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Returning 35 results for 'height retreat'.
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Elf
Legacy
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Species
Basic Rules (2014)
. Males and females are about the same height, and males are only marginally heavier than females.
Elves’ coloration encompasses the normal human range and also includes skin in shades of copper
have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. Cave Entrance The entrance to the cave is broad and tall, but the ceiling quickly lowers to a height of 15 feet. Standing guard inside the entrance are two dragonclaws (see appendix D). They
automatically and retreat toward area 2 in the cave, to set up an ambush. If characters approach the cave quietly from the sides, they won’t be spotted. They then have a chance to surprise the dragonclaws.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. Cave Entrance The entrance to the cave is broad and tall, but the ceiling quickly lowers to a height of 15 feet. Standing guard inside the entrance are two dragonclaws (see appendix D). They
automatically and retreat toward area 2 in the cave, to set up an ambush. If characters approach the cave quietly from the sides, they won’t be spotted. They then have a chance to surprise the dragonclaws.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Trolling the Troglodytes Ceiling. This ceiling varies in height from 15 to 30 feet.
Battle. A five-armed troll is engaged in battle with six troglodytes in the northwest part of the cave.
Pit
door, and retreat to area 7a, leaving the characters to deal with the troll on their own. The mutated troll has an extra pair of arms sprouting from its chest and a fifth arm growing out of its back. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Trolling the Troglodytes Ceiling. This ceiling varies in height from 15 to 30 feet.
Battle. A five-armed troll is engaged in battle with six troglodytes in the northwest part of the cave.
Pit
door, and retreat to area 7a, leaving the characters to deal with the troll on their own. The mutated troll has an extra pair of arms sprouting from its chest and a fifth arm growing out of its back. The
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
about a golden age of art, magic, and civilization. At the height of their power, the elves performed a High Magic ritual intended to create the ideal homeland. They succeeded, but the spell sundered
long, slow decline, and many of their kind took part in the great Retreat to their refuge on Evermeet. As the elves increasingly withdrew from the world, other races and civilizations rose to prominence
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
about a golden age of art, magic, and civilization. At the height of their power, the elves performed a High Magic ritual intended to create the ideal homeland. They succeeded, but the spell sundered
long, slow decline, and many of their kind took part in the great Retreat to their refuge on Evermeet. As the elves increasingly withdrew from the world, other races and civilizations rose to prominence
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Stalagmite Tower The stalagmite tower at the center of the main cavern is 120 feet tall and has chambers hollowed out of the lower two-thirds of its height. Those hollowed-out areas have 3-foot-thick
retreat inside.
Ipses has long been denied the taste of good food and simply can’t resist an offering of fruit, candy, cheese, or some other delicacy. If the pseudodragon goes missing in the cavern
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Stalagmite Tower The stalagmite tower at the center of the main cavern is 120 feet tall and has chambers hollowed out of the lower two-thirds of its height. Those hollowed-out areas have 3-foot-thick
retreat inside.
