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Returning 35 results for 'descend insults are break'.
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Monsters
Strixhaven: A Curriculum of Chaos
wit and debilitating inky shadow. Whether weaving their magic through spoken incantations and scathing insults or through shadows, these teachers break down the resolve of their foes.
The professors
focus on words that find the tiniest, most invisible cracks in an opponent’s defenses and break them.
Silverquill Scholars
The scholars of Silverquill College study the power of magic shaped
Graz'zt
Legacy
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Monsters
Out of the Abyss
the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.
Wild beasts within 6 miles of the lair break into
Wisdom saving throw or descend into a madness determined by the Madness of Graz’zt table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24
Baphomet
Legacy
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Monsters
Out of the Abyss
, the Horned King and the Prince of Beasts. He rules over minotaur;minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial
of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Baphomet table. A creature that succeeds on this saving throw can’t
Juiblex
Legacy
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Monsters
Out of the Abyss
remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check
creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Juiblex table. A creature that succeeds on this saving throw can’t be affected by this
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
looking to impress the client or they see the client as potentially dangerous and want backup in case negotiations break down. In either case, Moonstalkers usually blindfold visitors before leading them
descend a stone staircase to the guildhall’s crescent antechamber. Wanewort has also created four magical doors that connect to other cities during different phases of the moon. Each leads to a Moonstalker-owned building in that city.
Compendium
- Sources->Dungeons & Dragons->Rrakkma
. This allows the ceiling to slowly descend, clicking loudly.
If the sacred statue is destroyed the two black crystals explode, releasing two allips, as the eidolon is itself released from the
the statue, the eidolon begins a tirade of insults and threats. If the characters engage the creature in conversation while fighting the allips they can learn of the deal the creature made with the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
and debilitating inky shadow. Whether weaving their magic through spoken incantations and scathing insults or through shadows, these teachers break down the resolve of their foes. The professors strive
illuminate harsh truths about those in power. Others, though, choose to wield words more ruthlessly and master the art of insults and discouragement (and in some cases, petty trash talk). Regardless
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike. Wild beasts within 6 miles of the lair break into frequent
saving throw or descend into a madness determined by the Madness of Graz’zt table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Graz’zt dies, these effects fade over the course of 1d10 days.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
conflict between demons and devils known as the Blood War. Next on Zariel’s list of cities is Elturel’s neighbor, Baldur’s Gate. The characters can be the heroes who descend into Avernus, save Elturel
, and search for a way to destroy the Companion or break Elturel’s chains.
Chapter 4: Sword of Zariel
For characters of levels 11—12
The Sword of Zariel might be the key to Elturel’s salvation
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Carrion Tribes The Carrion Tribes descend from explorers and refugees twisted by the evil in this realm. Explorers usually encounter these savage folk as enemies, but occasionally a hero emerges
or the inspiration for a barbarian’s rage. Are you still loyal to your dark lord, or did you break free from its influence? Either way, work with the DM to develop the details of your overlord
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the rift closed off, the Pit of Hatred might continue to be a lurking threat. With the seal restored, the evil beyond is left to fester — frustrated and perhaps seeking ways to break free, stronger and
more deliberate than before. Above all, the question remains: what is the source of the rift’s evil? Perhaps the characters will return to the pit as more accomplished adventurers, seeking some way to descend the vent, find out what presence is down there, and destroy it once and for all.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ogre Furious Tempers. Ogres are notorious for their quick tempers, which flare at the smallest perceived offense. Insults and name-calling can rouse an ogre’s wrath in an instant — as can stealing
words. Ogres believe what they are told and are easy to fool or confuse, but they break things they don’t understand. Silver-tongued tricksters who test their talents on ogres typically end up eating
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
citadel, now a tumbled-down ruin. A tunnel has been opened at the base of the ruined citadel. Crude, torchlit steps descend into the earth.
