Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 33 results for 'defense insular are breaks'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        defend insular are break
                                    
                                
                                    
                                        defense insular are breath
                                    
                                
                                    
                                        defenses insular are break
                                    
                                
                                    
                                        defense insular are beats
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If the githzerai fails a saving throw, it can choose to succeed instead.
Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC
                                                
                                            
                                                
                                                     of its composition. If the anarch moves more than 120 feet from the object, the anarch’s concentration breaks.
Move Object. The anarch can magically move an object it can see within 150 feet of
                                                
                                            
                                        
                                                    Githzerai Anarch
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                    , telekinesis
1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force
Psychic Defense. While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom
                                                
                                            
                                                
                                                     composition. If the anarch moves more than 120 feet from the object, its concentration breaks.
The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with
                                                
                                            
                                        
                                                    Aarakocra
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                     pieces across the multiverse. Recovering the pieces means gaining honor and esteem in the eyes of the vaati who forged it and could possibly restore a powerful weapon for defense against the agents of
                                                
                                            
                                                
                                                    , the hermit, and the sage.
The small colonies of aarakocra are insular and remote, and few aarakocra live away from their roosts. In the Star Mounts of the High Forest in the Forgotten Realms, no more
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    7. Anti-Illithid Defense Two crystal golems (see “Crystal Golems”) guard this room. They attack any creature that enters this area unescorted by a githyanki, a crystal golem, or a red dragon. If
                                                
                                            
                                                
                                                     combat breaks out in this chamber, the githyanki warriors in area 6a come to investigate. A permanent enchantment in this chamber grants any creature in the area advantage on saving throws against being charmed, and causes the levitate and detect thoughts spells to automatically fail when cast.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Chapter 6: Blingdenstone Blingdenstone, once called the City of Speaking Stones, is a deep gnome settlement founded more than two millennia ago. The deep gnomes, insular and secretive by nature, care
                                                
                                            
                                                
                                                     caverns. Perceiving the threat the drow represented to all the peoples of the Underdark, the deep gnomes abandoned their isolation when they came to the defense of the dwarves of Mithral Hall, defeating
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     mercy of the predators they had honored — but they are one of the most potent gatherings of mages anywhere in the North. The Harpells are a jovial, if insular, lot. All wizards, they tend to marry
                                                
                                            
                                                
                                                    , using them for menial tasks and for basic defense of Longsaddle. Some apprentices are often the inadvertent test subjects for an experimental spell, but such is the danger of apprenticing to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     daughter Bloppblippodd, archpriest of Leemooggoogoon the Deep Father.
 Defense: All kuo-toa rally to the village’s defense, including whips and monitors serving the priesthood.
 Commerce: The kuo-toa
                                                
                                            
                                                
                                                     d6. On a roll of 1, a bridge flips or breaks to drop characters to the platform below, or a platform tilts to tip the characters into the water. These areas can be navigated safely by treating them as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     Defense One hundred trained warriors serve in the town guard. Each of them wears studded leather armor marked with a town guard’s badge — the green reed of Saltmarsh — and is armed with a club while
                                                
                                            
                                                
                                                     longswords and heavy crossbows. A militia of five hundred residents can be mustered to take up the defense of the town if it comes under attack. The militia members have undergone minimal training, since
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     with a thought. Githzerai Anarch
 Medium Humanoid (Gith), Any Alignment
 Armor Class 20 (Psychic Defense)
 Hit Points 144 (17d8 + 68)
 Speed 30 ft., fly 40 ft. (hover)
   STR
  16 (+3) 
  DEX
                                                
                                            
                                                
                                                    .
 Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
 Actions
 Multiattack. The githzerai makes three Unarmed Strike attacks.
 Unarmed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     the drow dispatch a well-armed defense force to destroy the surface dwellers. Racing ahead of this drow force is a high elf from Silverymoon named Khalessa Draga. A deep cover agent of the Lords
                                                
                                            
                                                
                                                     killed, the goblinoids flee as their morale breaks. Sir Aljanor has made his peace with Tyr and expects to die. He is disappointed if good lives are lost in a foolish attempt to rescue him. If he
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     combat erupts, the entire den goes on alert. As a consequence, adventurers might find themselves fighting several encounters’ worth of creatures at once. Grudd Haug’s defenders lack a cohesive defense
                                                
                                            
                                                
