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Returning 35 results for 'crouching release gives to her rarest'.
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Magic Items
Dungeon Master’s Guide
that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its
a 10-foot radius and Dim Light for an additional 10 feet. You can dismiss or manifest the halo as a Bonus Action. While present, the halo gives you Advantage on Charisma (Persuasion) checks. In
Book of Exalted Deeds
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to
10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to
Sorcerer
Legacy
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Classes
Basic Rules (2014)
from him in a mighty blast of lightning. Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks
to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists
’ activities. Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists
’ activities. Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.
Crouching
; activities.
Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Droaam Adventure Hooks Any adventure that takes place in Droaam or involves creatures that hail from that nation gives the players and their characters a chance to deal with monsters that don’t
sends authorities a broken stone finger bearing a distinctive signet ring, and invites emissaries to bring gold, a magic item, or some other ransom for the petrified individual’s release. 2 A House
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
grapple is initiated, it follows these rules. See also “Unarmed Strike” and “Grappled.” Grappled Condition. Successfully grappling a creature gives it the Grappled condition. One Grapple per Hand. A
Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple’s range. In addition, the grappler can release the target at any time (no action required).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
grapple is initiated, it follows these rules. See also “Unarmed Strike” and “Grappled.” Grappled Condition. Successfully grappling a creature gives it the Grappled condition. One Grapple per Hand. A
Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple’s range. In addition, the grappler can release the target at any time (no action required).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
it can be bribed with coin, gemstones, or shiny baubles. It gives up both the stone and the boy in return for 100 gp worth of treasure. If the characters and the kenku reach an impasse, Squiddly kicks
the kenku in the shin, causing it to release him, and hides under some old furniture. This act initiates combat as the kenku draws its sword. If he has a clear path to the stairs, Squiddly runs down
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
obvious places as false “treasure,” prompting intruders to open the container and release a swarm. In a combat involving large numbers of kobolds (such as ten or more), consider spreading out their
attacks over the round instead of having them all act on the same initiative count. Doing this gives the kobolds more opportunities to react to what their enemies do, and makes it harder for players to coordinate their characters’ attacks because not all the kobolds take their actions at the same time.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
research has since convinced me this Brazen Egg holds a final gift from Cozmioko and a way to spoil Anthradusk’s plans. To do so, you must return to Haskasori, release the egg’s power to weaken
, and she doesn’t want to jeopardize the mission. The Brazen Egg. The egg is indestructible and magical. It has no obvious powers, and the Identify spell gives no insight into its nature. The egg’s true might awakens only when it is returned to Cozmioko’s remains in Haskasori (see area H15).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
statistical modifications: Khalessa’s alignment is neutral. She has darkvision out to a range of 60 feet. She speaks Common, Elvish, and Undercommon. Khalessa’s fey ancestry gives her advantage on saving throws
release her prisoner. If the characters refuse to turn back, Ryzliir kills Aljanor and orders her own force to attack. If the characters leave Aljanor behind or allow him to die, members of the party’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
wings, keeps the book’s contents secure. Only a creature that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and
halo sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. You can dismiss or manifest the halo as a Bonus Action. While present, the halo gives you Advantage on Charisma
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
and firm of purpose. A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds
gain a protective halo. This halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Talavar or failed to release him from his cage, Telemy Hill is merely the next stop on their journey. Telemy Hill is an ancient fey entity, a sentient hill that travels throughout the Feywild and even to
giant tree stump. The brigands camp atop the stump because it gives them the advantage of high ground. The best guide in Hither is a pincer-clawed scarecrow named Clapperclaw. It hangs around Downfall
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
check, they cast bane instead (save DC 14). 6–10 No complication Ending the Chase The chase ends when either side gives up the chase, when Itzmin escapes, or when the pursuers are close enough to
catch Itzmin. If neither side gives up the chase, Itzmin makes a Dexterity (Stealth) check at the end of each round, after every participant in the chase has taken its turn. The chase’s crowded
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, and looks vaguely like a crouching stone giant with a lump on its neck where a second head is beginning to form. The statue is engraved with profane symbols, with the name “Dorhun” scribed in
fails its Dexterity saving throw to avoid the slime. Treasure If the characters return the broken statue (or, at the very least, its second head) to Stonespeaker Hgraam, he gives them an emerald
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
party’s stay in the city. Holding it for later use gives characters a chance to notice the little things wrong among the duergar, while using it right away can help characters avoid being enslaved if they
. The characters can use this chance to escape, or they can help, albeit with disadvantage on attack rolls if they are shackled. The duergar are pragmatists and release characters who help them deal
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
has been driven into a frenzy by the presence of Yeenoghu in the Underdark. The characters can’t be surprised by the gnolls, whose incessant cackling gives them away. Gricks A grick alpha and 1d4 + 2
that all other creatures they meet join them, releasing a cloud of spores if anyone refuses to do so. They can release this cloud once, and any creature within 30 feet of one or more of the myconids
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
heart and gives me power. (Any)
4 Fury. My only release from life’s endless grind is surrendering to my inner beast. (Evil)
5 Ruthlessness. The ends justify the means and victory is to be
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
his release, and that the Lords’ Alliance would acquiesce to the brotherhood’s demands rather than risk an all-out attack on Revel’s End. But by now, Gant has been incarcerated long enough to
now the characters’ visit gives him reason to believe an expedition might finally be under way. Gant shares this information with the characters if they show him the letter from Duvessa Shane (see
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
in both towers must be turned to release or tighten the drawbridge’s chains. The portcullis operates in a similar manner.
