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                        Returning 35 results for 'defense insults are breaks'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.Multiattack. The swashbuckler makes one Dagger attack and two Rapier
                                                
                                            
                                                
                                                    
Dexterously manipulates a silver coin through their fingers
7
Hurls colorful insults
8
Adds showy embellishments to rapier strokes
Lightfooted. The swashbuckler takes the Dash or Disengage action.
                                                
                                            
                                        
                                                     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
                                                    
    
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                                                     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
                                                
                                            
                                        
                                                     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->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     flips their dagger 4 Punctuates sentences with a boisterous “Ha-HA!” 5 Sings catchy sea chanteys 6 Dexterously manipulates a silver coin through their fingers 7 Hurls colorful insults 8 Adds showy
                                                
                                            
                                                
                                                     embellishments to rapier strokes  Swashbuckler
 Medium Humanoid, Any Alignment
 Armor Class 17 (leather armor, Suave Defense)
 Hit Points 66 (12d8 + 12)
 Speed 30 ft.
   STR
  12 (+1) 
 
  DEX
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     while making comments such as “sleep tight” and “have a pleasant evening” followed by insults muttered under their breath about the characters’ mud-spattered clothing and low breeding. If characters
                                                
                                            
                                                
                                                     veterans traveling to Baldur’s Gate in search of employment and out to have a good laugh over someone’s misfortune. They drop all pretense after violence breaks out.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     while making comments such as “sleep tight” and “have a pleasant evening” followed by insults muttered under their breath about the characters’ mud-spattered clothing and low breeding. If characters
                                                
                                            
                                                
                                                     veterans traveling to Baldur’s Gate in search of employment and out to have a good laugh over someone’s misfortune. They drop all pretense after violence breaks out.
                                                
                                            
                                        
                                                     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->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                    , 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
                                                
                                            
                                                
                                                    , except when the booming reverberation of a Harpell-crafted spell breaks the silence. The family is constantly researching magic both old and new, and twisting spells and rituals into interesting (to them
                                                
                                            
                                        
                                                     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->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    , sinkholes, or mighty earthquakes, thus demonstrating the true power of elemental earth and the futility of resistance. Earth cultists see mines, quarries, and tiled fields as insults imposed upon the
                                                
                                            
                                                
                                                     thumbs and forefingers of both hands together. Tactics and Philosophy The Black Earth cult is the most defense-minded and patient of the four elemental cults. Earth cultists admire stoicism, endurance
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     weak and wants nothing to do with them. They fight only in self-defense, and each has a challenge rating of 1/8 (25 XP). Secret Door. A secret door stands in the northwest wall of this cavern. The old
                                                
                                            
                                                
                                                     troglodytes won’t divulge the secret door’s location, and they spit insults at anyone who dares to open it. 7h. Blessed Laogzed This dank cave contains a 5-foot-tall, 8-foot-diameter mud sculpture of a
                                                
                                            
                                        
                                                     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->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                     laced with bawdy insults and lewd gestures. Only on rare occasions do things get physical, and even then, the Fey do little more than bite, scratch, and hurl mud at each other. Every now and then, the
                                                
                                            
                                                
                                                     have nothing akin to a mutual defense pact, and the very thought of one is greeted by jeers on both sides. If a rising army of fomorians or some other threat endangers one court, it’s widely understood
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     construct resembling a gynosphinx follows you around. It constantly asks unsolvable riddles of other creatures, and insults those creatures when they fail to answer correctly.
77
A creature appears
                                                
                                            
                                                
                                                    . The tentacles cannot attack or grapple.
You are constantly followed by 1d4 octopus;octopuses that can breathe air and water, and which have a walking speed of 30 feet. Each time combat breaks out, you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     speaks the correct passphrase in Grung (“Roook, roooook, erp”). If a fight breaks out, reinforcements in the form of twelve grungs arrive in 2 rounds. The grungs in area 3 begin shooting arrows at the
                                                
                                            
                                                
                                                     who insults or defies him. Lining the bottom of his pool are 33 gp and a fist-sized chunk of green quartz (50 gp). 5. Grung Hovels Dotted about the shores of the lake are several squat huts made from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    , or the severed heads of enemy leaders — a particularly holy gift. Hobgoblins operating on their own will remain in their forts, content to deal with internal politics of rank and matters of defense
                                                
                                            
                                                
                                                     other legions when a host forms. The warlords of rival legions don’t seek to depose the leader of the host unless the fortunes of war create the opportunity. Each legion records all the insults directed
                                                
                                            
                                        
                                                     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->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->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     are done speaking with Azrok, Lurkana takes them aside and offers them a quest (see “Side Quest: Retrieve Azrok’s Dagger”). If they refuse, Lurkana scowls and kicks them out. If combat breaks out, the
                                                
                                            
                                                
                                                     smaller ones, shoving them around and hurling insults. The goblin bosses remain here even if an alarm sounds elsewhere. Trinket. Various broken toys lie scattered about. A thorough search yields an intact
                                                
                                            
                                        
                                                     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->Storm King's Thunder
                                                    
                                                
                                            
                                                     Tezrin (see appendix D), as well as a hidden vault containing their wealth. Alaestra and Narth run a successful business even in the face of local insults and mild harassment. They have an agreement with
                                                
                                            
                                                
                                                    , Kolstaag’s bracers of defense, and a +1 wand of the war mage. T16. The Triboar Arms The Triboar Arms has burned to the ground twice and been rebuilt twice. Its owner and proprietor is Nemyth (NG male
                                                
                                            
                                        





