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Returning 4 results for 'escapes receives'.
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Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
gaze inward, ensuring no one escapes. Curst receives traitors and felonious folk with open arms, but to leave the gate-town, residents must receive approval from the burgomaster, a capricious shator
the gate’s reputation is enough of a deterrent. Vicki Pangestu A maelephant in the Wall Watch stands guard outside Curst, ensuring no one escapes the prison town Second Exile Crimes from a previous
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
evidence lying about. His eidetic memory allows him to burn any notices and reports he receives after reading them, though at times he can be careless and leave partially burned scraps of paper in his
into Saltmarsh harbor. He knows many fanciful stories of shipwrecks, lucky escapes, and famous captains. Matters ashore rarely interest him, but the temple and its bell tower are also served by a half
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Strength check. If successful, the creature ends the restrained condition on it, falls 20 feet to the floor, and escapes the whirlwind. A creature outside the whirlwind can attempt a similar check to pull
tomb is also the center of a hallow spell, which extends to the doors of the room. Any good-aligned humanoid who heeds the tomb’s carving receives the effect of a 5th-level aid spell. A creature can
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
of each of its turns until it escapes the vortex. Any creature that ends its turn in the vortex with 0 hit points is ripped to shreds, and its remains are scattered across the planes of existence along
one of the cubicle hooks receives the benefit of an invisibility spell that lasts for 1 hour or until the creature ends the effect on itself by attacking or casting a spell. After receiving this