recharges after a Long Rest). Steel Crane regains 2d8
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
additional fungi at levels 17–20. Green Slime Nuisance Hazard (Levels 1–4) Acidic green slime devours flesh, organic material, and metal on contact. Bright green, wet, and sticky, it clings to walls, floors
, and ceilings in patches. One patch of green slime covers a 5-foot square. Green slime has Blindsight with a range of 30 feet, and it drops from walls and ceilings when it detects movement below
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
additional fungi at levels 17–20. Green Slime Nuisance Hazard (Levels 1–4) Acidic green slime devours flesh, organic material, and metal on contact. Bright green, wet, and sticky, it clings to walls, floors
, and ceilings in patches. One patch of green slime covers a 5-foot square. Green slime has Blindsight with a range of 30 feet, and it drops from walls and ceilings when it detects movement below
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
—and where they are most vulnerable. The following locations are keyed to map 7.4. Damien Mammoliti Map 7.4: Spaceship Level 4 View Player Version S61: Server Room (Green) Boxy, metal towers hum
, after which time it must be charged at one of the plug-in terminals located throughout this level. If removed from the ship, the device ceases to function until returned. S64: Stasis Chamber (Green
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
—and where they are most vulnerable. The following locations are keyed to map 7.4. Damien Mammoliti Map 7.4: Spaceship Level 4 View Player Version S61: Server Room (Green) Boxy, metal towers hum
, after which time it must be charged at one of the plug-in terminals located throughout this level. If removed from the ship, the device ceases to function until returned. S64: Stasis Chamber (Green
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
secretly activated members of the elite order and sent them on a number of unauthorized missions. Laeral is reluctant to confront Vajra on the matter, and rationalizes her inaction by framing it as a
a d6. On a roll of 1, the silver fire disappears. Cast the revivify spell without material components. After Laeral takes this action, roll a d6. On a roll of 1–2, the silver fire disappears. Release
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
secretly activated members of the elite order and sent them on a number of unauthorized missions. Laeral is reluctant to confront Vajra on the matter, and rationalizes her inaction by framing it as a
a d6. On a roll of 1, the silver fire disappears. Cast the revivify spell without material components. After Laeral takes this action, roll a d6. On a roll of 1–2, the silver fire disappears. Release
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
“Approaching the Hall of Illusions.” A wooden mannequin of a grinning, raven-haired young woman in witch’s attire and a green flowing cape hovers inside a glass cabinet. At the top of the cabinet, a sign
. Candlefoot the Mime Candlefoot Candlefoot, a Witchlight hand (neutral good; see the stat block earlier in the chapter), is the reluctant ticket-puncher at the Hall of Illusions, and he does all he can to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
“Approaching the Hall of Illusions.” A wooden mannequin of a grinning, raven-haired young woman in witch’s attire and a green flowing cape hovers inside a glass cabinet. At the top of the cabinet, a sign
. Candlefoot the Mime Candlefoot Candlefoot, a Witchlight hand (neutral good; see the stat block earlier in the chapter), is the reluctant ticket-puncher at the Hall of Illusions, and he does all he can to
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
Chromatic Dragons The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared
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
Chromatic Dragons The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Academy Locations The following descriptions are keyed to locations noted on the Spelljammer Academy map. Administration Security Level: Green (Visitor Rank) or Above, Purple (Officer Rank) or Above
the event. Give inspiration to any character who successfully completes the course. Sea Dock Security Level: Green (Visitor Rank) or Above, Blue (Sailor Rank) or Above for the Cargo Area This
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Academy Locations The following descriptions are keyed to locations noted on the Spelljammer Academy map. Administration Security Level: Green (Visitor Rank) or Above, Purple (Officer Rank) or Above
the event. Give inspiration to any character who successfully completes the course. Sea Dock Security Level: Green (Visitor Rank) or Above, Blue (Sailor Rank) or Above for the Cargo Area This
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
beneath the forest canopy. Growths of green, brown, and gray lichen cover the cave mouth, and a small stream flows deeper into the yawning darkness.
The character who has the highest passive Wisdom
something else entirely. Both Konrad and Rugga are in constant agony. They can communicate telepathically out to a range of 60 feet. Their communications consist of pleas to release them from their torment