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Returning 35 results for 'defeat inherent are bridge'.
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Monsters
Fizban's Treasury of Dragons
turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the Monster Manual is a typical adult, at least a century
and is now stuck beneath a bridge on a major trade road, terrifying travelers.
3
After an unwise attack from a whaling ship, a dragon turtle pursued the ship back to harbor and now attacks any
Monsters
Fizban's Treasury of Dragons
underwater doesn't grant resistance against this damage.Dragon turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the
stuck beneath a bridge on a major trade road, terrifying travelers.
3
After an unwise attack from a whaling ship, a dragon turtle pursued the ship back to harbor and now attacks any ship that tries
Monsters
Fizban's Treasury of Dragons
","rollType":"damage","rollAction":"Boiling Aura","rollDamageType":"fire"} fire damage. Being underwater doesn't grant resistance against this damage.Dragon turtles are mighty creatures whose inherent
a bridge on a major trade road, terrifying travelers.
3
After an unwise attack from a whaling ship, a dragon turtle pursued the ship back to harbor and now attacks any ship that tries to leave
Monsters
Mordenkainen's Fiendish Folio Volume 1
, set itself up as a petty lord, and rule over all those who fall into its grasp.
A Sinister Cycle. A forlarren in its fey aspect demonstrates self-destructive urges that reflect the inherent tension in
. Unfortunately, when it reaches that breaking point, its diabolical nature asserts itself, and it remains in this scheming, dominating mindset until its plans are foiled and it faces defeat. Then, overwhelmed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Fun Combat Encounters The following features can add more fun and suspense to a combat encounter: Terrain features that pose inherent risks to both the characters and their enemies, such as a frayed
rope bridge and pools of green slime Terrain features that provide a change of elevation, such as pits, stacks of empty crates, ledges, and balconies Features that either inspire or force characters
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Fun Combat Encounters The following features can add more fun and suspense to a combat encounter: Terrain features that pose inherent risks to both the characters and their enemies, such as a frayed
rope bridge and pools of green slime Terrain features that provide a change of elevation, such as pits, stacks of empty crates, ledges, and balconies Features that either inspire or force characters
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Moving the Fortress Characters who defeat the erinyes on the bridge might try to commandeer the flying fortress. However, there are no controls for moving or steering the fortress, as its movements
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Moving the Fortress Characters who defeat the erinyes on the bridge might try to commandeer the flying fortress. However, there are no controls for moving or steering the fortress, as its movements
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Stone Bridge See chapter 2 for more information on the Stone Bridge. When the characters reach the middle of the bridge, read the following text: You see half a dozen figures on the bridge ahead
— five dwarves in leather armor and a human in wizard’s robes. They appear to be sitting on the edge of the bridge, facing north and enjoying the view. When they see you, they stand, move away from
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Stone Bridge See chapter 2 for more information on the Stone Bridge. When the characters reach the middle of the bridge, read the following text: You see half a dozen figures on the bridge ahead
— five dwarves in leather armor and a human in wizard’s robes. They appear to be sitting on the edge of the bridge, facing north and enjoying the view. When they see you, they stand, move away from
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hundreds of devils — too many for characters to defeat without an army behind them. Deck patrols are bolstered by erinyes using truesight to search for ethereal and invisible enemies, making it unlikely
bridge officers, including Nariangela. A dozen bearded devils in plate armor (AC 18) stand guard. For advice on roleplaying Zariel, see chapter 5.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hundreds of devils — too many for characters to defeat without an army behind them. Deck patrols are bolstered by erinyes using truesight to search for ethereal and invisible enemies, making it unlikely
bridge officers, including Nariangela. A dozen bearded devils in plate armor (AC 18) stand guard. For advice on roleplaying Zariel, see chapter 5.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
inspired and equipped two human heroes, Kynaios and Tiro, to overthrow the archon Agnomakhos. Divergent tales describe their history following the defeat of the tyrant. Some claim that they warred with each
the badlands of Phoberos as a barrier separating the poleis from each other. Meletis, Akros, and Skophos perpetuated the stark division between civilization and nature that was inherent in the archons
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
inspired and equipped two human heroes, Kynaios and Tiro, to overthrow the archon Agnomakhos. Divergent tales describe their history following the defeat of the tyrant. Some claim that they warred with each
