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                        Returning 9 results for 'defeat instances are blows'.
                    
                
                        
                            
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                                        defeat instincts are blood
                                    
                                
                        
                    
                
                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     using more energy than you need. 2 Brutal. Your attacks rain down like hammer blows, meant to splinter bone or send blood flying. 3 Cunning. You dart in to attack at just the right moment and use small
                                                
                                            
                                                
                                                     soars. You are happiest when you have a foe in front of you and a weapon in hand. 6 Sinister. You scowl and sneer while fighting, and you enjoy mocking your foes as you defeat them.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Iroas’s Champions Iroas’s 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
                                                
                                            
                                                
                                                     table suggests a few adventures the god’s champions might involve themselves in. Iroas’s Quests    d6 Adventure Goal 
     1  Defeat Returned bandits who are terrorizing the polis. 
   2  Defend a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     they come under attack, the goblins take cover behind the sled and retaliate with ranged attacks. On the goblins’ first turn in combat, one of them blows a horn to alert Izobai, who climbs to the roof
                                                
                                            
                                                
                                                     for food and treasure, as well as creatures to enslave, but they are cold and eager to return home. Izobai fights only in self-defense. If defeat seems inevitable, she uses her torch to set fire to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Howling Caves Locations N1. Entrance A subterranean wind blows north, up the tunnel, carrying distant screams from the south.
 The north end of the tunnel forms the bottom of a widening shaft that
                                                
                                            
                                                
                                                    , ending the effect on a success. The sloping passage to the south leads to area N12. N10. Stalagmite Garden Wind blows through this weird stalagmite garden. The rock formations are smooth and contorted
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     stat blocks in appendix C. This room contains wrecked furnishings that suggest it was once used as a frost giant’s bedchamber. A bitterly cold wind blows down a staircase to the east, at the bottom of
                                                
                                            
                                                
                                                     defeat her or retreat. Both options are discussed below: If the characters destroy all three of Auril’s forms, any character who has the Midwinter Child secret (see appendix B) loses the benefit of that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     is confronted, Urstul feigns anger toward the wizard and offers to help the characters defeat him, but this ruse can be seen through by someone who makes a successful DC 14 Wisdom (Insight) check
                                                
                                            
                                                
                                                     circle falls within an antimagic field, or if dispel magic (DC 17) is successfully cast on it. E7. Manshoon’s Simulacrum This room is extremely cold and contains the following features: Frigid air blows
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     scout the Three Moons Vault before the wardens’ attack on the castle. Valendar underestimated Teremini, assuming she was a powerless lackey of Lord Soth. Valendar believes the wardens’ defeat was his
                                                
                                            
                                                
                                                     carries a hollow goat’s horn in addition to her usual gear. If she expects attackers, she pulls up the ladder that connects to area V17 and blows her horn to raise the alarm. A spiral staircase
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     captives. The captives are unconscious, although they groan and writhe slowly.
 A steady breeze blows toward a passage to the west, while from the east comes the distant sound of running water.
 The mist
                                                
                                            
                                                
                                                     are. He or she is also aware of any other prophets the party has faced and defeated, having seen the events in fevered visions. The prophet dismisses any such defeat as the culling the weak, assuring
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     Strength (Athletics) check to defeat the arcane lock is DC 30, and the Dexterity check to bypass the magical lock using thieves’ tools is DC 25. Casting a knock spell on the door suppresses the magical
                                                
                                            
                                        





