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                        Returning 35 results for 'gnomes continue leaving'.
                    
                
                        
                            
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                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back.
Luminous Blue
                                                
                                            
                                                
                                                     sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk to help protect the territory surrounding their lairs.
Martial Hoards
Sapphire dragons&rsquo
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back.
Luminous Blue
Sapphire dragonsâ scales and wing membranes show varied shades of
                                                
                                            
                                                
                                                     beneath the earth can easily find themselves at odds with a sapphire dragon if they cross into the dragonâs territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     hours.When a gnollâs ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy.
A gnoll vampire is a savage predator
                                                
                                            
                                                
                                                     leaving nothing behind but bones, gristle, and the victimâs blood-spattered belongings.
Gnoll vampires are indiscriminate feeders that prefer the flesh and blood of humanoids, including other
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     breath weapon sows weakness, leaving the victims unable to fight back.
Luminous Blue
Sapphire dragonsâ scales and wing membranes show varied shades of blue, ranging from the light tones of a
                                                
                                            
                                                
                                                     themselves at odds with a sapphire dragon if they cross into the dragonâs territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving
                                                
                                            
                                                
                                                     they cross into the dragonâs territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk to help protect the territory
                                                
                                            
                                        
                                                    Demilich (Variant)
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     exist.
If the demilich drops to 0 hit points, it is destroyed and turns to powder, leaving behind its gems. Crushing a gem releases any soul trapped within, at which point the targetâs body re
                                                
                                            
                                                
                                                     souls of the insolent intruders to his tomb, magically transferring them to his phylactery.
Liches who follow Acererakâs path believe that by becoming free of their bodies, they can continue
                                                
                                            
                                        
                                                     Species
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.
An
                                                
                                            
                                                
                                                     you like to identify what event set you on the path to adventure. If nothing on the table appeals to you, work with your DM to create an origin story for your character.
Like gnomes, autognomes can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Leaving the Peylon Tree Once the party has the peylon fruit, they can leave the peylon tree with Riffel and continue the adventure.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Drow Pursuers The svirfneblin settlement is a haven for the characters. For good reason, the deep gnomes rarely allow drow into Blingdenstone, and only then with a heavily armed escort. A drow
                                                
                                            
                                                
                                                     character must succeed on a DC 15 Charisma (Persuasion) check to enter escorted. However, if any deep gnomes are traveling with the party, having them vouch for the drow allows the escort to be waived at
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     to see if they fight back. The gnomes arenât adventurers, however, and they flee at the first sign of danger (real or imagined). The mimic completely devours and dissolves its victims, leaving no
                                                
                                            
                                                
                                                    Gnomengarde Roster Twenty rock gnome recluses dwell in Gnomengarde, including King Gnerkli and King Korboz. The gnomesâ names and locations are described in the âGnomengarde Locationsâ section
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Going to Blingdenstone  Blingdenstone is an obvious destination for characters seeking refuge from their drow pursuers and a way out of the Underdark. The deep gnomes continue to have regular
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerâs Guide
                                                    
                                                
                                            
                                                    Autognome Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its
                                                
                                            
                                                
                                                     you like to identify what event set you on the path to adventure. If nothing on the table appeals to you, work with your DM to create an origin story for your character. Like gnomes, autognomes can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     business from there since leaving the world of her birth, Eberron. In the world-city Ravnica, the Izzet League trains numerous artificers, the destructiveness of whom is unparalleled in other worlds â except, perhaps, by the tinker gnomes of Krynn.
                                                
                                            
                                                
                                                     found throughout the D&D multiverse. In the Forgotten Realms, for example, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Orcs of the Shadow Marches The orc Gatekeepers played a crucial role in defeating the daelkyr and binding their evil in Khyber, and their descendants continue to maintain the ancient seals and fight
                                                
                                            
                                                
