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Returning 9 results for 'drake instances are battle'.
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Kobold
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Species
Volo's Guide to Monsters
populated areas, practice cannibalism, believing it is foolish to waste good meat.
In any case, kobolds that eat humanoids donât simply start consuming corpses or prisoners right after a battle
gnomes and other humanoids, the kobolds instinctively attack the gnomes. Kobolds in battle with gnomes are much less likely to run away because their hatred overrules their sense of self-preservation
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the characters for that job. To secure the sally port, characters must battle through two groups of foes. The first fight occurs against three acolytes, three kobolds, and one ambush drake (see
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the characters for that job. To secure the sally port, characters must battle through two groups of foes. The first fight occurs against three acolytes, three kobolds, and one ambush drake (see
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 âUnusual Environmentsâ in chapter 5 of the Dungeon Masterâs Guide). For characters with a magical light source or darkvision
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
7. Drake Nursery The short, wide passage between areas 4 and 7 is trapped. See âSpike Trapâ below for details. Simple oil lamps provide dim, flickering light. This chamber contains four kobolds and
characters and unlock the gate at the bottom of the steps, letting the guard drakes join the battle as theyâve been trained to do. Spike Trap A portion of the floor between areas 4 and 7 has been
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
7. Drake Nursery The short, wide passage between areas 4 and 7 is trapped. See âSpike Trapâ below for details. Simple oil lamps provide dim, flickering light. This chamber contains four kobolds and
try to get past the characters and unlock the gate at the bottom of the steps, letting the guard drakes join the battle as theyâve been trained to do. Spike Trap A portion of the floor between areas 4
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, practice cannibalism, believing it is foolish to waste good meat. In any case, kobolds that eat humanoids donât simply start consuming corpses or prisoners right after a battle; theyâre more inclined
instinctively attack the gnomes. Kobolds in battle with gnomes are much less likely to run away because their hatred overrules their sense of self-preservation. A koboldâs cautious nature doesnât mean it
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
middle. 2nd-Level Characters. If the characters are 2nd level, two stirges clinging to the tunnel ceiling are disturbed if fighting breaks out in this area and join the battle. The stirges ignore the spore
red fungus that vaguely resembles a human brain and puff the spores around the leaderâs head. The treatment is keeping the leader alive for now, but it is a losing battle. Sinensaâs only hope is for the
Compendium
- Sources->Dungeons & Dragons->Playerâs 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






