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Returning 35 results for 'decide instincts are bottom'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
reactions.A rare variety of hydra native to the wilds of Eldraine, snapping hydras resemble giant, many-headed turtles. Snapping hydras dwell at the bottom of the wild’s largest lakes, or along
strong instincts of self-preservation. When a snapping hydra feels a battle's odds tipping out of its favor, the hydra lets out a raspy screech and retracts into its shell. In the wilds of Eldraine
Backgrounds
Guildmasters’ Guide to Ravnica
you can work your way into a more prominent position.
Regardless of your past and the wealth of your family, your initial status with the guild is near the bottom, until you have proven your value
-ridden wretches at the bottom. You fall somewhere between those extremes, so you might behave with the arrogance of the very rich or the humility of the impoverished.
Personality Traits
d8
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
ability checks (though another character can help, at your discretion). Whatever choice or challenge you decide the top card represents, the characters’ success or failure while dealing with that situation determines how you read the bottom card.
road, or a situation the characters are asked to resolve. You decide the scope of the decision the characters must make. You can ask them to make a simple choice (“Do you want to take the path along
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
you decide that is, remains here. Awakened Haunt. The first character to enter the room sees a gigantic eye staring through the window. The character must succeed on a DC 12 Constitution throw or be
frightened for 1 minute. Treasure. The tea set includes four cups and a teapot with a delicate pattern of flowering foxglove. The fragile set is worth 200 gp. One cup has tea leaves dried at its bottom, the debris forming the shape of a screaming face missing an eye.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Fight or Flight Few creatures fight to the death. Nearly all creatures have survival instincts that cause them to reevaluate their tactics in the face of their own destruction. Sapient creatures
confronted by obviously more numerous or powerful opponents usually try to avoid battle. But brave, desperate, or devoted creatures might never retreat from a battle. If you can’t decide whether a
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Snapping Hydra A rare variety of hydra native to the wilds of Eldraine, snapping hydras resemble giant, many-headed turtles. Snapping hydras dwell at the bottom of the wild’s largest lakes or along
and strong instincts of self-preservation. When a snapping hydra feels a battle’s odds tipping out of its favor, the hydra lets out a raspy screech and retracts into its shell. In the wilds of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Bottom Card: Reward or Ruin Once the situation presented by the top card has been resolved, the player can flip over the bottom card. Then it’s up to you to interpret that card as either a reward or
: Encounter. The characters’ failure leads to a difficult combat encounter. Use the card to help you decide what kind of creature is encountered. Exhaustion. The stress of overcoming the challenge
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, start with the Trap Effects and Trap Trigger tables to decide the type of trap, then use the Trap Damage Severity tables to decide how deadly it should be. For more information on trap damage
bladed or weighted as a maul, swings across the room or hall 63–67 Hidden pit opens beneath characters (25 percent chance that a black pudding or gelatinous cube fills the bottom of the pit) 68–70 Hidden
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like
that hand.
Top to Bottom:
Gem of Seeing, Giant Slayer, Gloves of Missile Snaring, and Goggles of Night
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. The Wall The stone wall is 6 feet tall and more or less encloses the garden. It has partially collapsed in several places, so access to any part of the garden is simple even if characters decide not to
the characters illuminate the shaft while looking down, they see the glint of coins through the shallow water at the bottom. A Medium or smaller creature can climb down the well, using the rocky walls
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
automatically… keeping you from crushing an innocent passerby in your fall. Of course, there are many things that could happen during a lengthy fall. It’s always up to the DM to decide if you have a
straight fall to the bottom. But the Falling in Sharn table presents a few of the many possibilities. 1d10 Falling in Sharn
1 You fall hundreds of feet before striking the ground at the base of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Resolute, which binds them to defend the nation of Elturgard. I met him years ago, and my instincts told me he was a charlatan. Afterward, I grew to suspect that he had cut a deal with one or more powerful
escape the shield there. Sylvira leaves it to the characters to decide what to do with the shield. A small part of her is relieved if the characters decide to take it with them, as she knows the evil
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
. The wind at the bottom of the rift is worse still, and visibility there is only 30 feet. The floor of the rift is a maze of snow and ice hillocks and mounds, with peaks of ice and rock thrusting up
characters must learn for themselves what lies in store. If the adventurers decide to fall back between forays into the rift, they can use their hidden cave as a base if they have seen to its provisioning.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
High Road, the party can easily get to town. They may also decide to approach from a less conspicuous direction. Either way, they can get to the edge of town without being spotted. When they reach Leilon
. At the center of the ruins, a tall tower, mostly collapsed, rests atop a bluff. The only intact stone building sits at the bottom of the bluff, its white façade bearing the mark of Lathander
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
hides its imperfections, and tear Spellix Romwod limb from limb. Gnome Diplomacy If you decide to use the “Peace Out” quest (see "Peace Out"), the characters are treated as diplomats by the goblins
between Ten-Towns and Karkolohk lasts, and it bears Yarb-Gnock’s signature at the bottom. After handing them the message, Yarb-Gnock urges the characters to leave at once and deliver it to the Council
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Entity. A 30-foot-diameter depression surrounds the amber monolith. The sloped sides and the 2-foot-deep, polluted water at the bottom make the entirety of the crater difficult terrain. The water
and don’t leave area 31. Destroying the monolith causes the limbs and the vestige within to vanish without a trace. Whether the vestige is destroyed or released is for you to decide. Mark of the Raven
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
falls. On a first failed check, pieces of the tower crumble and fall 100 feet to the bottom of the chasm, but the character is unharmed. On a second failed check, more crumbling rock trips up or
failed checks cause significant sections of the tower to crumble, you might decide that the DC of the check to climb across increases, or that checks are made with disadvantage. Using the Controls
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
knowing. She’s been smoking her pipe and eyeing you ever since you walked in.
Hlin Trollbane, a neutral good shield dwarf, is a retired bounty hunter with finely honed survival instincts. She is an
is studying the characters closely, trying to decide if they’re worth her time. Ultimately, she takes the chance and draws them into conversation, asking them to help her take down her only suspect: a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
well as a small portion of the money it has obtained. Zan, a jackalwere in hybrid form, is looking through the bookshelves to decide which books should be sold at the market the following day (see
meals in Blackgate. Unless a jackalwere tells it not to, it will attempt to eat any character who touches it. True Storage Trunk. The bottom wooden trunk, which is unlocked, is empty except for 50 gp
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time. Level 3: Barbarian
. Level 7: Feral Instinct Your instincts are so honed that you have Advantage on Initiative rolls. Level 7: Instinctive Pounce As part of the Bonus Action you take to enter your Rage, you can move up to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
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
its community behind for a number of reasons. A clan that is forced to relocate (perhaps because of invading creatures or a natural disaster) might decide to seek refuge or opportunity in a city or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Incapacitated condition. Level 2: Reckless Attack You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack
on your turn. Level 5: Fast Movement Your speed increases by 10 feet while you aren’t wearing Heavy armor. Level 7: Feral Instinct Your instincts are so honed that you have Advantage on Initiative
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Putting the Planes Together As described in the Player’s Handbook, the assumed D&D cosmology includes more than two dozen planes. For your campaign, you decide what planes to include, inspired by the
Outer Planes). Below the Material Plane is the Elemental Chaos, a single, undifferentiated elemental plane where all the elements clash together. At the bottom of the Elemental Chaos is the Abyss
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
simply walk around it, or they can climb down one side, walk across the bottom of the pit, and climb up the other side. Once you determine how a trap can be disarmed or avoided, decide the
level ranges: 1–4, 5–10, 11–16, and 17–20. The level you choose for a trap gives you a starting point for determining its potency. To further delineate the trap’s strength, decide whether it is a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
at the bottom of the pit leads northwest toward area W2 and east toward area W3. Goblin Body. Slumped at the bottom of the pit is the body of a strange goblin with an elongated skull and green streaks
excavated rock faces.
This maze of passages is an old section of Wave Echo Cave’s original mine site. Lurking in one dead end is an ochre jelly. (You can decide the jelly’s exact location.) When
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
to a stone staircase just off the empty ruin of a large kitchen. At the bottom of the stairs stands an unlocked door with a cellar beyond. When the characters open the door, read the following: The
the surrounding floor (so that the bottom of the cistern is 8 feet below the floor). Drainpipes from the roof of the manor fill the cistern with water. A waterproof satchel hangs from a submerged rope
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Alarms” below for more information). The alarms are located as follows: The front doors to area V1 At the bottom of the stairs in area V1 In each hallway leading from area V1 to area V3 On the doors
decide to leave the museum when it closes and sneak back inside after hours. Below are some strategies they might use: Front Doors. The characters could pick the lock on the front doors to area V1, use
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
SHIP! OR IS IT … ?
If the characters make a deal with Belle Mare and succeed in taking the Tortured Tortle, how they benefit is up to you. Before you decide to allow the Tortured Tortle and its crew
investigate the wards understands the purpose of the runes, as well as the ways in which the wards can fail (see below). Trapped Stairs. Runes scribed onto the six bottom stairs leading up to the next
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the number, but it must decide before the DM says whether the roll succeeds
sarcophagus to face her, hoping to entice the characters to approach the magically warded sarcophagus at the bottom of the pit. Canopic Gallery. The gallery below the main platform houses eight canopic jars
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the place by the various giants in the upper area. If the characters decide to look through the refuse, it takes 10 minutes to search a 10-foot-square area, and the toads from area 12 come into the
giants occupy the largest of these caverns. At the back of this cave is a clear spring of water about 2 feet deep, at the bottom of which are two hundred seventy-eight clear rock crystals worth 10 gp each
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
nearby. 8 As characters explore a steading belonging to one kind of giant (you can roll a d6 on this table to decide why the characters are there), they discover an honored guest of a more powerful giant
, revealing huge structures at its bottom. 2 A sinkhole releases strange monsters into the surface world, and characters who investigate discover a ruined stronghold in its depths. 3 An eccentric aristocrat
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
and pine needles conceals the pit, the bottom of which is lined with sharpened wooden stakes. Ghost A baleful apparition appears before you, its hollow eyes dark with anger. Many ghosts haunt this
land. This particular ghost is all that remains of a person drained of life by Strahd (decide whether it’s a man or a woman). It appears and hisses, “No one will ever know you died here.” It then attacks
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
addition, by earning Carkuss’s favor, the characters might see him when they need good fortune later, if you so decide. If the characters fail at any of these three tasks, one or more of them (at your
scars on its sides that form the image of a draconic skull with a sword driven up through it from the bottom. A character who succeeds on a DC 10 Intelligence (Arcana) check recognizes the sigil as part
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
down to the water. The water at the bottom of the pit is 10 feet deep (enough to cushion a fall). Four kuo-toa and a kuo-toa whip have filled the pit with a swarm of quippers. They ritually feed
moves toward area P14. P13. The Hungry Humanoid bones are scattered across the water’s bottom. Barnacles cling to the cave walls, and piles of splintered bone crowd the cave’s ledges and islands. The
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
weep. Felogyr’s Fireworks This four-story stone structure constantly streams smoke of unusual colors from various vents and chimneys. From the elaborate showroom spanning the bottom two floors
customers and ensures that only those who seem vulnerable get the “special” tea, avoiding suspicion from any who might decide to fight back if the truth were to come out. Jopalin also runs a more






