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                        Returning 17 results for 'danger instincts are blows'.
                    
                
                        
                            
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                                        danger instinct are books
                                    
                                
                                    
                                        dagger instincts are blood
                                    
                                
                                    
                                        danger instinct are blows
                                    
                                
                                    
                                        danger instinct are blood
                                    
                                
                                    
                                        danger instinct are boons
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     martial artists, instincts have learned to fight unburdened by thought, deflecting the blows of their enemies in rapid succession.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Barlgura Demon of Instinct and Primal Violence Habitat: Planar (Abyss); Treasure: Any IZZY  Barlguras are demons that embody brutality and killer instincts. They ruthlessly hunt creatures that enter
                                                
                                            
                                                
                                                     demons turn on one another in frays that can devastate vast expanses. Barlguras vary in appearance, but all have powerful frames and hands capable of climbing swiftly and delivering crushing blows. If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     lovers through unimaginable danger and save them from fates worse than death â which is more likely to involve a forced marriage to someone who doesnât love them than being eaten by an impossibly
                                                
                                            
                                                
                                                     these apartments. They are richly appointed with pillows and tiger-skin rugs. 12. Master Suite The merchant princeâs suite is the most opulent room in the palace. A pleasant breeze blows through large
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Iroasâs Champions Iroasâs champions are his generals, through whom he can deliver death blows to his enemies. On a daily basis, Iroas serves the causes of justice and honor. The weak are to be
                                                
                                            
                                                
                                                    , expected to hurl themselves at danger when it presents itself. Iroas holds a bitter grudge against his brother Mogis, and Iroasâs champions often counter the agents of the god of carnage. As the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Features   Level Proficiency Bonus Class Features Rages Rage Damage Weapon Mastery   1 +2 Rage, Unarmored Defense, Weapon Mastery 2 +2 2 2 +2 Danger Sense, Reckless Attack 2 +2 2 3 +2 Barbarian Subclass
                                                
                                            
                                                
                                                    . Level 2: Danger Sense You gain an uncanny sense of when things arenât as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     Features   Level Proficiency Bonus Class Features Rages Rage Damage Weapon Mastery   1 +2 Rage, Unarmored Defense, Weapon Mastery 2 +2 2 2 +2 Danger Sense, Reckless Attack 2 +2 2 3 +2 Barbarian Subclass
                                                
                                            
                                                
                                                     Features table. Level 2: Danger Sense You gain an uncanny sense of when things arenât as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     alchemistâs fire. One well-aimed shot could cause her to explode. Better to slip aboard and dispatch the mutineers in close combat.â
 Gargenhale is not lying about the danger posed by the alchemistâs
                                                
                                            
                                                
                                                     ignites the other kegs and blows the Last Breath to flinders. Anyone and anything within 100 feet of the exploding ship takes 110 (20d10) fire damage. 14: Brig The door to this compartment is barred from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                     themselves at odds. Seelie Fey cling to the trappings of civilization, value protocol, and uphold traditions. Unseelie Fey indulge their primal instincts, abhor adherence to protocol, and shun
                                                
                                            
                                                
                                                     touches. 8 A howling wind blows through the party, and each party member must roll a d8. Anyone who rolls an 8 has a trinket or some other tiny, nonmagical item (such as a coin) stolen from them by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Triple Realm holds as much danger as any other part of the Abyss, and planar visitors can vanish without a trace in its mazelike cities and in forests whose trees have serpents for branches. Layer 66
                                                
                                            
                                                
                                                     would crumble and all mortals would embrace their predatory instincts. Baphometâs layer is a never-ending dungeon with the Horned Kingâs enormous palace at its center. A confusing jumble of crooked
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     familyâs folk Were in danger of their lives. 
 In that moment of grave peril, Fishskipper caught a bream And hurled it by its silvery tail Across the glassy stream.
 Ten times the bream did swiftly skip
                                                
                                            
                                                
                                                     closer to their goal. Rangers who have encountered halflings or lived among them know of this effect, and they learn to trust their other senses and their instincts rather than relying on sight. A typical
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     unleashed. I must mount an expedition to the sunken hulk and make sure all is well.
 âą
 A fell wind blows this evening. I fear the wards on the rift have been broken. I must set out first thing in the
                                                
                                            
                                                
                                                     when a sudden premonition of danger came to her from her god, Procan. She heard whispers in her mind that led her to this place, and her intuition told her that the skeleton found here was the remains
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     deadly adversaries, but the binding ordeal leaves most of them physically and mentally weakened to the point that they pose no real danger. The Chosen have no memory of how they came to be in the
                                                
                                            
                                                
                                                     best that one can do is to suffer those blows that canât be avoided, and then deal as much pain back to those who offend. Temples of Oppression The dark of living night and deadly abominations fuels the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     giants who wield two huge shields like plow blades. These shields bear spikes on their exterior and have hollow interiors into which the dreadnought pours hot coals at the first sign of danger. Armed with
                                                
                                            
                                                
                                                     containing a storm giant quintessentâs lair is warped by the giantâs presence, which creates one or more of the following effects: High wind blows within 1 mile of the lair, making it impossible to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     revels in danger and decay. Pentar has come to blows with Harmonium patrols on many occasions. She toys with the idea of aligning with the Hands of Havoc, hoping to toss a spark into the mass of dry
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     while avoiding contact with the fog. Pulsing with arcane power, she blows the fog away before collapsing. She recovers after 1 minute with only a hazy memory of what she did. A gust of wind spell or
                                                
                                            
                                                
                                                     characterâs turn, roll a d4 and consult the Charnel Worm Effects table to see what additional danger the party faces from the worm.  Charnel Worm Effects   d4 Effect   1 The worm smashes a horde of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC
                                                
                                            
                                                
                                                     the dragon or other non-evil creatures in the mist, warning such creatures of the danger. Gems and pearls within 1 mile of the dragonâs lair sparkle and gleam, shedding dim light in a 5-foot radius
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     blows up from below, bringing with it the scent of dust and a faint trace of rot.
 3. Crumbled Courtyard The narrow stairs empty into a small courtyard, apparently the top of what was once a
                                                
                                            
                                                
                                                     attention of goblins in the area 36 to the south, as well as in area 40. The goblins in area 40 prepare for danger but donât leave their stations, while those in area 36 come to investigate within 2 rounds
                                                
                                            
                                        