Ipses has long been denied the taste of good food and simply can’t resist an offering of fruit, candy, cheese, or some other delicacy. If the pseudodragon goes missing in the cavern
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
people congregate. Many agoras are surrounded by stoas, covered walkways that lead to other areas of the settlement. People in the agora might retreat beneath the awnings for privacy and shade, while
crowds. The smaller stage has steps that lead up to a higher platform. Criminals sentenced to death are thrown from this height onto the ground below, where the crowd then finishes the job. Stocks
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
) and places where characters confront the Elemental Evil cults directly. Feathergale Spire Home to the flamboyant Feathergale Society, this tall stone tower stands on a height commanding splendid views
across the Sumber Hills. It can be seen from afar by anyone traversing the hills and is used as a private retreat by an elite hippogriff flying club comprised of rich Waterdhavians calling themselves
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
people congregate. Many agoras are surrounded by stoas, covered walkways that lead to other areas of the settlement. People in the agora might retreat beneath the awnings for privacy and shade, while
crowds. The smaller stage has steps that lead up to a higher platform. Criminals sentenced to death are thrown from this height onto the ground below, where the crowd then finishes the job. Stocks
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
) and places where characters confront the Elemental Evil cults directly. Feathergale Spire Home to the flamboyant Feathergale Society, this tall stone tower stands on a height commanding splendid views
across the Sumber Hills. It can be seen from afar by anyone traversing the hills and is used as a private retreat by an elite hippogriff flying club comprised of rich Waterdhavians calling themselves
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
watch. Follow the Path At the foot of the Stone Tooth, a carefully constructed path winds up the hillside to some unseen height above. Durgeddin’s clan concealed its presence as much as possible, but
height, towering over the neighboring hills by 500 feet or more. The last 100 feet or so are a sheer point of rock, requiring DC 15 Strength (Athletics) checks to climb successfully. The view is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
defeat her or retreat. Both options are discussed below: If the characters destroy all three of Auril’s forms, any character who has the Midwinter Child secret (see appendix B) loses the benefit of that
height that puts it outside the range of its enemies. If the roc grapples a foe, it heads toward open water with its prize; once there, it drops the grappled creature into the water from a height of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
peering through the windows. U7a. Observation Deck. If Jarlaxle Baenre (see appendix B) is forced to retreat to the submarine, he is here when the characters first arrive. The observation deck is an
elevated, 10-foot-high metal platform with a grilled floor, supported by two metal columns. Two padded swivel chairs are bolted to the deck, which is enclosed by a thin steel railing. The height of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
watch. Follow the Path At the foot of the Stone Tooth, a carefully constructed path winds up the hillside to some unseen height above. Durgeddin’s clan concealed its presence as much as possible, but
height, towering over the neighboring hills by 500 feet or more. The last 100 feet or so are a sheer point of rock, requiring DC 15 Strength (Athletics) checks to climb successfully. The view is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
defeat her or retreat. Both options are discussed below: If the characters destroy all three of Auril’s forms, any character who has the Midwinter Child secret (see appendix B) loses the benefit of that
height that puts it outside the range of its enemies. If the roc grapples a foe, it heads toward open water with its prize; once there, it drops the grappled creature into the water from a height of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
peering through the windows. U7a. Observation Deck. If Jarlaxle Baenre (see appendix B) is forced to retreat to the submarine, he is here when the characters first arrive. The observation deck is an
elevated, 10-foot-high metal platform with a grilled floor, supported by two metal columns. Two padded swivel chairs are bolted to the deck, which is enclosed by a thin steel railing. The height of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
higher than in area F2, and it has an uneven ceiling that ranges in height from 10 to 20 feet. The floor drops off sharply to the south, forming a 10-foot-high ledge that overlooks the entrance to a
boots made her sink into utter despair, until the elements finally claimed her. Blue Boots. A shield dwarf explorer named Barthoom Hammerhome climbed to this great height and made camp here a month ago
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
narrow tunnel leading east toward areas H16 and H22. A cave to the southwest has an uneven ceiling that ranges in height from 15 to 30 feet. A wraith named Drakareth haunts this cave, northwest of
trait to cling to the walls and pounce on the first character to enter their lair. The vampires fight until two or more of their number are slain, whereupon the rest retreat to area H19 to make their
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
higher than in area F2, and it has an uneven ceiling that ranges in height from 10 to 20 feet. The floor drops off sharply to the south, forming a 10-foot-high ledge that overlooks the entrance to a
boots made her sink into utter despair, until the elements finally claimed her. Blue Boots. A shield dwarf explorer named Barthoom Hammerhome climbed to this great height and made camp here a month ago