                                                     continue to live in the Shadow Marches, and centuries of battles between them have diminished both sides. Humans settled in the Shadow Marches long ago, and the first half-orcs helped to cement the bond
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                    10. Crumbling Walkway A stone walkway above the waterâs edge has partially collapsed into the churning sea, leaving wide gaps. What remains of the walkway is structurally sound. To cross the damaged
                                                
                                            
                                                
                                                     exiting through the window in the west wall of area 8, from where they can continue to the south. Seaside Entrance. At the south end of the walkway is a stone double door. The doors are carved with foaming waves that part in the middle, and they swing into area 11 on rusty iron hinges.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     manufacture bizarre war machines. When Kas deems the time right, he sends his forces into the Mists, believing that Vecnaâs realm lies just beyond. Invariably, those troops never return, leaving the
                                                
                                            
                                                
                                                     vampire to rage, rebuild his forces, and continue his search for the Sword of Kas (detailed in the Dungeon Masterâs Guide), which he considers his key to victory.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    . Astral projection, teleport, plane shift, and similar spells cast for the purpose of leaving Barovia simply fail, as do effects that banish a creature to another plane of existence. These restrictions
                                                
                                            
                                                
                                                     Etherealness feature of incorporeal undead, is the exception to this rule. A creature that enters the Border Ethereal from Strahdâs domain is pulled back into Barovia upon leaving that plane. For the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    22. Steadfast Stone Once a temple of Callarduran Smoothhands, the deep gnomesâ god of stone and mining, this cavern was named after its long-lost galeb duhr protectors â the dharum suhn (the âHearts
                                                
                                            
                                                
                                                     process repeats once more, until the third earth elemental appears and is destroyed. The elementals ignore the galeb duhr, which continue to stand motionless throughout the fight. When the characters reduce
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     found throughout the D&D multiverse. In the Forgotten Realms, for example, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class
                                                
                                            
                                                
                                                     from there since leaving the world of her birth, Eberron. In the world-city Ravnica, the Izzet League trains numerous artificers, the destructiveness of whom is unparalleled in other worldsâexcept
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     the characters return to Red Larch after leaving to investigate one of the other leads, they hear that Thorsk Thelorn, the wagonmaker (area 5), has had some strange new customers lately. To find out how
                                                
                                            
                                                
                                                     these NPCs know what they know, the adventurers must question the key characters. These conversations should suggest several ways to begin the search for the delegation from Mirabar. Continue with the âEarly Investigationsâ encounters in chapter 3 when the adventurers decide which lead to follow.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     leaving that plane. Magic that summons creatures or objects from other planes, or that allows contact with beings from other planes, functions normally inside the Donjon Sphere, as does magic that involves
                                                
                                            
                                                
                                                     an extradimensional space. Any spells cast within such an extradimensional space are subject to the same restrictions as magic cast in the Donjon Sphere. While characters are in the sphere, those who receive spells from deities or otherworldly patrons continue to do so.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     structures (about 12 feet high) with stone doors that are 5 feet high and 3 feet wide. Building interiors tend to be unlit (which is of little concern to deep gnomes, who have darkvision), and they contain
                                                
                                            
                                                
                                                     furnishings sized for gnomes. Little Lockford contains many buildings not described in the adventure. If the characters investigate one of these buildings, roll on the Buildings of Little Lockford
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     them, serving their creators as tireless guards and sharing the lore they collected in life. Undeath disrupts the perfect memory bone nagas enjoyed while alive, leaving them with gaps in their memories
                                                
                                            
                                                
                                                     or details scrambled into puzzle-like jumbles. In rare cases, bone nagas continue to pursue the goals they had while alive instead of serving other creatures. Most free-willed bone nagas are evil
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     Krynn: Scenario 11â sidebar. Without Mass Combat. If you arenât using the Dragonlance: Warriors of Krynn game, continue with the âOver Enemy Linesâ section. WARRIORS OF KRYNN: SCENARIO 11
 Kalamanâs
                                                
                                            
                                                
