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Returning 25 results for 'non contested relatively pdf'.
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Monsters
Bigby Presents: Glory of the Giants
splashes all creatures in a 30-foot-radius sphere centered on a point the fensir can see within 60 feet of itself. Each non-fensir creature in that area must succeed on a DC 13 Dexterity saving throw or
. They retain prominent noses and a hint of green in their skin but otherwise resemble relatively small frost or stone giants. They use armor and weapons similar to what other combatants on Ysgard use
Ancient Gold Dragon
Legacy
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Monsters
Basic Rules (2014)
action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect
beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non
Adult Gold Dragon
Legacy
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Monsters
Basic Rules (2014)
make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the
beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sky Flying characters can move from one place to another in a relatively straight line, ignoring terrain and monsters that can’t fly or that lack ranged attacks. Flying by spell or magic item
indicates a non-flying monster, unless the characters are flying close enough to the ground to be targeted by non-flying creatures making ranged attacks. Characters have normal chances to spot creatures on the ground and can decide whether to engage them.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Darklake District The Darklake District gives an illusion of openness. The streets are relatively wide to allow for merchant carts and wagons to pass, and the buildings aren’t as crowded around
with drow, svirfneblin, orcs, and others — pay little attention to the characters unless they are looking to do business. Guards posted at the gates make it clear to the characters that non-duergar are
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
relatively harmless missions to steal goods, he whispers to the non-Undead members of the cult to undermine their loyalty to Xia. The gullible cultists are in disarray, and the characters’ arrival sets the stage for the final phase of Nezzarum’s plan.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Snicker-Snack Weapon (Greatsword), Legendary (Requires Attunement by a Non-evil Creature) Snicker-snack You gain a +3 bonus to attack and damage rolls made with this magic vorpal sword. In addition
if you miss on attack rolls with the weapon three times in a row. Each time you finish a long rest after that happens, you can attempt to regain the sword’s trust by making a contested Charisma check
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
(Perception) check contested by the spider’s Dexterity (Stealth) check to spot it before it moves. Treasure The altar is flanked by a pair of heavy silver candlesticks worth 25 gp each. They hold thick
worth 10 gp each. Any non-drow who possesses these gems falls under a curse from Lolth. All spiders and spiderlike creatures attack the bearer of the stones on sight, and such creatures have advantage
Kobold
Legacy
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Species
Volo's Guide to Monsters
moves its tribe to another area, ceding the contested territory to its more successful neighbors.
As demonstrated by their hatred of gnomes, kobolds have a persecution complex and easily take offense
, since food is relatively scarce in such areas.
Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Mysterious, anonymous conspirators 7 Contested leadership (with open fighting) 8 Acrimonious council unable to make decisions 9 Doltish lout 10 Dying leader (with disputed succession) 11 Iron-willed and
1d20 Type 1 Pawnshop 2 Apothecary 3 Grocer 4 Delicatessen 5 Potter 6 Undertaker 7 Bookstore 8 Moneylender 9 Armorer 10 Chandler 11 Smithy 12 Carpenter 13 Weaver 14 Jeweler 15 Baker 16 Mapmaker 17 Tailor 18 Ropemaker 19 Mason 20 Scribe Olga Drebas Joy Ang Downloadable PDF
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
chance of another attack becomes 50 percent every half hour. Sneaking through the senseless arrangement of the burrows is relatively easy, as the derro are normally too preoccupied with their own mad
mob meant to drive away invisible duergar patrols. Derro make active Wisdom (Perception) checks contested by the characters’ Dexterity (Stealth) checks if a ward is activated. Characters using detect
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
up the social ladder or trying to slow the downward descent of shifting fortunes. Though this area suffered relatively little damage during Demogorgon’s rampage, its population has swelled with
Shinzi approaches the characters when they are alone and gives them a scroll bearing an advertisement for Narbondel’s Shadow, the “finest rooming house in Menzoberranzan.” If the party includes non
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the characters and begins shadowing them, attempting to remain unseen. Characters keeping an eye out for trouble spot the drow with a successful Wisdom (Perception) check contested by the drow’s