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
narrow tunnel leading east toward areas H16 and H22. A cave to the southwest has an uneven ceiling that ranges in height from 15 to 30 feet. A wraith named Drakareth haunts this cave, northwest of
trait to cling to the walls and pounce on the first character to enter their lair. The vampires fight until two or more of their number are slain, whereupon the rest retreat to area H19 to make their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
drawn a crude blueprint of a stage. If attacked, these goblins retreat to area 1d. They otherwise pay no attention to strangers. Treasure. The goblins carry a total of 27 cp and 15 sp. 1c. Gibbets and
attuned wearer into an attractive human of average height and weight. The circlet chooses the physical characteristics of the form, such as age, gender, skin color, hair color, and voice. Except for size
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
drawn a crude blueprint of a stage. If attacked, these goblins retreat to area 1d. They otherwise pay no attention to strangers. Treasure. The goblins carry a total of 27 cp and 15 sp. 1c. Gibbets and
attuned wearer into an attractive human of average height and weight. The circlet chooses the physical characteristics of the form, such as age, gender, skin color, hair color, and voice. Except for size
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
their hit points move behind the chokepoint (area O5), leaving the ogre zombie to cover their retreat if it comes to that. Well. The well descends 10 feet to an underground cistern. The sides of the
small, barred windows set into them at dwarf’s-eye height. Snow and wind enter the room through a barred window in the northeast corner that looks out toward the snow-covered bunker that guards the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
their hit points move behind the chokepoint (area O5), leaving the ogre zombie to cover their retreat if it comes to that. Well. The well descends 10 feet to an underground cistern. The sides of the
small, barred windows set into them at dwarf’s-eye height. Snow and wind enter the room through a barred window in the northeast corner that looks out toward the snow-covered bunker that guards the
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
noises, the bats settle back into their roosts at the end of the round. They don’t pursue creatures beyond the corridor. L10: Long Gallery The cavern widens into a gallery of considerable height and
fomorians in area L11. The cave morays retreat into their burrows when the fomorians arrive. L11: Fomorian Cave This cave stinks of sweat, smoke, and spoiled meat. Old, cracked bones and skulls lie
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
noises, the bats settle back into their roosts at the end of the round. They don’t pursue creatures beyond the corridor. L10: Long Gallery The cavern widens into a gallery of considerable height and
fomorians in area L11. The cave morays retreat into their burrows when the fomorians arrive. L11: Fomorian Cave This cave stinks of sweat, smoke, and spoiled meat. Old, cracked bones and skulls lie
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
cave narrows to a height of 2 feet, requiring Medium characters to crawl through it. As the characters peer into this 20-foot-wide chamber, read the following boxed text to the players: The floor of
nalfeshnee attempts to control Crokek’toeck, but Yeenoghu’s pet answers only to the Gnoll Lord. After Trantolox tries to control Crokek’toeck for 3 rounds, the nalfeshnee and the other demons retreat back to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
cave narrows to a height of 2 feet, requiring Medium characters to crawl through it. As the characters peer into this 20-foot-wide chamber, read the following boxed text to the players: The floor of
nalfeshnee attempts to control Crokek’toeck, but Yeenoghu’s pet answers only to the Gnoll Lord. After Trantolox tries to control Crokek’toeck for 3 rounds, the nalfeshnee and the other demons retreat back to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
across ice or wading through frigid waist-deep water toward the docks, eager to raid and pillage. The remaining eight frost giants remain aboard the ship. As townsfolk retreat to the mines or flee across
mounted atop her griffon. If six or more frost giants fall in battle, the rest retreat to their ship. Left alone, the surviving frost giants (including those that didn’t participate in the initial
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
across ice or wading through frigid waist-deep water toward the docks, eager to raid and pillage. The remaining eight frost giants remain aboard the ship. As townsfolk retreat to the mines or flee across
mounted atop her griffon. If six or more frost giants fall in battle, the rest retreat to their ship. Left alone, the surviving frost giants (including those that didn’t participate in the initial
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
round. They don’t pursue creatures beyond the corridor. L11: Long Gallery The cavern widens into a gallery of considerable height and length. Clusters of small fungi grow throughout the chamber, and odd
here, including the din of battle, draw the attention of the fomorians in area L12. The cave morays retreat into their burrows when the fomorians arrive. L12: Fomorian Cave This cave stinks of sweat
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
the characters either retreat or succeed in bypassing the door. Development. If the characters are repelled, they must deal with additional reinforcements if they try this approach again. Two orcs from
monstrous creature about ten feet in height steps forward, a massive axe in one hand. Two huge wolves strain atchains held closely in its other hand. “You think to challenge the Great Ulfe?” the creature