                                                     strategy, but they are many. If Guh dies, the morale of Grudd Haug’s other denizens breaks, and they flee into the wilderness. All the hill giants in Grudd Haug, with the exception of Guh, are enslaved
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     molds and repeat the process. Without their armor, Brok and Fumira have AC 10. They keep their war picks and javelins close by, but fight only in self-defense. If they detect intruders, they stop working
                                                
                                            
                                                
                                                     visitors, preferring to let Rojkarn answer any questions they might have. If a fight breaks out, the duergar in areas 16b and 16d quickly join the battle. (The duergar in area 16c is deaf.) The forge puts
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     earlier in this chapter) that stand aside as visitors approach. They attack only if Countess Sansuri commands them to do so or if a fight breaks out in area 10. Opening the door triggers a permanent alarm
                                                
                                            
                                                
                                                     here, and a permanent unseen servant cleans on a regular basis. The ogres are docile and shun combat, fighting only in self-defense. Each one is trained to prepare a specific kind of meal: one handles
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    . One nasty, suspicious mind.
 — Elminster
  Renegade Illithids Sometimes a mind flayer that’s away from its colony breaks free from the elder brain. Perhaps it ran into a situation where its bonds of
                                                
                                            
                                                
                                                     illithid remains fearful of gith attacks, and likely sets about creating a sort of colony of its own, the better to remain undetected. It gathers minions, establishes a lair, and makes defense of its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     than 120 feet from the object, its concentration breaks. The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the
                                                
                                            
                                                
                                                     invisibility, shield, telekinesis
 1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force
 Psychic Defense. While the anarch is wearing no armor and wielding no shield, its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     painstaking process in the narrow space takes 5 minutes, and if the check fails by 5 or more, the sphere breaks at the end of the attempt. Sleep Gas. If the glass sphere breaks, it releases green, swirling
                                                
                                            
                                                
                                                     about. This part of the regeneration process requires 2 rounds, during which time the corpse has AC 12 and 27 hit points. (If they have not been removed, the corpse benefits from the bracers of defense
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Dexterity saving throw or fall 60 feet to the floor below. The middle bridge has a 15-foot-wide gap in it. A character can clear this gap with a running jump — but part of the bridge breaks away under the
                                                
                                            
                                                
                                                     violent one. Aurinax is patient, wise, merciful, and vigilant. He remains in humanoid form until combat breaks out, since he can’t easily carry the dragonstaff of Ahghairon in dragon form. The dragon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     floor ahead with a pole or who has a passive Perception score of 14 or higher. A character who puts their full weight on the grate breaks through and falls into the cargo hold (area 12). The fall into
                                                
                                            
                                                
                                                     time to cast shillelagh on the quarterstaff he wields, barkskin for defense, and produce flame in preparation for a confrontation. The phase spider spends its time in the Border Ethereal. It attempts
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    . That devotion has granted them an uncanny ability to hold their ground against the buffeting assaults. It has also earned them the right to wear special plate armor of elemental stone, which breaks down
                                                
                                            
                                                
                                                     tremorsense 10 ft., passive Perception 14
 Languages Common
 Challenge 1/2 (100 XP)
 Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     unusual amounts of undead in the neighborhood. In the event that the outer wall is breached and the main enclosure overrun, the garrison would retreat to this redoubt for its final defense. 10A
                                                
                                            
                                                
                                                     in command to Liara Portyr, and she’s responsible for every detail of the day-to-day functioning of the fort. If a soldier breaks the rules, Gruta decides on the punishment. If a patrol is overdue from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     when she moved it; once fired, it breaks, losing its magic. L27: Weapons System Claudio Pozas  Glaive and her subordinates might confront the heroes inside Landro’s weapons systems room The
                                                
                                            
                                                
                                                     investigating the walls can tell that they are hollow by succeeding on a DC 17 Wisdom (Perception) check. Behind these walls stand four defense sentinels bound to the graymatter engine (each uses the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     believed destroyed in the conflagration of the Spellplague, Halruaa has largely been restored to the insular, magic-mighty nation it once was. Because of the foresight of their divinations, Halruaan
                                                
                                            
                                                
                                                    , Calimshan, and Tethyr, also known as the Empires of the Sands
 The Old Empires: Chessenta, Mulhorand, and Unther
 Chessenta. A collection of city-states bound by common culture and mutual defense
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , and now the emissaries have grown anxious waiting for his answer. Both emissaries show evidence of their (false) interest in currying favor with House Freth by coming to its defense if Spiderwatch Keep
                                                
