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Returning 34 results for 'depend items are blow'.
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Monsters
Fizban's Treasury of Dragons
refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel
a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible
Monsters
Fizban's Treasury of Dragons
baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate
, creating one or more of the following effects:
Clear Skies. The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat
Dwarf
Legacy
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Species
Basic Rules (2014)
hunt for vengeance can become a full-blown clan feud.
Clans and Kingdoms
Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder
to depend on the elves. No telling what an elf will do next; when the hammer meets the orc’s head, they’re as apt to start singing as to pull out a sword. They’re flighty and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. The activities you allow might depend on the nature of the area where the characters are located. For example, you might disallow the creation of magic items or decide that the characters are in a town that is too isolated from major markets for them to buy such items.
Kobold
Legacy
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Species
Volo's Guide to Monsters
sightings.
Able Scavengers
Kobolds are adept at identifying broken, misplaced, discarded, or leftover crafted items from other creatures that can still be put to use. They prefer to scavenge objects that
have clearly been lost or thrown away, which is easy to do without attracting attention. At the same time, they don’t automatically shy away from trying to grab items that are the property of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Acquisitions One or more of the characters might have useful items in their possession (see “Scavenged Possessions”), and working outside the slave pen creates new opportunities for the characters to
acquire and hide small items, including makeshift weapons or tools, or even lift a key to the slave pen from a guard. What they can acquire depends on the work they do and where they go. Use the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
auction house in Sharn and specializes in auctions of exotic magic items and relics from Xen’drik. You never know what’s going to be available—or who will be bidding against you. Plan a heist. Perhaps
your goals depend on recovering an item a villain has hidden in the vaults of Korranath. Can you penetrate the most secure facility in Sharn? Go to jail. The King’s Citadel in Ambassador Towers is also
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
many methods for capturing enemies, such as poisoning, knocking out an opponent instead of making a killing blow, throwing nets, using magic such as suggestion, or restraining them in the coils of a
the gods or as food.
Depend on Deceit
Yuan-ti have no sense of honorable combat. They are naturally stealthy, and if they can sneak up on enemies, either in an ambush or to murder them in their sleep
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, scrying, flame strike, legend lore, and raise dead can have a significant impact on their adventures. They start acquiring more permanent magic items (uncommon and rare ones) as well, which will serve them
for the rest of their careers. The fate of a region might depend on the adventures that characters of levels 5 to 10 undertake. These adventurers venture into fearsome wilds and ancient ruins, where
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
hoist their greataxes when intruders appear. After the first round of combat, it occurs to one of the giants that she should sound the warning horn. She staggers up a flight of wooden stairs to blow
containing 3d6 × 100 cp plus 1d6 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. A careful search of the room accompanied by a successful DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
survivability depend on the training and expertise of their mentor, a retainer’s proficiency bonus is equal to their mentor’s proficiency bonus. Some of a retainer’s statistics refer to their
their mentor. Magic Items. Retainers can use magic items like anyone else. For example, a +1 weapon increases their attack and damage rolls by 1, and +1 armor of the appropriate type (light, medium, or
Orc
Legacy
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Species
Volo's Guide to Monsters
with orcs tells of confronting a hulking foe that can cleave through a warrior with a single blow, part of a force that can cut down enemies as though they were trembling stalks of wheat before the
represent darkness.
The unwritten laws that govern the status of individual orcs within a tribe are manifested to a degree in how each orc uses these colors on itself and its personal items. For
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
of their hoards, along with red and fiery gemstones such as rubies and fire opals. Red dragons favor items made of metal and stone, which can survive the test of time. Many such items in an ancient red
dragon’s hoard might be hundreds or thousands of years old. They tend to eschew treasures that burn, such as leather, paper, and cloth items. For a red dragon, every treasure is a mark of pride and a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
magic, and they work for evil wizards and hags in exchange for useful magic items.
Lock the door, blow out the light; The hungry oni haunts the night.
Hide and tremble, little one; The oni
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and congratulates them. His next actions depend on his current goal (see “Halaster’s Goals”): If the characters took any actions to further Halaster’s current goal, he greets them warmly, thanks them
for their help, returns any magic items they sacrificed to reach this level (see area 35 on level 22), and allows them to leave his tower by way of the standing gate in area 36 (which he activates for
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
knowledge by force and cunning. A mighty wizard with magic worthy of epic tales, she is a monster whose adamantine claws can flense whole armies before any soldier can land a blow on her plated hide
lore from her boundless stores of magic items, racks of scrolls, libraries of ancient spells, maps of forgotten ruins, and tomes unveiling the mysteries of the multiverse, which she has secreted away in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
opponents than kill them. They use many methods for capturing enemies, such as poisoning, knocking out an opponent instead of making a killing blow, throwing nets, using magic such as suggestion, or
uses, either as sacrifices to the gods or as food. Depend on Deceit Yuan-ti have no sense of honorable combat. They are naturally stealthy, and if they can sneak up on enemies, either in an ambush or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
clutches a brass horn (see “Treasure” below). The minotaur shaman treats all intruders as enemies to be carved up and added to his pile of dismembered bodies. His first action in combat is to blow his
the search time proportionally. A detect magic spell can further expedite a specific search for magic items. The search yields a spider silk pouch containing 50 gp, two obsidian scarabs engraved with
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to her immediately. Duvessa and Markham know of no such person, and no such person steps forward. Drufi carries a horn made from a mammoth’s tusk and can blow it as an action. The horn can be heard
loose. Each other frost giant carries a sack that holds 1d6 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction, as well as 1d4 art objects worth 25 gp each
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
once or be destroyed. Fighting the Hobgoblins. In combat, the sentry remains behind the barricades. If the characters breach either barricade, the sentry uses her next action to blow a war horn
. Treasure. The chest includes stolen goods: fine furs worth 75 GP, a pouch containing 20 GP, and one magic item; roll once on the Magic Items table in appendix A (rerolling duplicates) to determine the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and a successful DC 15 Dexterity check. It can also be broken off with a successful DC 20 Strength (Athletics) check or a solid weapon blow. 1d. Market Hall Ceiling. This room has a soaring, 60-foot
goods, including items listed in chapter 5 of the Player’s Handbook — particularly armor, shields, weapons, adventuring gear, tools, trade goods, food, and drink. The goblins buy goods at half the normal
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
’ hoard. Unless the male dragon is hiding, he sits proudly atop a heap of valuable items in the north end of the cavern. The female rests nearby on a ledge that projects from the western wall of the
chamber (see area 2A). Treasure. The dragons’ hoard includes the following items: 15,000 sp and 12,400 gp in loose coinage Eight silver boxes filled with ivory (weighing 20 pounds apiece, each box worth
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the rarest of items can be procured, given sufficient coin and patience. Adventurers lacking one or the other can very easily find all manner of employment, from simple escorting of caravans, to
residents of the ward.