her drow form. There is a 25 percent chance that the statue was toppled during Demogorgon’s rampage, in which case it lies in pieces on the ground. If an intact statue is touched by a non-drow or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Dangerous Paths These caverns stand between the drow and goblinoid settlements on this level. 17a. Contested Cavern Guards. Eleven hobgoblins and a hobgoblin captain are stationed in this 20-foot
reach the settlement safely and promptly. 17b. Bugbear Sentries Hunkered down near the eastern wall of this 15-foot-high cave, gnawing on old bones, are six bugbears with orders to attack any non
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters With routine patrols of heavily armed gray dwarves who can turn invisible, Gracklstugh is a relatively safe place for those who know where they belong and stay there. However
, honor, hard work, and seeing all non-duergar as lesser creatures. Duergar are ruthless but not unnecessarily cruel, and pragmatism drives their every decision. Though they treat the adventurers with
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
, most of them astral elves. The few non-elves are diplomatic envoys to the court, traders, and skilled crafters whose work is esteemed by the emperor. The imperial guard, which provides security within
servants have dwellings in the low quarter. Here, too, are relatively cheap lodgings for visitors. Military Quarter Members of the imperial navy and the imperial guard maintain residences in the military
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and agreements in Fireshear and Neverwinter and everywhere else they can worm their way into, among dwarves and between dwarves and non-dwarves. EVERBRIGHT
The dwarves were the first to discover the
dust. Still, despite the city’s overall wealth, there are rich and (relatively) poor Mirabarrans. Not everyone shares in the coin the city’s sales bring in, and wage workers whose income is
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
resemble relatively small frost or stone giants. They use armor and weapons similar to what other combatants on Ysgard use in the eternal battle. The transformation that created fensirs left them with an
the fensir can see within 60 feet of itself. Each non-fensir creature in that area must succeed on a DC 13 Dexterity saving throw or take 13 (3d8) bludgeoning damage and have the restrained condition
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is caught during that hour. If the check succeeds, the character hooks a knucklehead trout (see appendix C) and must make a Strength (Athletics) check contested by the fish’s Strength check to pull it
-cold water. Illumination So long as the Everlasting Rime lasts, natural light in Icewind Dale is never brighter than dim. In normal (non-blizzard) conditions, twilight extends from 10 a.m. to 2 p.m
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
action to reel in the harpoon. If another creature is holding onto the harpoon, the merrow regains the weapon if it wins a contested Strength check. If characters take cover to avoid harpoon attacks
from his stasis, the storm giant king is disoriented, confused, and hostile toward all non-giants he sees. The last thing he remembers was being ambushed during a meeting with small folk, whom he was
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, ensuring the face of justice is detached from its duty. Role in Sigil. The Mercykillers headquarter in the Prison, an imposing gray fortress that holds criminals sentenced by the courts of Sigil. Non
state of superior being. Factol Saladryn (neutral, elf archmage) guides the relatively young faction. She rarely sojourns beyond Sigil anymore, sacrificing her own journey of personal discovery to lead
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
navigate its 20-foot elevation above the yard. A steel chain ladder coiled in a corner of the efreeti’s mouth can be lowered to allow access for non-flying creatures. Above the carved efreeti face, a
and cracked, and the room’s walls are veined with narrow fissures that disappear into darkness.
The Book of Vile Darkness If the characters had a relatively easy time getting here, add two
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Despite how strong the doors and magic of the vaults are, the walls between adjacent vaults are relatively thin. Dealing 40 bludgeoning or force damage to an inner wall creates a hole wide enough for a
(Sleight of Hand) check contested by Gorat’s Wisdom (Perception) check. Gorat has disadvantage on the check from the distraction of the festivities — or, if controlled by a character, he could decide to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Marches. The section between Triboar and Yartar is an ancient road, relatively flat and composed of tight-fitting stones. East of Yartar, the road becomes a gravel and dirt wagon trail that passes a
with other Uthgardt over contested territory. Fireshear Long ago, a meteor strike blasted a crater in the frozen tundra near the coast of the Trackless Sea, shearing away tons of rock and exposing rich
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect
the dragon or other non-evil creatures in the mist, warning such creatures of the danger. Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius






