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Returning 23 results for 'detected instincts are break'.
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deterred instincts are broad
deterred instincts are bleak
Compendium
- Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
vigilante or hired mercenary will break an accused commoner out of prison in order to ensure the accusedâs safety until the trial date. Minor crimes, such as creating a public disturbance, petty theft
are a sign that one canât manage oneâs baser instincts. Patriars have been known to pay huge bribes or promise outsized favors to protect a rebellious heir from being charged with a minor crime
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
vigilante or hired mercenary will break an accused commoner out of prison in order to ensure the accusedâs safety until the trial date. Minor crimes, such as creating a public disturbance, petty theft
are a sign that one canât manage oneâs baser instincts. Patriars have been known to pay huge bribes or promise outsized favors to protect a rebellious heir from being charged with a minor crime
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Emerald Enclave Members of the Emerald Enclave are spread far and wide across the Sword Coast and the North. They usually operate in isolation, relying on their own abilities and instincts to
corruption of nature. Its members are well aware that the newly seen demonic corruption will not be contained within the Underdark for long. Eventually it will break through to the surface and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
peace. The conflicts, the anger, and the pain of the long war remain, however, and the new nations seek every advantage as they prepare for the next war to break out on the continent. Dragonmarked
humans and lycanthropes, a union that grants them limited bestial abilities and feral instincts. The warforged are a constructed race created during the Last War, seeking to find its place in a post
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
who lives in a crate at the corner of Net Street and Dock Street, by the wharf.â Finding a noble isnât hard, but snatching oneâs handkerchief without being detected requires a successful DC 12
closed doors. (Jarlaxle never passes up a chance to rattle the nobility and sow political unrest.) A character can break into Gaxlyâs office while itâs closed, either during lunch hour or after hours
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
succeeding on a DC 13 Intelligence (Investigation) check can see through the illusion. If the illusion is detected, all the characters see the gibbering mouthers in their true forms as both creatures
Strength (Athletics) check to break open. Locked inside is a flumph named Phfffffffft. If freed, Phfffffffft shares how it sensed the aberrant horrors in this pocket dimension and came to help, but was
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
closer to their goal. Rangers who have encountered halflings or lived among them know of this effect, and they learn to trust their other senses and their instincts rather than relying on sight. A typical
, over time, halflings who pursue a dark path â especially those who break too many oaths or hurt other halflings along the way â lose the protection of Yondalla and the other halfling gods. Some say
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
.
To reach the hold, Arveiaturace had to break apart a large portion of the deck, creating a gaping hole. A character who examines the marks around the hole and succeeds on a DC 12 Wisdom (Survival
animal. The ice troll hasnât yet detected the goat. The kobolds keep it here so the dragon doesnât eat it. D11. Rum Storage A key is jammed into the lock of this doorâleft there in haste by the crew
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
locations, by searching the records room (area V6); the alarms can also be detected using detect magic. The alarms arenât armed while the museum is open to the public. Animated Statues. The statues that
Keys. The curator carries a master key, while each guard carries a key that unlocks all doors to the area in which the guard is stationed. Guards in area V1 also have a key to the break room (area V7
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
go on its dinner break (despite being a skeleton). Slot Machines. One side of the gambling pit features banks of strange clockwork machines, each with a large red lever and a slot for tokens. These
in the lounge, taking a break from gambling and watching the three harpist skeletons on the stage. Chatting up these duergar can provide information as in the gambling hall, at a rate of 1 token per
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
. 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
demeanor. He trades in souls, as do other archdevils, but he rarely gives his time to any creatures not worthy of his personal attention. His instincts are as razor sharp as Caniaâs frigid winds, and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their emotions and instincts rather than out of reason and logic. Only certain charismatic orcs, those who have been directly touched by the will and might of Gruumsh, have the capacity to control the
to rid them of most of the flesh, and then use a ritual punch to break out the bridge of the nose and leave the skull with a single eye. Orcs that appreciate the strength and ferocity of a foe might
Magic Items
Infernal Machine Rebuild
Anything poisonous within 50 feet of you is automatically detected and marked by the image of a small frog that is visible only to you.
A dozen small frogs constantly follow you around, chirping loudly
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 DMâs
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
trap can break it and free the captive. Examples include a bear trap, a cage that drops from a ceiling, and a device that flings a net. Slay. Some traps are designed to eliminate intruders, plain and
is obvious. Understanding its nature is not. The DC of the check, regardless of its type, depends on the skill and care taken to conceal the trap. Most traps can be detected with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
donât know. Rocks and sheep? Oh, and a couple of very private festhalls. I canât tell you the number of times âŠ
Wait, why are you writing this down? Did Dran send you? Well ⊠Iâm on my lunch break! Yes
has spotted Stuuzant, as the ogre has good instincts for avoiding trouble. She keeps moving, hiding until the time is right to strike. When she attacks livestock, she does so when no one can see her
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. As an action, a character can try to pick the lock using thievesâ tools, doing so with a successful DC 18 Dexterity check, or break open the chest with a successful DC 20 Strength (Athletics) check
glyph of warding spell. The hags use this glyph to eliminate intruders. It can be detected with a successful DC 13 Intelligence (Investigation) check and triggers when any creature except the hags or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
surrounded by six chairs. CG4. Kitchen. Guests are expected to dine with the Cassalanters in the manor but can prepare their own break fast here. CG5. Parlor. This room is furnished with a billiard
DC 25 Strength (Athletics) check. Secret Door. The secret door to the library (area C3) can be detected by a character who makes a successful DC 18 Wisdom (Perception) check. The character discovers
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
occasionally entering the unmarked building. Locked Door. The door to area T5 is locked. T2: Break Room This break room smells faintly of sweat and greasy food. Scuffed wooden furniture and a large couch
trap is detected, a character can use an action to try to disarm the trap, doing so with a successful DC 16 Intelligence (Arcana) check or a dispel magic spell. A character using thievesâ tools can
Compendium
- Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
-chopped Avery is usually happy to chat with customers and other alchemical enthusiasts on the lower floors. At the moment, however, Avery is visibly troubled. Recently, someone managed to break into
up in the Seatower. While the Fist treats the prison as something of an afterthought, any trying to break in or out of the dungeons still have their work cut out for them. Only the upper cells have
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, however, Avery is visibly troubled. Recently, someone managed to break into the upper workshop while he was sleeping and steal four kegs of smokepowder. In their place, he found a drawing of a phoenix
trying to break in or out of the dungeons still have their work cut out for them. Only the upper cells have windows, and anyone trying to break through the walls of the lower cells risks catastrophic
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the door. (If the characters try to break through the door by dealing damage to it with a spell, go to âOpening the Doorâ below. The fight that immediately ensues will have the characters taking on
magical stasis until a threat is detected. The masters of the haven once knew the rituals that would summon the keys held by the golems, allowing easy passage through the door to the great library. With
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
by jamming the door open. If the trap resets, it can be activated only once more before its fiery substance is depleted. The spouts on the wall can be detected by someone who succeeds on a DC 15
as soon as theyâre aware of intruders. If the battle goes poorly for the orcs, Old Yarrack orders an orc to break off and summon help from area 9. If things get desperate, he sends for help from the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, tugging or turning the knob causes the vial in the door to break, releasing a cloud of poisonous gas that fills a 10-foot-radius sphere centered on the door. The trap also triggers if the door is forced
the trap is detected, a character can spend 1 minute trying to disable it, either by plugging the holes or by placing counterweights on the hooks as someone else carefully lifts the painting. The






