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Returning 29 results for 'disarmed instincts are back'.
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disarmed instances are back
Backgrounds
Sword Coast Adventurer's Guide
aren’t a savage who follows quarry into or through the wilderness. You’re involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts
to a generous benefactor.
2
My ill-gotten gains go to support my family.
3
Something important was taken from me, and I aim to steal it back.
4
I will become the greatest thief that
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
1. Unsure Shore The shoreline, where the water meets the sandy beach, crashes with the breaking waves. The echoes formed within the caves reverberate back, filling the air with a sound like the
without tripping the wires is practically impossible, but the wires can be disarmed with a DC 15 Dexterity (Sleight of Hand) check, or the alarm spell can be suppressed for an hour using dispel magic.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, Ilvara is obsessed enough to cast raise dead to restore them to life (assuming the character’s soul is willing to return). Captured characters are disarmed, their hands bound with spider-silk rope, and
gagged. The drow march them back to Velkynvelve unless Menzoberranzan is closer, in which case Ilvara takes them there instead. The characters will need to come up with a new plan of escape, ideally
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
instructions to bring back information and new ideas for the community. Most of these folk return to the burrow at the appointed time or even sooner, their curiosity having been satisfied. But a few
of them take readily to life in the outside world and don’t come back on schedule, returning to the burrow only after spending years or decades away as a member of an adventuring party. The Pull of
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
particular, they have tracked this corruption back to Zuggtmoy and Juiblex, with the demon lords both infecting different parts of the subterranean realm. The Emerald Enclave fights tirelessly against the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
encounter, you stand at the back of the room and look dangerous. Just focus on a bit of sensitivity training to counter your predator’s instincts and you can be the definitive Acquisitions Incorporated
their work in the Underdark, but shadows are shadows wherever they occur. As a Gloom Stalker ranger, you find solace and refuge in dark alleys, dimly lit back rooms, and the shadowy corners of any
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
families to give to dwarves and merchants. This faction relies on two council members for representation. Eda Oweland leads the faction and can count on Gellan Primewater to back her up. Anders Solmor
Gellan (NE male human noble) is a well-spoken, dapper older gentleman with a neatly trimmed beard and a fancy wardrobe. With his cunning instincts, he has positioned his family to become the most prominent
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
instincts are valuable, but there are plenty of primal forces in the world — including the unrestrained drive for wealth, power, and everything that comes with it.
THE CORPORATE BARBARIAN
5 A gold belt buckle depicting the Dwarvish rune for chaos
6 A specially tailored belt pouch that you wear at the small of your back
7 Stylish mirrored spectacles
8 A specially
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
kamadans (see appendix D) use a cart at the back of the shrine as their lair. If they hear intruders approaching the shrine, the kamadans try to ambush them. The kamadans fight tooth and claw to
disarmed. A clay gladiator fights if attacked or when called to the gladiatorial pit (area 4D). If reduced to 0 hit points outside of the gladiatorial pit, the gladiator disappears along with its
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
taxing but Gallio is committed to seeing it through. At short notice, characters who examine the notes are unlikely to have any epiphanies. Trapped Statues. These magical traps were disarmed by
adventurers long ago. Close examination reveals that each statue has a vandalized magical symbol carved into its back. Characters who succeed on a DC 15 Intelligence (Arcana) check identify these as sigils of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to enter a portal. If the characters infiltrated the ship without raising the alarm, they have five minutes before they hear a guard patrol approaching. If they leave this area to go back onto the
half as much damage on a successful one. Each trap can be disarmed with a successful DC 13 Intelligence (Arcana) check or a Dexterity check using thieves’ tools. Each of the seven doors has a glowing
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
disarmed. The office’s interior is devoid of occupants. When the characters venture inside, read the following: Bookshelves line the walls of this room. A bed draped in plush linens is built into an
alcove, across from which is a simple work desk covered in papers and books. Mounted on the back wall is the sculpted bust of a smiling red dragon.
The desk is covered with notes about magical constructs
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
killed or driven back through the door of the room, the undead return to their original positions. The specters hang back from the fight, and if the characters appear on the verge of victory, they move
thieves’ tools. A character who makes a successful DC 12 Dexterity check using thieves’ tools can open the strongbox, whether or not the trap is disarmed. The trap triggers if it is not disarmed
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Resolute, which binds them to defend the nation of Elturgard. I met him years ago, and my instincts told me he was a charlatan. Afterward, I grew to suspect that he had cut a deal with one or more powerful
, how the mighty have fallen!
