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Returning 35 results for 'corner were retreat'.
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Demilich (Variant)
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Monsters
Monster Manual (2014)
speed.
Cloud of Dust. The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 16 Constitution saving throw or be
it to retreat into its ancient tomb and forget to feed on souls. The spells it once knew fade from its mind, and it no longer channels the arcane energy it wielded as a lich. However, even as a mere
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Freth. They have been watching the invisible troll but aren’t sure what to make of it. They retreat to area 12 (through areas 9b, 10a, and 10b) if threatened. Zaztorrl’s loyalty to House Freth is shaky
, the result of a series of dull assignments that have left him feeling underappreciated and scornful. If the characters capture or corner him, he offers to lead them to House Freth’s fortress on level
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Freth. They have been watching the invisible troll but aren’t sure what to make of it. They retreat to area 12 (through areas 9b, 10a, and 10b) if threatened. Zaztorrl’s loyalty to House Freth is shaky
, the result of a series of dull assignments that have left him feeling underappreciated and scornful. If the characters capture or corner him, he offers to lead them to House Freth’s fortress on level
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Shummrath to retreat to some far corner of Avernus to escape Bel’s wrath. Development If the characters successfully dam the River Styx, they can return to the Mirror of Mephistar to claim recompense
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Shummrath to retreat to some far corner of Avernus to escape Bel’s wrath. Development If the characters successfully dam the River Styx, they can return to the Mirror of Mephistar to claim recompense
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
28. Withers’s Office Candles dimly illuminate a cluttered office. A skeletal songbird rasps at you from a filthy cage in one corner. Other furnishing include a wooden writing desk and a tall-backed
level (4 slots): detect magic, expeditious retreat, feather fall, thunderwave
2nd level (3 slots): darkness, hold person, rope trick
3rd level (3 slots): dispel magic, lightning bolt
4th level (3
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
treant animates two nearby trees and then attacks. The treant and its animated allies are too big to enter the mausoleum. The characters can kill the treant, try to slip past it, or retreat until
level. This crypt contains the shattered bones of Uld Brandath, a Waterdavian magister who died in a freak accident decades ago. (A gargoyle broke off the corner of a government building and fell on
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
6. Svirfneblin Enclave The deep gnomes look for any opportunity to corner the market on goods their competitors are in short supply of. Gabble Dripskillet, the svirfneblin chief negotiator, used to
sell salt, gemstones, and rare minerals from a stall in the eastern market (area 3b), but she and several other svirfneblin merchants were forced to retreat to their warehouse (area 6b) when the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
treant animates two nearby trees and then attacks. The treant and its animated allies are too big to enter the mausoleum. The characters can kill the treant, try to slip past it, or retreat until
level. This crypt contains the shattered bones of Uld Brandath, a Waterdavian magister who died in a freak accident decades ago. (A gargoyle broke off the corner of a government building and fell on
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
28. Withers’s Office Candles dimly illuminate a cluttered office. A skeletal songbird rasps at you from a filthy cage in one corner. Other furnishing include a wooden writing desk and a tall-backed
level (4 slots): detect magic, expeditious retreat, feather fall, thunderwave
2nd level (3 slots): darkness, hold person, rope trick
3rd level (3 slots): dispel magic, lightning bolt
4th level (3
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
6. Svirfneblin Enclave The deep gnomes look for any opportunity to corner the market on goods their competitors are in short supply of. Gabble Dripskillet, the svirfneblin chief negotiator, used to
sell salt, gemstones, and rare minerals from a stall in the eastern market (area 3b), but she and several other svirfneblin merchants were forced to retreat to their warehouse (area 6b) when the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
bridge. With nowhere to hide, the people in the village lowered the drawbridge and fled north. In the event of an attack, the villagers are supposed to retreat to the keep; with the bridge out, that
is buried under rubble. 14c. Den and Library This corner room consists of two levels. The lower level is the den. It is decorated with overstuffed chairs and bearskin rugs, and the walls are adorned
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
bridge. With nowhere to hide, the people in the village lowered the drawbridge and fled north. In the event of an attack, the villagers are supposed to retreat to the keep; with the bridge out, that
is buried under rubble. 14c. Den and Library This corner room consists of two levels. The lower level is the den. It is decorated with overstuffed chairs and bearskin rugs, and the walls are adorned
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
their hit points move behind the chokepoint (area O5), leaving the ogre zombie to cover their retreat if it comes to that. Well. The well descends 10 feet to an underground cistern. The sides of the
ladder at each end. The ladder at the south end climbs to area O1. O5. Chokepoint A long room, divided in the middle by two open doorways, stands empty. In the far southwest corner, an iron lever sticks
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
their hit points move behind the chokepoint (area O5), leaving the ogre zombie to cover their retreat if it comes to that. Well. The well descends 10 feet to an underground cistern. The sides of the
ladder at each end. The ladder at the south end climbs to area O1. O5. Chokepoint A long room, divided in the middle by two open doorways, stands empty. In the far southwest corner, an iron lever sticks
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the surface world. Withers and his crew use the staircase at area 26 to roam unseen through the tomb’s many levels. When their work is done, they retreat to their secret headquarters on level 2 of the
enter an area containing a skeleton key, it might be standing in the middle of the room, standing in a corner, walking across the ceiling, or clinging to a wall. A skeleton key’s primary goal is to avoid
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
becoming undead. However, time can erode the lich’s reason and memory, causing it to retreat into its ancient tomb and forget to feed on souls. The spells it once knew fade from its mind, and it no longer
magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the surface world. Withers and his crew use the staircase at area 26 to roam unseen through the tomb’s many levels. When their work is done, they retreat to their secret headquarters on level 2 of the
enter an area containing a skeleton key, it might be standing in the middle of the room, standing in a corner, walking across the ceiling, or clinging to a wall. A skeleton key’s primary goal is to avoid
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24. Githzerai Retreat Four githzerai have taken refuge in this corner of the Obstacle Course (see “Githzerai Zerths”). Using psionics, they hide themselves from the scrying eyes of Halaster. They
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
becoming undead. However, time can erode the lich’s reason and memory, causing it to retreat into its ancient tomb and forget to feed on souls. The spells it once knew fade from its mind, and it no longer
magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24. Githzerai Retreat Four githzerai have taken refuge in this corner of the Obstacle Course (see “Githzerai Zerths”). Using psionics, they hide themselves from the scrying eyes of Halaster. They
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
peering through the windows. U7a. Observation Deck. If Jarlaxle Baenre (see appendix B) is forced to retreat to the submarine, he is here when the characters first arrive. The observation deck is an
, created by magic. U10. Galley This room has the following features: An iron stove sits in one corner. In the opposite corner stands a steel food preparation table with utensils dangling above it. Built
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
peering through the windows. U7a. Observation Deck. If Jarlaxle Baenre (see appendix B) is forced to retreat to the submarine, he is here when the characters first arrive. The observation deck is an
, created by magic. U10. Galley This room has the following features: An iron stove sits in one corner. In the opposite corner stands a steel food preparation table with utensils dangling above it. Built
Compendium
- Sources->Dungeons & Dragons->Divine Contention
the town guard, shouting at a group of soldiers stationed behind a barricade.