                                                     device into their strategies. The gnomes are delighted to let the characters use the gnomeflinger. They even provide each character a narycrash (see appendix A)âor two, if a character asks for a backup
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     under the altar at Beorunnaâs Well and the mithral spear tip found under the altar at Flint Rock, bas-reliefs of Thane Kayalithica and Countess Sansuri appear, leaving three walls bare. The giant bas
                                                
                                            
                                                
                                                     such declaration before leaving the oracle chamber, the bas-reliefs disappear and reappear when one or more characters return. After making their choice, characters in the oracle chamber gain the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     horrors, dead or alive, in areas F6 and  area F7. If any treasure is missing, the deep gnomes shrug and continue on their way. After setting the machines in the workshop (area F8) to overload, the kagu
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     mountains and succeed on a DC 15 Charisma (Persuasion) check, the soldiers invite the characters to camp with them for the night. On a failed check, the soldiers dismiss the characters and continue their
                                                
                                            
                                                
                                                     mountain-dwelling gnomes. The gnomes raise goats and sheep in the valley and mine metals in the surrounding bluffs. Five guards (lawful neutral, gnome scouts) watch the canyon entrance at all hours. If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Humans Dwarves are stoic. Elves are wise. Gnomes are cunning. And humans? They canât make up their mind, so they try to be all of these things at once.
 â Kessler, bard of Sharn
 The first human
                                                
                                            
                                                
                                                     placid elven empire of Aerenal and leaving further ruined remnants of fallen Dhakaani goblin kingdoms in their wake. During this migration, they founded the settlements that would grow into the Five
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     minersâ guildhall has offices for senior guild members, stout metal lockers where miners can store their gear, and functional showers. Most of the buildingâs former occupants vacated in a hurry, leaving
                                                
                                            
                                                
                                                     the rear of the contraption is a closed, three-foot-square steel hatch. Two dead gnomes in armor lie on the floor next to the vehicle and a puddle of oil.
 The dead gnomes are two mimics that attack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    X32. Lower East Hall The walls and ceiling of this great hall are coated in amber that glistens like fresh honey. Dust covers the black marble floor. To the north, the hall has collapsed, leaving a
                                                
                                            
                                                
                                                     to all conditions. 
 An amber sarcophagus has AC 16, 80 hit points, and immunity to poison and psychic damage. Destroying one causes the vestige trapped within it to disappear, leaving no trace. You
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     a curse prevents them from leaving the place. Characters who defeat these creatures are free to continue their exploration of the Shadowfell, having survived their first brush with death in this ghastly realm.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    . If the characters show no signs of going after the Redbrands, a gang of the ruffians seeks them out and picks a fight in the town streets. Run this encounter as the characters are leaving one of the
                                                
                                            
                                                
                                                     spits on the ground. âYouâve been asking too many questions,â he snarls. âTime to move on, strangers. Give us your stuff and be on your way.â
 Continue the baiting as long as you like. The Redbrands
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     hezrous and Lucille, the pit fiend general they spotted as they were leaving Elturel at the end of chapter 2: A pit fiend wearing an eyeless helm clutches an infernal battle standard in one clawed hand
                                                
                                            
                                                
                                                    .
 Two hezrous break off from this melee to attack the characters. The other fiends continue fighting Lucille. By the time the characters deal with the hezrous attacking them, Lucille has destroyed the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     through the gates, instructs them to continue straight ahead, then quickly disappears down a side passage. Walking across the threshold of Gravenhollow is like stepping into another realm. The
                                                
                                            
                                                
                                                    .
 A stout, rocky creature detaches from the perfectly smooth wall to your left, leaving an imprint of its body in the wall that quickly smooths out and fades from sight. âTrravelerrrrsss. I am Hourm
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     them home. The satyrs, who keep their wine reserves hidden nearby, quickly scamper off to get drunk and be merry, leaving the characters alone with the treant. Feynor apologizes for the satyrs
                                                
                                            
                                                
                                                     Eternal Spring is being sullied, tainted by blood lust.â He begs the characters to continue on their journey, which is taking them toward the pool, and do whatever necessary to make the pool pure and
                                                
                                            
                                        