the badlands of Phoberos as a barrier separating the poleis from each other. Meletis, Akros, and Skophos perpetuated the stark division between civilization and nature that was inherent in the archons
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the characters defeat the hags, Banrion returns to prominence and drives the rest of the wicked fey out of the woods. Before the characters depart, she asks them to once more use the panel at the clock
tower bridge, adjusting time back toward the past. Combined with her own magical influence, this allows the unicorn to separate the myconids from the trees, returning the woods to their former condition.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the characters defeat the hags, Banrion returns to prominence and drives the rest of the wicked fey out of the woods. Before the characters depart, she asks them to once more use the panel at the clock
tower bridge, adjusting time back toward the past. Combined with her own magical influence, this allows the unicorn to separate the myconids from the trees, returning the woods to their former condition.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
characters toward area G6 if he believes them to be cultists and also reminds them of the pass phrase to cross the stone bridge (area G9) safely: “We walk in the shadow of Ogrémoch!” If the characters refuse
defeat the specters and talk to the ghost, Ruelek explains his predicament. If the characters point out the specters weren’t dwarves and probably didn’t care about the crown, Reulek admits that his
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
characters toward area G6 if he believes them to be cultists and also reminds them of the pass phrase to cross the stone bridge (area G9) safely: “We walk in the shadow of Ogrémoch!” If the characters refuse
defeat the specters and talk to the ghost, Ruelek explains his predicament. If the characters point out the specters weren’t dwarves and probably didn’t care about the crown, Reulek admits that his
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
man falls from a high bridge, striking the ground near them and dying instantly. He’s carrying a sealed bag of holding and the badge of an agent of the Argentum, a Thrane agency dedicated to the
magical weapon.
4 Defeat a rival.
5 Open a planar portal.
6 Summon fiends or undead.
7 Overthrow a peer or superior.
8 Cause a riot in the Cogs.
9 Start a war
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
man falls from a high bridge, striking the ground near them and dying instantly. He’s carrying a sealed bag of holding and the badge of an agent of the Argentum, a Thrane agency dedicated to the
magical weapon.
4 Defeat a rival.
5 Open a planar portal.
6 Summon fiends or undead.
7 Overthrow a peer or superior.
8 Cause a riot in the Cogs.
9 Start a war
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
a single being, the act of war personified. But the inherent tension between honor and brutality in combat led to a dichotomy of purpose too great for a single god to reconcile. Ripping himself apart
when groups rose to oppose him. After one such defeat, the warrior was so filled with wrath that he murdered his entire village in Mogis’s name. The god, delighted by this display, gifted the warrior
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
appropriate roleplaying or a DC 16 Charisma (Persuasion) check, Banrion accepts that the characters mean her no harm. If the hags are still at large, she beseeches the characters to help her defeat
them. Banrion’s Offer If the characters agree to fight the hags, Banrion joins them. But she asks that before the fight, the characters help escort the fey living in the ruins across the bridge, then
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
appropriate roleplaying or a DC 16 Charisma (Persuasion) check, Banrion accepts that the characters mean her no harm. If the hags are still at large, she beseeches the characters to help her defeat
them. Banrion’s Offer If the characters agree to fight the hags, Banrion joins them. But she asks that before the fight, the characters help escort the fey living in the ruins across the bridge, then
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
a single being, the act of war personified. But the inherent tension between honor and brutality in combat led to a dichotomy of purpose too great for a single god to reconcile. Ripping himself apart
when groups rose to oppose him. After one such defeat, the warrior was so filled with wrath that he murdered his entire village in Mogis’s name. The god, delighted by this display, gifted the warrior
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
, magical light sparks to life in both statues’ open mouths, and a shimmering bridge made of iridescent magical energy extends from the overlook to the observatory ruins (area D2). The bridge is
the bridge to area D4). They won’t help the characters fight Sparkrender, though; they are loyal to the dragon. Golden Sculpture. The sculpture in the center of the rotunda is an astronomical model
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
, magical light sparks to life in both statues’ open mouths, and a shimmering bridge made of iridescent magical energy extends from the overlook to the observatory ruins (area D2). The bridge is
the bridge to area D4). They won’t help the characters fight Sparkrender, though; they are loyal to the dragon. Golden Sculpture. The sculpture in the center of the rotunda is an astronomical model
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
area 4 fire at any exposed characters in area 1 if they have been alerted by the sentries. Wark and Thark flee through the door into area 3.