“Retreat! Save yourselves! Leilon is lost!”
Sergeant Yorrum is a cowardly human male guard. The party can defy him and
attempt to rally his troops, or retreat with him to the town square. If they stay, the players must describe what they say or do to rally the troops, and then make an appropriate ability check opposed
Compendium
- Sources->Dungeons & Dragons->Divine Contention
the town guard, shouting at a group of soldiers stationed behind a barricade.
“Retreat! Save yourselves! Leilon is lost!”
Sergeant Yorrum is a cowardly human male guard. The party can defy him and
attempt to rally his troops, or retreat with him to the town square. If they stay, the players must describe what they say or do to rally the troops, and then make an appropriate ability check opposed
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
corner of the kitchen, several small ceramic bowls painted with stylized cats are filled with water and kitchen scraps. Any cats the characters have encountered in the mansion are found again here, along
the table. A seventh chair sits alone in the far corner.
In addition to the furnishings described above, this room is adorned with unremarkable tapestries that depict grapevines and the process of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
corner of the kitchen, several small ceramic bowls painted with stylized cats are filled with water and kitchen scraps. Any cats the characters have encountered in the mansion are found again here, along
the table. A seventh chair sits alone in the far corner.
In addition to the furnishings described above, this room is adorned with unremarkable tapestries that depict grapevines and the process of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
challenges the characters, demanding in Draconic that they retreat. The other guards join him immediately. Development. If a fight breaks out, one of the guards tries to run back to the barracks (area 3
reaches a height of about forty feet. At the far side of the cave, a narrow stone pathway connects two arched entrances that lead deeper into the hillside, one in the northeast corner of the cave and the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
challenges the characters, demanding in Draconic that they retreat. The other guards join him immediately. Development. If a fight breaks out, one of the guards tries to run back to the barracks (area 3
reaches a height of about forty feet. At the far side of the cave, a narrow stone pathway connects two arched entrances that lead deeper into the hillside, one in the northeast corner of the cave and the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the sick individual during a long rest. The caregiver gains no benefit from that rest. Secret Door. A secret door leading to area 8 is hidden in the wall in the southwest corner of the room. Agents of
. Far Realm Rift When the characters enter this area, read: A five-foot-diameter circle of dark energy crackles in the northwest corner of this room. The walls are etched with complex runes, as well
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the sick individual during a long rest. The caregiver gains no benefit from that rest. Secret Door. A secret door leading to area 8 is hidden in the wall in the southwest corner of the room. Agents of
. Far Realm Rift When the characters enter this area, read: A five-foot-diameter circle of dark energy crackles in the northwest corner of this room. The walls are etched with complex runes, as well
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
after she becomes visible. She has a potion of healing, which she uses if her current hit points drop to half her hit point maximum or lower. If two duergar fall in battle, the survivor tries to retreat
. Treasure. In the cold forge in the northwest corner of the room, Snurrevin has stashed 320 gp, 1,100 sp, a gold necklace set with ruby stones worth 900 gp, and a potion of hill giant strength. 38. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
after she becomes visible. She has a potion of healing, which she uses if her current hit points drop to half her hit point maximum or lower. If two duergar fall in battle, the survivor tries to retreat
. Treasure. In the cold forge in the northwest corner of the room, Snurrevin has stashed 320 gp, 1,100 sp, a gold necklace set with ruby stones worth 900 gp, and a potion of hill giant strength. 38. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
merchandise here. The stage will be quite large when it’s finished but is still in the preliminary stages of assembly. A pile of wrecked wooden furniture lies in the area’s northwest corner. Seven goblins are
drawn a crude blueprint of a stage. If attacked, these goblins retreat to area 1d. They otherwise pay no attention to strangers. Treasure. The goblins carry a total of 27 cp and 15 sp. 1c. Gibbets and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
merchandise here. The stage will be quite large when it’s finished but is still in the preliminary stages of assembly. A pile of wrecked wooden furniture lies in the area’s northwest corner. Seven goblins are
drawn a crude blueprint of a stage. If attacked, these goblins retreat to area 1d. They otherwise pay no attention to strangers. Treasure. The goblins carry a total of 27 cp and 15 sp. 1c. Gibbets and