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Returning 19 results for 'defeat inherently are blend'.
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Classes
Xanathar's Guide to Everything
, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that
after day to allow that seed to survive and flourish.
Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are
Classes
Xanathar's Guide to Everything
, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that
after day to allow that seed to survive and flourish.
Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
comparisons because of the way individual adventures are limited in scope but blend together (to some degree) to create a larger narrative. If an adventure is a single episode or season of a series, a
end of the adventure, the adventure should allow for the possibility that the heroes defeat that villain. Otherwise, players can feel as if they’ve been railroaded—set onto a course that has only one
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
occasional visitors, but not so close that a community would see the hag’s presence as a threat and try to defeat her or drive her off. Treasure, Treasure Everywhere A hag’s home is cluttered with mundane
items, caged creatures, oddities, objects that hint of a magical purpose, preserved specimens, scraps of lore, and curiosities that have a supernatural origin but aren’t inherently magical. For a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
occasional visitors, but not so close that a community would see the hag’s presence as a threat and try to defeat her or drive her off. Treasure, Treasure Everywhere A hag’s home is cluttered with mundane
items, caged creatures, oddities, objects that hint of a magical purpose, preserved specimens, scraps of lore, and curiosities that have a supernatural origin but aren’t inherently magical. For a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the
day to allow that seed to survive and flourish. Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the
day to allow that seed to survive and flourish. Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, and other natural swamp and forest compost, shamblers can blend into their environs. Because they move slowly, they rarely attempt to pursue and catch creatures. Rather, they remain in place
Resurgent Menace. If a shambling mound faces defeat before an overwhelming foe, the root-stem can feign death, collapsing the remains of its mound. If not subsequently killed, the root-stem beds down in
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, and other natural swamp and forest compost, shamblers can blend into their environs. Because they move slowly, they rarely attempt to pursue and catch creatures. Rather, they remain in place
Resurgent Menace. If a shambling mound faces defeat before an overwhelming foe, the root-stem can feign death, collapsing the remains of its mound. If not subsequently killed, the root-stem beds down in
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
succeeds on a DC 15 Wisdom (Insight) check realizes that the pair may seem sincere now, but they are less than trustworthy. Treasure. If the characters fight and defeat the two bandits, they find 60 GP
to blend in with the wall. If a character takes the Study action to examine the walls, they find the secret door with a successful DC 10 Intelligence (Investigation) check. If the trap was triggered
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
succeeds on a DC 15 Wisdom (Insight) check realizes that the pair may seem sincere now, but they are less than trustworthy. Treasure. If the characters fight and defeat the two bandits, they find 60 GP
to blend in with the wall. If a character takes the Study action to examine the walls, they find the secret door with a successful DC 10 Intelligence (Investigation) check. If the trap was triggered
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
area 2 without alerting the archers. If the characters defeat these orcs but withdraw from the dungeon before overcoming the rest of them, the archers are replaced by orcs from area 14 and reinforced
. Secret Doors. The passage to the south branches in a Y shape. The southwest branch connects to area 5, and the southeast one leads to a secret door cleverly constructed to blend into the natural rock
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
drink at the bar.
Bartender. The skeleton bartender uses clockwork devices to shake rum drinks, peel fruit, blend fruit juices, and create souvenir flattened tokens (at a cost of 3 tokens). A door
then fades. Wreaking Havoc. Talking to Lottie and not getting killed is the major point of this area. But characters who defeat the behir can remove the panels to access the clockwork machinery here
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
area 2 without alerting the archers. If the characters defeat these orcs but withdraw from the dungeon before overcoming the rest of them, the archers are replaced by orcs from area 14 and reinforced
. Secret Doors. The passage to the south branches in a Y shape. The southwest branch connects to area 5, and the southeast one leads to a secret door cleverly constructed to blend into the natural rock
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
drink at the bar.
Bartender. The skeleton bartender uses clockwork devices to shake rum drinks, peel fruit, blend fruit juices, and create souvenir flattened tokens (at a cost of 3 tokens). A door
then fades. Wreaking Havoc. Talking to Lottie and not getting killed is the major point of this area. But characters who defeat the behir can remove the panels to access the clockwork machinery here
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
to the dragon’s reek of rotting vegetation and foul water. When it hatches, a black dragon has glossy black scale. As it ages, its scales become thicker and duller, helping it blend in to the marshes
finishing off its enemies. A black dragon strikes at its weakest enemies first, ensuring a quick and brutal victory, which bolsters its ego as it terrifies its remaining foes. On the verge of defeat
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
to the dragon’s reek of rotting vegetation and foul water. When it hatches, a black dragon has glossy black scale. As it ages, its scales become thicker and duller, helping it blend in to the marshes
finishing off its enemies. A black dragon strikes at its weakest enemies first, ensuring a quick and brutal victory, which bolsters its ego as it terrifies its remaining foes. On the verge of defeat
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. At the start of the third round of combat, a combat robot appears in the eastern hallway, sirens blaring. If the cloaker is still alive, the robot quickly moves to slay it. If the characters defeat
irradiated hydroponic cultures of the mold that claimed the ship’s crew and passengers. Their mottled, gray-brown coloration allows them to use their Plant Camouflage trait to blend in with the fungus
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. At the start of the third round of combat, a combat robot appears in the eastern hallway, sirens blaring. If the cloaker is still alive, the robot quickly moves to slay it. If the characters defeat
irradiated hydroponic cultures of the mold that claimed the ship’s crew and passengers. Their mottled, gray-brown coloration allows them to use their Plant Camouflage trait to blend in with the fungus