Round 3. Wark and Thark cross the rope bridge in area 3
other archers continue to fire at exposed characters. The orcs in the eastern half of area 3 cut the rope bridge and prepare to defend the doors that lead to area 5.
Round 8. The orcs in area 14 arrive
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
area 4 fire at any exposed characters in area 1 if they have been alerted by the sentries. Wark and Thark flee through the door into area 3.
Round 3. Wark and Thark cross the rope bridge in area 3
other archers continue to fire at exposed characters. The orcs in the eastern half of area 3 cut the rope bridge and prepare to defend the doors that lead to area 5.
Round 8. The orcs in area 14 arrive
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Areas of the Earth Temple B1. Gargoyle Chasm The passage leads to a subterranean chasm spanned by a zigzagging, ten-foot-wide stone bridge without railings. The bridge links tunnels leading north and
south. The chasm floor is fifty feet below the bridge and consists of a jumbled mass of boulders. To the west, the chasm narrows and continues for some distance.
Three gargoyles guard the area
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Treasure Eyon has a waterproofed leather pouch on her belt that contains 15 gp, 6 pp, five delicately carved coral gemstones worth 80 gp each, and a potion of healing. Development If the characters defeat
; from just about any point the characters find the canal, they can see one of the bridge torches. The dwarves of Besilmer built the canal to channel the spring in area C26 away from their delvings and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Treasure Eyon has a waterproofed leather pouch on her belt that contains 15 gp, 6 pp, five delicately carved coral gemstones worth 80 gp each, and a potion of healing. Development If the characters defeat
; from just about any point the characters find the canal, they can see one of the bridge torches. The dwarves of Besilmer built the canal to channel the spring in area C26 away from their delvings and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Areas of the Earth Temple B1. Gargoyle Chasm The passage leads to a subterranean chasm spanned by a zigzagging, ten-foot-wide stone bridge without railings. The bridge links tunnels leading north and
south. The chasm floor is fifty feet below the bridge and consists of a jumbled mass of boulders. To the west, the chasm narrows and continues for some distance.
Three gargoyles guard the area
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
keep away from the bridge and crew quarters on the upper deck (areas 11–area 13). The Grand Dame has no living quarters for passengers, whether workers or guests. Characters who approach the ship wearing
and his six remaining deckhands take turns on the bridge (area 11). Pow Ming spends most of her evening in the gambling hall, keeping an eye on the guests (area 9). In the wee hours of the morning
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
into its grasp. A Sinister Cycle. A forlarren in its fey aspect demonstrates self-destructive urges that reflect the inherent tension in its nature. That aspect might drive it to drink itself nearly to
asserts itself, and it remains in this scheming, dominating mindset until its plans are foiled and it faces defeat. Then, overwhelmed with fear and shame, the forlarren’s diabolical nature fades and its
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
keep away from the bridge and crew quarters on the upper deck (areas 11–area 13). The Grand Dame has no living quarters for passengers, whether workers or guests. Characters who approach the ship wearing
and his six remaining deckhands take turns on the bridge (area 11). Pow Ming spends most of her evening in the gambling hall, keeping an eye on the guests (area 9). In the wee hours of the morning