Services. Each location offers unique services. Shops typically offer
gatehouse after completing at least three quests around the keep, Bartho thanks them and gives each character 5 GP.
Treasure. Rewards within the keep usually come in the form of Gold Pieces (GP
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
captains are in league with Liara Portyr of Fort Beluarian, who gives them information about vessels sailing into and out of Port Nyanzaru and helps the pirates sell their stolen cargoes. Ships flying the
patrons in Port Nyanzaru and more distant ports who are eager to pay a king’s ransom for the rarest of his ill-gotten gains.
The crew of the Stirge includes a first mate named Heel (NE male half-orc
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
initiative count 1. The skeleton spends its first two turns in combat doing nothing other than breaking out of the ice and getting to its feet, which gives the characters time to flee or get in a few hits
filled with gold coins that lies in the muck at the bottom of Lac Dinneshere. If the deal is struck and the characters release her as promised, Maud returns to the lake to make good on her end of the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Creatures. Two troglodytes are hiding in the northern end of this area, one on each side of the stream. Their Chameleon Skin trait gives them advantage on Dexterity (Stealth) checks made to hide. They
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
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
release Zaltember until they have obtained Duke Zalto’s conch of teleportation, the duke or the duchess gives it to them in exchange for the promise of Zaltember’s safe return. Zalto and Brimskarda also
Zaltember’s captors to release him as a show of good faith. This is a trick; the duke and the duchess will freely renege on their promises if they have nothing to lose. If the characters refuse to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. If the characters are pretending to be workers, the overseer gives them tasks as the other workers retire to area X12 for some much-needed rest. The Onyx Scar pays the workers to keep their mouths
inside it but has no clue how to release it (see area X22). Treasure. A spellbook on the western bookshelf contains the spells Edino has prepared plus alarm, arcane lock, detect thoughts, dimension
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
demeanor. He trades in souls, as do other archdevils, but he rarely gives his time to any creatures not worthy of his personal attention. His instincts are as razor sharp as Cania’s frigid winds, and
. Convincing him to release even one of those souls comes at a steep price, and it is rumored that the Archduke of Nessus has claimed whole kingdoms in the past for such favors. Asmodeus most often
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
conch of teleportation, she gives them what they want, even though bowing to their demands infuriates her. She must retrieve the conch from the Leomund’s secret chest in her bedchamber (area 33). If
). She would even agree to release Felgolos from custody. She has no honor, however, and will break her word or attempt to reclaim what’s hers as soon as the children are safely returned to her. If any
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
demeanor. He trades in souls, as do other archdevils, but he rarely gives his time to any creatures not worthy of his personal attention. It is said that only Asmodeus has ever deceived or thwarted him
. Malsheem resembles a gigantic hollowed-out stalagmite. The citadel is also a prison for souls that Asmodeus has locked away for safekeeping. Convincing him to release even one of those souls comes at a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
fear of what evil they might release into the world. The fort remains sealed today, and guards occupy a fortified encampment nearby to patrol this area and serve as a deterrent to adventurers and
Soubar’s defense against raiding goblinoids and other threats, a promise that gives some solace to the suspicious.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
this information or ignore it. If the characters report the officer (who you can name as you wish), the hobgoblin is challenged and gives up the bottle, which holds fine Yggdrasil Garden Rum. The
inside you, yearning for release.” “Tell me a tale of your past. What should I know of you?” Award each character inspiration once they’ve all answered the questions. Stores Security Level: Red (Cadet
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
release a rain of arrows from turrets up higher on the lighthouse. The trap can be bypassed by pressing a hidden button on the door, requiring a successful DC 15 Intelligence (Investigation) check to
floor is circular, as the square base cut into the promontory gives way to the upper levels of the tower. The stairway continues its upward spiral from this floor to another. Building implements, tools
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
yawning exit are two gigantic stone statues of crouching griffons, and beyond them lies one of the great wonders and mysteries of the North: Ascore. This ruined dwarven city once overlooked a sea. Now it
amuse her. She employs nine deputies (N male and female veterans of various races) who live in the village proper to help keep the peace. Tamalin also gives free room and board to adventurers who