“This shield has the power to corrupt everything around it. The Hhune family of Baldur’s Gate has kept it for years now. Doubtless they’ll want it back, but this shield
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
and rending their flesh with sharp claws and teeth. He comes back to himself only after battle, or when someone reinforces his “true identity” to snap him out of it. Derendil laments that he is
duergar. Eldeth wants to get back home, but she is also defiant and self sacrificing — and therefore among the most likely prisoners to perish before getting the opportunity. If that happens, Eldeth
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
rowboats are tied off to a short dock. North of the camp is a ridge, built into which is an 80-foot-tall stone statue carved to look like a man with a crocodile on his back. Between the statue’s feet is a
hillside, its entrance lies between the feet of an 80-foot-high stone statue depicting a man carrying a crocodile on his back. Any Chultan can identify this as a figure from local mythology and can
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
doesn’t simply announce, “We must be always ready for a goblin attack.” Instead, that advice is delivered in a story about how a village long ago turned back a goblin invasion, which both entertains the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the area. Once spotted, the tripwire is easily avoided and disarmed (no ability check required). Any creature that walks over or through the rubble without avoiding the tripwire triggers a cave-in of
front of the castle gates.
Two goblins occupy each of these two rooms. By taking turns shooting arrows and ducking back, both archers can fire each round at targets outside. When characters enter the
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
(Perception) check sees the faint outline of a doorway at the back of the tomb. The door is unlocked, swings open with a gentle push, and leads to area N8. N7: Crawlspace The cramped passage is large enough
What was once a serene crypt now lies in ruin. Two chipped stone pillars brace the vaulted ceiling. Tombs are cracked open, and reanimated corpses prowl the room. At the center of the room’s back wall
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
successful DC 16 Dexterity (Acrobatics) check. A character who surveys the hollow from a distance and succeeds on a DC 16 Wisdom (Perception) check discovers the trap, which can be disarmed by poking it with a
and became enchanted by it. The chimera now lairs on a crag at the back of the ravine. Over the years, the magic of the garden kindled a spark of understanding in the creature. He is indifferent
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
conjuration magic in the trapped areas. Although the traps can’t be disarmed, a successful casting of dispel magic (DC 16) on a trap suppresses its magic for 1 minute, allowing characters to move safely
insanity. Large, artificial wings unfold from its back. Prince Ariel was a terrible man who longed to fly. He attached artificial wings to a harness and empowered the device with magic, but the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the middle of the room. Shelves of foodstuffs and ingredients line the walls. The back wall of the pantry is one large wine rack that contains a variety of splendid bottled wines. (This wine rack
on the box. This trap can’t be disarmed. Any creature in its area must make a DC 13 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
escorts the victor back to area X7 while Ahmaergo goads characters into joining the tournament. If the characters aren’t willing to enter the tournament, Ahmaergo has them beaten unconscious and locked up
empty barrels and casks that serve as stools. Drained tankards are strewn across the tabletop and the floor. A dozen moldy bunk beds are arranged in two rows at the back of the room. Xanathar Guild
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
hidden in the ruined ceiling. Spotting the tripwire requires a search of the area and a successful DC 20 Wisdom (Perception) check. Once spotted, the tripwire is easily avoided and disarmed (no
to the northeast, leaving it open a crack in the hope of attacking intruders from the rear. Grol holds Gundren hostage, ready to kill the dwarf if the characters don’t back off. Arrow Slits. The
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
find. Or it can be disarmed with a successful DC 15 Dexterity check using thieves’ tools. If the check to disarm fails by 5 or more, the trap is triggered. If the trap is activated, each creature
, and both wear ornate collars of silvery metal. Each stands within a square scribed onto the floor, ten feet on a side and edged with runes. The rune-marked boundaries appear to push the creatures back
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
trap, which sprays anyone who tries to pick the lock with a potent contact poison. The trap can be detected with a successful DC 16 Intelligence (Arcana or Investigation) check and disarmed with a DC
swanky boardroom. Eight of the nine liches are here on an annual retreat, taking a break from the various exploitative and profitable enterprises they run back home. Lottie is the ninth lich. This
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Pushing Attack When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the
someone else is attuned. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
stabbing people in the back while keeping a fake grin on his face. He is cunning in the ways of business, knowing exactly who to bribe or threaten to get what he wants, but he’s careful to keep most
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->Vecna: Eve of Ruin
the Great Blue Devil A relief of a scowling, fiendish face made of azure mosaic tiles spans the hallway’s back wall. The face’s mouth is open, revealing a black maw, and its eyes are carved from
, glass cylinders line the back wall of this dimly lit chamber. Each cylinder contains a decaying corpse, half-buried in snow topped with red powder. Against the north wall stands a bare wooden desk.
This






