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Returning 12 results for 'detached instances are battle'.
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Lizardfolk
Legacy
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Species
Volo's Guide to Monsters
other humanoids. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure.
Lizardfolk experience most feelings as detached descriptions of creatures and situations
in the other humanoids and makes them less helpful in battle.
Utility and Survival
The lizardfolk mindset might seem unnecessarily cruel, but it helps them survive in a hostile environment. The
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
lurking outside the coral mountain, these creatures take this opportunity, joining the battle at the end of the the second round in the hopes of overwhelming the party. The giant shark is too big to get
blind. The encounter distance is reduced to 10 feet in these instances (see “Unusual Environments” in chapter 5 of the Dungeon Master’s Guide). For characters with a magical light source or darkvision
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
with images of air and water elementals locked in furious battle, within which is a Galder’s bubble pipe (see appendix D). A suit of Heward’s hireling armor (see appendix D). Components of value to
find 1d6 + 4 charged cells, each holding 20 charges. These are useful for powering the elder monks’ force pikes, or for temporarily powering a brain in a jar’s canister so it can be detached from the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Gruumsh one of his eyes. Depending on who does the telling, the battle was a clash of titans fought across many planes and worlds, or it was little more than an annoyance to Corellon. But the legends
thought, Lolth crept up on him and sought to strike a mortal blow. The elves who favored Corellon helped to blunt the attack, but those in Lolth’s camp remained aloof and detached, doing nothing to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Heroes make their mark on a postapocalyptic world defiled by magic and forsaken by the gods. Dragonlance The forces of good battle the evil queen of dragons and her armies in the world-shaking War of
gods, how involved are they in the world? Are they distant and detached beings, or do they appear before their worshipers and meddle in mortal affairs?
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
battle darkness and seek virtue. And of course, Lathander’s association with the sun links to the Sun Soul philosophy, but more critically for worshipers of Lathander, they see the idea of granting
monasteries are full of decaying, dying, and dead animal and plant specimens, which they study with detached interest. They frequently purchase rare specimens from adventurers and merchants that they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of the keep prepare for battle but remain where they are. They cannot be surprised, and any ability checks to convince residents that intruding characters are not a threat are made with disadvantage
. This state of battle readiness is maintained until Rilna Freth tells occupants of the fortress that it is secure. 19a. Elite Barracks Four off-duty female drow elite warriors are stationed here
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Domain Inspire Valor and Smite Foes War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of
excellence and courage. Clerics who tap into the magic of the War Domain excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of the War Domain watch over
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
that lead to a two-story brick mansion and eastward toward a detached coach house. An arcane lock spell is cast on the gates. Forcing them open requires a successful DC 25 Strength (Athletics) check
in this elegant foyer: A battle rages between several Zhents and house guards, and the floor is strewn with dead bodies. Doors to the master bedroom (area G16) stand open. (If Lady Gralhund is in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
towers of evil’s stench. If you be evil, open the door so we may battle, and my eternal boredom can end.” Beyond the door’s barred window, a gargoyle lurks in a stone cell, challenging you in a low
and tilts slightly when stepped on, and it can be seen to be detached from the walls. Two oversized iron clamps on opposite sides of the room hold the floor in place. Each of these rusty mechanisms
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
exit south into the hallway and circle around, hoping to trap the characters in area 2. If a fight occurs in this room, the lizardfolk officer in area 5 hears the battle and joins the fray as soon as
lizardfolk in area 23. Treasure. About 5 feet north of the center of the southern wall, partially buried in the mud, is a breastplate — much battered and twisted and now detached from the full suit
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
liquid comes from inside it. The connecting pipes hold the keg in place, preventing it from being detached. The characters can remove a wide metallic bung on the keg’s top with a successful DC 15
those who enter this chamber. If battle breaks out and Meepo accompanies the party, the dragon targets him first.
Treasure. The wyrmling has scoured the room and gathered all items of worth into a






