Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 21 results for 'creatures in cornered'.
Other Suggestions:
creatures in covered
creatures in corners
creatures in corner
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
; Instead, aggressive, stronger creatures register to the lizardfolk as fearsome beings to be avoided if possible. If such creatures attack, lizardfolk flee, fighting only if cornered. Lizardfolk aren
basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
3. Cornered The fleeing hook horrors make their way here, where they wait in ambush for any creatures that follow them. The passage is narrow enough that Medium creatures must move single file
through it. The cave appears to be a dead end, and the hook horrors fight to the death against any creatures that enter. Characters who take the time to search the cave spot a hole in the 10-foot-high
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Kobolds: Little Dragons Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a strong social structure that stresses devotion to the tribe
, are clever with their hands, and viciously work together in order to overcome their physical limitations. In the kobolds’ version of a perfect world, the creatures would be left alone to dig their
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
Kobolds are a lot less cute when they learn how to cast fireballs.
— Volo
Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a
a perfect world, the creatures would be left alone to dig their tunnels and raise the next generation of kobolds, all the while seeking the magic that will free their imprisoned god (see the &ldquo
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
register to the lizardfolk as fearsome beings to be avoided if possible. If such creatures attack, lizardfolk flee, fighting only if cornered. Lizardfolk aren’t scared of a troll; instead, they
. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure. Lizardfolk experience most feelings as detached descriptions of creatures and situations. For example, humans
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Way to Wyllowwood The drow cornered and killed several troglodytes in these caves after the reptilian creatures refused to be enslaved. 15a. Battle Scene The floor here is stained with blood and
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
monstrous land of Najara, or scouts from Elturgard keeping watch on yuan-ti activity. Herd Mammals Packs of goats, antelope, and other herd mammals range across the Serpent Hills. They avoid other creatures
, but can become fierce if threatened or cornered. Hill Giants The party comes across one or two hill giants gorging on a fallen herd animal. When the giants notice the adventurers, they see the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
creatures, but can become fierce if threatened or cornered. Hill Giants. The party comes across one or two hill giants gorging on a fallen herd animal. When the giants notice the adventurers, they see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, rough-hewn tunnels carved into the sides of cisterns. The underground river then resumes its natural course, eventually emptying into the Underdark. Creatures can walk along a stone ledge that hugs the
swift and loud. Creatures within 20 feet of it are deafened by the roar unless a soundproof barrier or a silence spell blocks the noise. Any creature that starts its turn in the river and isn’t anchored
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the pool, the waterfall, and the stream that feeds them in area A4 has been magically tainted, causing creatures that touch it to rapidly decay. Any creature that enters the water for the first time on
and has a faint green tinge. This mist is 50 feet thick and extends 100 feet from the cliff wall. Creatures that enter the mist must succeed on a DC 15 Constitution saving throw or become infected
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
for purposes of determining random encounters and whether or not the group becomes lost. Increase the pursuit level by 1 each time the party has a random encounter with one or more creatures, unless
have the characters cornered, giving them a chance to run. Likewise, a minor earthquake (caused by instability from the demonic incursion or a wild magic surge) might cause a cave-in, cutting off a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
worker was cornered by a clockwork defender at the north end of the balcony and shoved the automaton off the balcony into the northwest turbine. One of the clockwork defender’s hind legs became stuck
restrained and unable to free itself, but it can attack creatures that come within reach of it. Once the clockwork defender is defeated, a character can use an action to try to dislodge it from the turbine
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
a greater cause. 3 Magical Arms Dealer. The syndicate has cornered the market on deadly magical devices. They offer their services and wares for a price and acquire staggering magical might for those
outside threat. 5 Body Snatchers. The syndicate consists predominantly, if not entirely, of creatures that possess or impersonate other people. They seek to replace influential individuals throughout
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
lizardfolk commoners (see appendix C) fight only if they are cornered. Otherwise, they escape to the nearest barracks (area 9), whose occupants return to the kitchen in the shortest possible time. If the
. The hides under the table are from those creatures, and the buckets contain their entrails and edible organs. 8. Stores Hanging from hooks set into the ceiling are six carcasses of various shapes and
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
corresponding effect: “Float.” Gravity in this room becomes half as strong as normal. Creatures’ jump distances are doubled in this room, and creatures and objects that fall descend at a rate of 60 feet per
. P46: West Closet Two unfinished sarcophagi face each other from opposite ends of this long chamber. Two mummies lurk inside the sarcophagi, lurching forth to attack any creatures that enter the room
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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
-pointed snowflake—the Frostmaiden’s symbol. If the ring is taken from the dead berserker, the ring disappears and all creatures within 100 feet of it are engulfed in swirling snow and teleported to the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
(Survival) check while examining the road sees scorch marks indicative of firenewts or other flame creatures using it. When the characters reach Hrakhamar, read: The entrance is a 10-foot-tall arched
draw out the impurities. A smaller pool in the southeast corner holds what appears to be molten silver.
Creatures that look like a mix of humanoid amphibians and elemental fire are tending to the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a crash that can be heard throughout Ironslag. If they haven’t already been defeated or lured elsewhere, the creatures in areas 12 and 15 investigate the sound, arriving on the northern and eastern
creatures in area 15. 15. Mustering Hall The walls of this room bear frescoes that depict fire giants forging armor and weapons, marching to war, and binding red dragons in chains. Four basalt pillars
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the north, a short passage through the rubble ends before a screen of canvas.
12. Guard Barracks The creatures here keep watch from the arrow slit, so any characters creeping around the east side of
15 feet above the ground outside, and the creatures here aren’t keeping watch. They are unlikely to notice intruders moving around the exterior of the castle. Northwest Room. This partially collapsed
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
information about these creatures. Casino patrons come and go through two sets of double doors in the east wall. Descending rings of seats encircle a 35-foot-wide, 10-foot-deep depression in the floor
threatened and cornered. As an action, he can utter a prayer to Mammon, which causes two spined devils to magically emerge from the bas-relief on the north wall. Each devil appears in an unoccupied
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
wriggle out of the window and drop to the garden below (area M14). Hellenrae flees by this route if she is cornered and doesn’t believe she can defeat her enemies. Treasure Hellenrae has little interest
determined attackers. Six zombies guard this place, lying among the remains of the long-dead priests and monks who first built it. The creatures obey Renwick, who ordered them to defend the crypt against