                                            
                                                
                                                    . If a fight breaks out here, Drivvin uses his first action in combat to cast time stop. He uses the extra time granted by the spell to summon a barlgura and cast fire shield on himself, as well as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     demanding he join their band, but the terrified Droop just wants to go home. When combat breaks out, Droop hides and avoids the fight. Droop knows the general layout of the Redbrands’ hideout, as well as the
                                                
                                            
                                                
                                                     and staff of defense)
 Hit Points 22 (5d8)
 Speed 30 ft.
  STR
 9 (–1)
 DEX
 14 (+2)
 CON
 11 (+0)
 INT
 17 (+3)
 WIS
 12 (+1)
 CHA
 11 (+0)
 
 Saving Throws Int +5, Wis +3
 Skills
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     giant, a mouth of Grolantor is thin as a whippet, alert like a bird, and constantly twitching around the edges. A mouth of Grolantor is kept perpetually imprisoned or shackled; if it breaks free, it’s
                                                
                                            
                                                
                                                     last-ditch defense of the tribe’s home. When the mouth of Grolantor has slaughtered and eaten its fill of the tribe’s enemies, it passes out amid the gory remains of its victims, making it easy to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     doing so breaks 1d4 of the potions within. The chest contains 500 sp, gems worth 250 gp, three potions of healing, and a potion of heroism. General Features The lighthouse is old, and the Order of the
                                                
                                            
                                                
                                                     successful DC 15 Wisdom (Perception) check notices that the lock of the stone door is connected to wires that run into the tower’s stone walls. This custom-built franchise defense system is rigged to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    ) check. On a successful check, the trapped creature breaks through the surface and is no longer submerged. P36. Costume Room This room contains eight wooden mannequins in tall glass cases. Each
                                                
                                            
                                                
                                                     doesn’t change, but it is free to go where it pleases. It shuns combat and fights only in self-defense. Killing one or more dretches causes an upswell of dark emotions in Iggwilv, which can have
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     hearing what the “small folk” have to say. Watching the visitors are two storm giants wearing helms. If Mirran and Nym are attacked, these royal guards rush to the princesses’ defense and cover their
                                                
                                            
                                                
                                                     from their pens, attacking any creatures other than storm giants that cross their path. The storm giants keep the sharks for defense, releasing them into the sinkhole in the event of a major attack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     crevasse that runs through it, once served as the last line of defense for Khundrukar’s dwarves. Creatures. Two orcs guard the eastern side of the room. They do everything in their power to prevent the
                                                
                                            
                                                
                                                     Dexterity (Acrobatics) check to move along the bridge had failed by 5 or more. If an intruder gets at least two-thirds of the way across the bridge, one orc breaks cover to move through the double doors into
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     which holds a resting carnival performer or worker (commoner). Carnies call for help when they are confronted by intruders and fight only in self-defense. J15. Brig A door made of crisscrossing iron bars
                                                
                                            
                                                
                                                    , the mechanical gold dragon is designed to breathe fire when a lever is pulled. Pulling the lever cracks the canister and sets the dragon on fire. If the fire breaks out here and isn’t extinguished
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     challenges the characters, demanding in Draconic that they retreat. The other guards join him immediately. Development. If a fight breaks out, one of the guards tries to run back to the barracks (area 3
                                                
                                            
                                                
                                                     they take offensive action. The lizardfolk adults defend their hatchlings and their property, doing their utmost to prevent the characters from entering area 25. If a fight breaks out, two lizardfolk
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     are indifferent toward intruders and attack only in self-defense. Once bound to serve the Waterclock Guild, they’re now free but enjoy the perpetual “rain” here. The cult bullies these Elementals, so
                                                
                                            
                                                
                                                     the area, so the marid attacks right away to drive off the characters. Otherwise, the marid asks the characters what they want. If a fight breaks out, the marid surrenders if reduced to fewer than 100
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    . They fight only in self-defense. They are apprentice wizards (see appendix B), with these changes: They are neutral. They have these racial traits: Their walking speed is 25 feet. They have advantage on
                                                
                                            
                                                
                                                     loud cheers. Goblins. The goblins, Lulz and Vellix, are servers who have allowed themselves to get swept up in the reverie. If a fight breaks out, they hide under a table and throw themselves at the
                                                
                                            
                                        





