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Returning 23 results for 'defeat spring'.
Other Suggestions:
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defeat serving
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Spring Encounter Chain Ah, springtime — when beholder eyestalks are in bloom. The Stone of Golorr was originally snatched from Xanathar, and the eye tyrant wants it back. It sends monsters and
take it by force (encounter 2, “Mistshore”). After the characters defeat these attackers, they learn that Grinda told her rat familiar to hide the stone in her family’s crypt in the City of the Dead
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
whether a spring is pure or tainted, creatures might need to drink the water to experience the spring’s effects, simply touch the water, or bathe in it for a minute to trigger an effect. Bottling an
enchanted spring’s water removes its magical properties, unless the bottle is a specially prepared vial blessed by whatever being enchanted the spring in the first place. Enchanted Spring Enchanted
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Whispering Wood, a circular copse of trees around a natural spring, where the Feywild’s magic is strongest. In addition to the Whispering Wood, the Feygrove holds an ancient holy well called the Font
garb of a bestial cult summon demons and slay other minotaur priests in a horrific bloodbath. 3 Monks and knights travel to the hill and construct the abbey at its summit. 4 Knights defeat a hobgoblin
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your
turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of
Compendium
- Sources->Dungeons & Dragons->Stranger Things
same time as a returning hunting party of 8 troglodytes. They must defeat the hunting party before they can enter the caves. Area 1: Cave Entrance. A successful DC 15 Intelligence (Investigation) or
its passive Perception (13). Failure means it wakes up and attacks. Area 10: Water Pool. A natural spring feeds a 10-foot-deep pool of clear, fresh water. In the pool lives a giant frog, which leaps out
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Cellar Complex: Spring The characters have learned that a halfling necromancer named Losser Mirklav took the Stone of Golorr. He lives in a cellar complex under a powdered wig shop in the Trades Ward
Golorr. If the characters pursue the stone and leave Losser alive, he eventually slips away and retreats to area B11. Next Encounter Once the characters defeat Xanathar’s forces in the cellar, they can
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
feel as if they’re being watched even when they aren’t. While defending its cavernous lair, the tyrant avails itself of its lair actions. Treasure. If the characters defeat the death tyrant, they can
gricks lair in a cave. They spring out from hiding to attack any creature that stumbles into their territory. Mold Pit One party member (determined randomly) steps on a pit of soft mold hidden beneath a
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
the bandits are Hostile to the characters.
If the characters don’t relinquish their gold or talk their way out of the situation, Pral gives the signal for the bandits to spring out (see the “Fighting
, prompting more bandits to spring from the bushes with weapons drawn. In an instant, you’re surrounded—roll Initiative!
Pral and his bandits are brigands, not murderers. A character reduced to 0
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
niche on the east wall holds a humble coffin.
If a creature touches the coffin, the lid flips open, and a cheery wooden jester on a spring pops up and does a little jig. The prop then hangs lifelessly
characters enter before defeating the banshee in area B44, the five skeletons animate and attack. The skeletons don’t pursue characters outside this room. If the characters defeat the banshee, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
drink. The smaller room east of the kitchen is a well-stocked pantry. 19h. Bath An iron tub stands in this area, with an iron pump nearby. The pump draws water from an underground hot spring beneath the
with the conjure animals spell use their blindsight to target enemies that are engulfed in magical darkness. If her defeat is inevitable and escape proves impossible, Erelal makes whatever
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
might defeat her. She orders her jackals to cover her retreat, but they follow her lead the next round. She surrenders if she faces death with no way to escape. Development. Hamebi works for the Six
spring-fed cistern. She knows that the manor features subterranean areas more extensive than the cellar, but the Fellowship of the Golden Mongoose had yet to do a thorough search of those areas. (As a result, Gildha doesn’t know about the secret door that leads to the dungeon.)
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
into the landscape so that most travelers would pass by without a second glance. To the halflings, Yondalla is responsible for the spring in their step and the bubbly excitement they feel from knowing
to defeat a much larger foe. The elders know that the world outside is dangerous and that their kin must understand how to deal with those dangers. Stories about Arvoreen are told in such a way that
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
those masters long gone, the characters must now defeat the combined forces of the library’s guardians to claim the keys. Zyrian knows that the guardians are summoned when any damage-dealing spell is
wall, and it looks like it can be removed. The first creature that touches the wand triggers a chain lightning spell (save DC 17) that springs from it, targeting that creature. The bolts that spring
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
cleaning their weapons and mending their gear; they spring to their feet and roar in challenge.
Creatures. Four orcs live in an old guardroom. These orcs fight dirty. They team up into pairs, each
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
containing 20 gp and a pair of polished bloodstones worth 50 gp each. Development If the characters defeat these hobgoblins and then leave this part of the dungeon, the guards are replaced by the
turn there takes 2d10 fire damage. The razerblasts have immunity to fire damage. Development If the characters defeat these guards and leave the area, a replacement watch consisting of the cultists from
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->Storm King's Thunder
Long Road. It’s clear that the giants mean no harm to the townsfolk. If the characters defeat the giants or drive them off before they can grab food, Tylandar Roaringhorn (NG male Chondathan human noble
way past the gargoyles into a dragon’s lair and defeat the dragon within, they find the dragon’s hoard hidden under the sand. Roll on the Treasure Hoard: Challenge 11–16 table in chapter 7 of the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Figaro and defeat Ilren, Kycera is grateful and provides all the information above willingly. Treasure. Within the pantry are 2d4 unopened casks of aged wine, each worth 500 gp. Kycera happily allows
tense as a wound spring.
The tiefling is Figaro, a lawful good mage. If Figaro allowed the characters into his room willingly or if enough individuals vouch for them, Figaro shakily introduces
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
stole some of the collection years ago and tried to leave the city under false pretenses, only to see a squall spring up as soon as their ship left the harbor. A huge wave shaped like a hand swept the
well. These proceedings symbolize the defeat of Kistarianth first by the paladin Athar, and again decades later by his son, Piergeiron. Tradition dictates that the winners of the races run during the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
curious about any racket. The duergar use crossbows (see area B5) while the cultists in B7 come to aid the forces here. Development If the characters defeat the guards here and depart the temple, Marlos
and her guards are on the verge of defeat, she turns on her own guards and finishes them off so she can try to strike a deal with the characters. Yarsha tells the party that Miraj is the earth prophet
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
room’s south wall. When a creature opens this chest’s lid, poison-tipped darts shoot from a spring-loaded mechanism attached to the lid’s underside. Each creature within 10 feet of the chest that isn’t
defeat it. For its Bloodheart Stake trait, the impaler is bound to the stake in Brigetta’s corpse. Retrieving the Rod Piece. If the relentless impaler is destroyed, the cultists cower in fear and allow
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
of dark wooden doors.
Arrow Trap. Spring-loaded arrows are hidden in the pockmarked walls. A creature that enters the trapped area marked on map 7.3 for the first time on a turn or ends its turn
(Investigation) check. On a successful check, the character notices a spring-loaded compartment beneath the box’s lid. A character can use thieves’ tools to try to dismantle this compartment and disable
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
natural rampart along the west and south sides of the settlement, protecting it against flooding when the Surbrin River swells in the spring. At the northeast end of Mornbryn’s Shield is a small stone keep
the characters defeat or circumvent these guards, they arrive at Nesmé to find Zhentarim representatives awaiting the arrival of a female fire giant representing Duke Zalto (see chapter 8, “Forge of