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Returning 11 results for 'draws instances are badly'.
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Monsters
Mordenkainen's Fiendish Folio Volume 1
combination of panic, sensory overload, and confusion that leaves creatures reeling. Despite their evil nature, screaming devilkins rarely attack to kill. They much prefer to leave their victims badly
. Predators in the area learn that the devilkin's screeching is a sure sign that easy prey draws near.
Opportunistic Alliances. A flock of screaming devilkins can appreciate vicious cruelty in other
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Trapped Beast A strange noise draws your attention to an axe beak loaded down with sacks and tied to a wooden post. The beast lets out a panicked cry as it struggles to free itself. Its owner is
19, the figure is a badly wounded member of the local militia (an unarmed tribal warrior with 1 hit point remaining). On a roll of 20, the figure is an uninjured, opportunistic doppelganger posing as
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Meeting the Inhabitants Read this text when the characters first climb the path to Dragon’s Rest: Your arrival quickly draws the attention of the entire population of the place—which consists mostly
robe. She smiles as she draws near and extends her arms in greeting.
“Welcome to Dragon’s Rest,” she says. “May Bahamut’s guidance lead you to whatever you seek.”
This is Elder Runara, the leader
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
overload, and confusion that leaves creatures reeling. Despite their evil nature, screaming devilkins rarely attack to kill. They much prefer to leave their victims badly injured and shorn of all hope
that the devilkin’s screeching is a sure sign that easy prey draws near. Opportunistic Alliances. A flock of screaming devilkins can appreciate vicious cruelty in other creatures. If they see signs of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. If it becomes obvious that the fight is going badly for the cultists, the efreeti retreats to his lair in the fire node (see chapter 5) via area E14. If the characters arrive with salamanders or azers
question anyone disguised as a cult member. Reinforcements. Any fighting here draws the attention of Ignatia in area E24. E24. Ignatia’s Abode Two bookshelves stand in opposite corner of this room
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
or disturbance in the main area draws all the monsters, although those in the northwest chamber respond most slowly. Investigating. The containers on the small tables in the main area hold mashed
plants. Ruined walls and hollow towers protrude from the briars.
Creatures. Four goblins sort the specimens for Belak. They are hostile to intruders. If things go badly for them, they cry out in
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
around in the rubble) draws the blights’ ire. Each round for 3 rounds, two of the twig blights head for the south doorway while two more head for the north doorway. The needle blights follow on round
middle of the square, leaning slightly, is a badly weathered wooden statue of a warrior clutching a spear and shield.
The leaning statue is 10 feet tall, including the base. It depicts an old hero of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
badly it appears as if it could collapse at any moment. Several buildings once stood outside the forge, but they’ve been reduced to their foundations.
The entrance gradually narrows to just 5 feet
other padded material that the firenewts sleep on in shifts. The smell in this area is horrid, like burning hair mixed with burning rubber. A disturbance in any of the chambers awakens and draws in all
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
from their svirfneblin neighbors. The bars are badly rusted and valueless. If a dwarf character or a character proficient in the History skill inspects the bars, they identify markings indicating they
on a DC 15 Wisdom (Perception) check notices the grick, which attacks when noticed. The first time it is injured, the grick emits a loud squeal that draws the gricks lairing in the mine (area G9) to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
secret door). Any creatures standing near the door must make a successful DC 14 Dexterity saving throw or take 18 (4d8) bludgeoning damage from the door as it closes. Trapped Inside. The slab is badly
characters enter any part of the arena, what they can see depends on their point of entry and the extent of their precautions and concealment. Anyone entering the arena floor draws immediate attention
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
continues to repose in his tomb until hunger finally draws him forth to hunt five days later. By that time, he uses the normal troll statistics, retaining his additional languages. Treasure. The
. Development. If things go badly for the goblins, one of them attempts to warn the goblin warriors in area 39. 34. Goblin Stockade The wooden door is closed and locked. It can be opened by a character