Dock Ward. Most of the city’s harbor area is located in Dock Ward, as are the businesses and warehouses that depend on the city’s newly restored harbor. It’s a crowded
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
possible. Treasure. The chests are unlocked and contain personal effects. A thorough search turns up the following items: 100 sp, a dagger in a bone scabbard, a wooden mallet, a crude reed flute, and
barrels contain fresh water, and the third is half full of brine. The cask contains salt. Two of the buckets by the east wall contain herbs, and the third holds rendered animal fat. All the items in this
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
snowflakes that won’t melt for 24 hours or a beautifully carved icicle that melts like normal ice. If the chwinga is mad, it might blow the snowflakes into a character’s eyes to cause temporary
characters and tries to steal little objects weighing 1 pound or less from them. (Stolen items are then hidden in the snow and probably lost.) Whenever it tries to steal something from a character, a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, however, since the area is home to a huge variety of fish and shellfish, many of which are prized in Waterdeep. Reghed Glacier The cold winds that give Icewind Dale its name blow down off this high
out its human population, drove the dwarven population deep underground, slew the city’s dwarf king, and, perhaps worst of all, dealt a fatal blow to Sundabar’s longstanding alliance with its human and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
one or more items of equal or greater value. Kinrob’s true nature is a well-known “secret” in the Legion of Azrok, and fear of the oni has rendered the surrounding neighborhood a ghost town. Azrok
until its business with the characters is concluded, then politely shows them the door. Princess Doll. One of the items in Kinrob’s junk pile is a sackcloth doll with button eyes and a gold cloth tiara
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
into the mud like a cylindrical stone taproot. Here are the building’s legendary vaults, where the city’s patriars and merchants from across the world store items too valuable to be trusted to lesser
House of Wonders, the shop sells a variety of lesser alchemical items to the public, from torches with colored flames to smoke grenades and fireworks, some of them enhanced with harmless illusions
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
them well, even though it’s not entirely deserved. Ordning of Extravagance A cloud giant’s position within the ordning doesn’t depend on talent or skill. It depends on wealth. The more treasure a
their own weapons and armor. The fire-forged items of steel and iron that they wield and wear are prized as though they were made of gold. The giants are always on the lookout for such booty on their
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, extending down into the mud like a cylindrical stone taproot. Here are the building’s legendary vaults, where the city’s patriars and merchants from across the world store items too valuable to be trusted
Gate. While smokepowder is reserved for the Council of Four and Gond’s High House of Wonders, the shop sells a variety of lesser alchemical items to the public, from torches with colored flames to
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
. Creatures. Kwalish’s presence in the lab is left to your determination, and might depend on how much more adventuring you want the characters to do. See the “Meeting Kwalish” section below for more
mechanical effects reproduce the magic of certain magic items: a folding boat, wings of flying, and a bag of tricks (tan) Kwalish’s powered armor (see appendix B and appendix D) The “Alien Technology
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
hunting for food. They have no treasure to speak of, though each carries a sack containing 1d4 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. Reghed Nomads
gemstones, and one mundane item, determined by rolling on the Items in a Giant’s Bag table in the introduction. Lonely Moor The aptly named Lonely Moor is a desolate, dusty waste of scrub and rock that
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
armor are gold and silver items, including torcs and rings set with semi-precious stones, pendants, brooches, and the like, worth about 600 gp total. In addition, a platinum goblet set with rubies
an action to blow the horn (see below). The djinni Ahtayir (area A15) arrives at the end of Aerisi’s next turn. She orders the djinni to cover her escape and flies down the shaft in area A18. Horn
compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Characters might be drawn to the arrester station because of prisoners held there, information or items stored there, or crimes occurring there. The Arrester Station Adventures table presents some
.
6 Attempt to overthrow the clan chieftain in a combat challenge.
7 Strike a blow to the Gruul to ensure that they don’t launch a raid.
8 Free a corralled herd of violent beasts so they