The ten veterans guarding the tunnel entrance are loyal to
iron bars, which the characters must bypass to enter the corridor beyond. As an action, a character can try to bend or break the rusty bars, doing so with a successful DC 17 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike. Wild beasts within 6 miles of the lair break into
saving throw or descend into a madness determined by the Madness of Graz’zt table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Graz’zt dies, these effects fade over the course of 1d10 days.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed
, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Juiblex table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Juiblex dies, these effects fade over the course of 1d10 days.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
18. Corridor Protected by Fear Gas If the characters travel south from the secret door, they reach a landing at the top of a stairway. Stairs descend to the west. The corridor that extends past the
fire (a burning hands spell, a flame tongue sword, or the like). Any character trying to break through them will become hopelessly entangled and can’t get loose unless the webs are burned away or the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed
, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Juiblex table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Juiblex dies, these effects fade over the course of 1d10 days.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
etiquette Resisting the urge to respond to goading or insults from an enemy Recognizing when an enemy attempts to trick a character into a breach of honor Sanity Score Consider using the Sanity
so alien that it threatens to break a character’s mind Overcoming the lingering effects of madness Comprehending a piece of alien magic foreign to all normal understanding of magic Sanity Saving
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. The chamber that opens at the bottom of the stairs is immense. A wide ledge runs along the left wall and drops away to a pit on the right. Many stalactites descend from the ceiling, and the sound of
when they heard the fight break out in area 9. When characters approach within 25 feet of the ledge overlooking 10B (when they come in line with the top of the stairs to 10A), two kobolds toss glue
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
peers through an observatory’s telescope. The clouds break, revealing the stars above. A creature casts a divination spell. On nights when I’m feeling especially lonely, I’ll search the sky for that
the sky. Whenever the characters are outdoors and become embroiled in combat in the region, one or more knights descend from the sky to help them, provided none of the characters is evil. Each round on
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. The chamber that opens at the bottom of the stairs is immense. A wide ledge runs along the left wall and drops away to a pit on the right. Many stalactites descend from the ceiling, and the sound of
the fight break out in area 9. When characters approach within 25 feet of the ledge overlooking 10B (when they come in line with the top of the stairs to 10A), two kobolds toss glue bombs and the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Upper Level B1-B9 B1. Antechamber Characters who descend the stairs in the crumbling tower arrive at this chamber. The stairs descend thirty feet before opening up into a chamber of worked stone. Two
the walls as the characters descend the stairs, attacking as soon as they enter the chapel. This huge space has the appearance of a chapel, its walls carved with unnatural imagery. A large alcove to the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of this opening contains uneven, naturally formed steps that descend to area H2. If any of the Elk tribesfolk are present at this point, they volunteer to guard this entrance until the characters
tunnel that leads to area H5 has a slippery, 20-foot-tall drop-off that characters can descend safely with a successful DC 15 Strength (Athletics) check. On a failed check, a character slips and lands
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
the sculpture and table, trying to break them loose.
The two mezzoloths attack the characters on sight and fight to the death. Castellan. The statue and table here are together a unique magical
this simple room. Ladders descend to the floor below and rise to the level above.
An incubus named Arcis, who serves Thlaarsh, waits in this room, guarding the prisoner on the floor above. If he heard
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ice that separate the smaller cysts from the larger cave are thick enough to be opaque, but characters can break through them. Each 5-foot-square, 1-foot-thick section of wall has AC 13, 18 hit points
chest in this cavern. H17. Den of the Vampire Spawn The yips and barks abate as you descend the stairs leading to this cave in which hangs the faint whiff of death.
Five kobold vampire spawn (see
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
cage is worth 400 gp. G7: Stairs to Flooded Passage This wide passage is inlaid with roughly cut stairs that descend into murky flood waters.
A subterranean waterway flooded this passage several
(Athletics) check to shove the door hard enough to break the bar. Qunbraxel rightly believes a passage to Talhundereth is behind the door, so the mind flayer sent grimlocks to investigate. The door
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dungeon Locations Before the characters descend into the dungeon, allow them to advance to 4th level. The following area descriptions are keyed to map 1.6. V20. Cellar The characters might enter this
interrogate the characters and find out what they know. It also sets up the possibility of a prison break.
V31. Vestry Four wooden wardrobes stand against the walls in this area. The cultists store their
Magic Items
Infernal Machine Rebuild
you desire that could be performed by a prestidigitation spell.
You break out into song whenever you roll a 1 on any die.
41
Your possessions change their state or appearance at the DM’s
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most
. Parts of the layer break off from time to time, creating deadly and deafening avalanches of stone. The inhabitants of Malbolge live in crumbling fortresses and great caves carved into the mountainside
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Sylvarie attacks characters who descend into this area, believing they have been sent by the hags to torment her. A character can use an action to try to convince Sylvarie to stand down, first by making the
. As an action, a character can try to pick the lock using thieves’ tools, doing so with a successful DC 18 Dexterity check, or break open the chest with a successful DC 20 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Lords of the Nine. To reach Nessus, one must descend through all eight layers above it in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one
layer break off from time to time, creating deadly, booming avalanches. The inhabitants of Malbolge live in crumbling fortresses and great caves carved into the mountainside. Malbolge’s current ruler is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
overlook. The hours are very flexible, you get a 20 percent discount in the gift shop, you get a bathroom break every four hours as long as you ask your supervisor first. And sometimes if you go into the
and strong winds. If the balloon takes significant damage, the ship could be forced to descend — or might even crash. (Appendix C features vehicle statistics for a typical battle balloon. For
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
locations assumes the characters can see what’s around them. M1. Tool Room Rough-hewn steps descend 60 feet before ending just north of this chamber. Racks holding picks and hammers are nailed to the
the characters search the cave, they find a small figurine of a dog carved out of rock, with two pebble-sized tourmalines for eyes. It was made by a miner while on break. The figurine is worth 10 gp
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
noise louder than a whisper agitates the bats and sends them into a panic, causing a number of swarms of bats equal to the number of characters in this area descend from the ceiling and attack the source
caverns. If the characters descend the steps, proceed to this adventure’s conclusion. Hollow Boulder. If the characters move any of the rocks, they uncover a smooth, blue-green boulder that’s strangely
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sound an alarm if someone tries to break into the storehouse. The chamber contains thirty 5-gallon casks. Eight of them hold Wyrmwizz, a muddy swill, and the rest are empty. 21k. Captains’ Barracks 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






