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Returning 35 results for 'personally act and his cutting'.
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Monsters
Curse of Strahd
False Appearance. If the blight is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the blight move or act, that creature must
or more slashing damage to it on one attack. Cutting the root doesn’t hurt the blight but ends the grapple.Blights (as described in the Monster Manual) are evil, ambulatory plant creatures, and
Monsters
Planescape: Adventures in the Multiverse
False Appearance. If the blight is motionless at the start of combat, it has advantage on its initiative roll. If a creature hasn’t observed the blight move or act, that creature must succeed
avoid razorvine, a creeping plant named for its prickly stems and cutting leaves. While razorvine is normally a mere environmental nuisance or deterrent, razorvine that absorbs the blood of a vampiric
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
great power and foresight. Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels’ dedication to order best allows
sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
great power and foresight. Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels’ dedication to order best allows
sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
and bite a creature caught in its roots. The roots of a tree blight can be severed, though cutting them causes the blight no harm. Blight Animosity. A tree blight will often fight alongside other kinds
act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the blight is animate.
Siege Monster. The blight deals double damage to objects and structures.
Actions
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
and bite a creature caught in its roots. The roots of a tree blight can be severed, though cutting them causes the blight no harm. Blight Animosity. A tree blight will often fight alongside other kinds
act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the blight is animate.
Siege Monster. The blight deals double damage to objects and structures.
Actions
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the heads of those leaders to Zariel personally. Victuusa leads six lawful evil human cultists devoted to Zariel. Group 2: Crab Attack A barbed devil named Dreb marshals a pack of eight giant crabs
through the cathedral. These crabs look and act like normal giant crabs, except for the spines protruding from their shells and the vile brimstone smell they exude. The clacking of the crabs’ claws on
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the heads of those leaders to Zariel personally. Victuusa leads six lawful evil human cultists devoted to Zariel. Group 2: Crab Attack A barbed devil named Dreb marshals a pack of eight giant crabs
through the cathedral. These crabs look and act like normal giant crabs, except for the spines protruding from their shells and the vile brimstone smell they exude. The clacking of the crabs’ claws on
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
three-quarters cover. Big Barkless remains rooted to the spot until it’s required to act in its own defense, whereupon it uproots itself and attacks all creatures it perceives as threatening. That
motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the blight move or act, that creature must succeed on a DC 18 Intelligence (Investigation
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Razorvine Blight Travelers of Sigil and the Lower Planes take care to avoid razorvine, a creeping plant named for its prickly stems and cutting leaves. While razorvine is normally a mere
observed the blight move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the blight is animate.
Spider Climb. The blight can climb difficult surfaces
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Razorvine Blight Travelers of Sigil and the Lower Planes take care to avoid razorvine, a creeping plant named for its prickly stems and cutting leaves. While razorvine is normally a mere
observed the blight move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the blight is animate.
Spider Climb. The blight can climb difficult surfaces
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
has an initiative score, which is a passive Dexterity check: 10 + Dexterity modifier. By cutting down on die rolls, math done on the fly, and the process of asking for and recording totals, you can
tie is broken. When it’s a side’s turn, the members of that side can act in any order they choose. Once everyone on the side has taken a turn, the other side goes. A round ends when both sides have
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
has an initiative score, which is a passive Dexterity check: 10 + Dexterity modifier. By cutting down on die rolls, math done on the fly, and the process of asking for and recording totals, you can
tie is broken. When it’s a side’s turn, the members of that side can act in any order they choose. Once everyone on the side has taken a turn, the other side goes. A round ends when both sides have
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
three-quarters cover. Big Barkless remains rooted to the spot until it’s required to act in its own defense, whereupon it uproots itself and attacks all creatures it perceives as threatening. That
motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the blight move or act, that creature must succeed on a DC 18 Intelligence (Investigation
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
earlier took a cutting from the shambling mound’s root stem, binding it to her service. If a character uses a speak with plants spell to communicate with the shambling mound, it tells the character that
unmolested, then shambles into the forest, never to return. The cutting can be found inside one of the cookbooks in area L13. Mushrooms and Toadstools. Granny Nightshade grows many kinds of Feywild
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
earlier took a cutting from the shambling mound’s root stem, binding it to her service. If a character uses a speak with plants spell to communicate with the shambling mound, it tells the character that
unmolested, then shambles into the forest, never to return. The cutting can be found inside one of the cookbooks in area L13. Mushrooms and Toadstools. Granny Nightshade grows many kinds of Feywild
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they
many of his followers, Marlos is genteel and well-spoken. He delights in witty banter and pointed repartee, although he is quick to make a cutting remark or jest at someone else’s expense. Marlos
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they
many of his followers, Marlos is genteel and well-spoken. He delights in witty banter and pointed repartee, although he is quick to make a cutting remark or jest at someone else’s expense. Marlos
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
circumstances force patriars to visit the Outer City personally, they typically travel in disguise, paying adventurers or mercenaries to protect them without drawing the attention of a uniformed personal
action that protects the vulnerable groups. They stage robberies on their own property and secretly send the “stolen goods” to sick houses and charities. These patriars know that to act openly is to invite
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
circumstances force patriars to visit the Outer City personally, they typically travel in disguise, paying adventurers or mercenaries to protect them without drawing the attention of a uniformed personal
action that protects the vulnerable groups. They stage robberies on their own property and secretly send the “stolen goods” to sick houses and charities. These patriars know that to act openly is to invite
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
circumstances force patriars to visit the Outer City personally, they typically travel in disguise, paying adventurers or mercenaries to protect them without drawing the attention of a uniformed personal
action that protects the vulnerable groups. They stage robberies on their own property and secretly send the “stolen goods” to sick houses and charities. These patriars know that to act openly is to invite
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
you’ll pay attention to them when they take their turns. Your players also count on you to make sure an adventure’s threats don’t target them personally. Never make players feel uncomfortable or
encourage your players to act boldly: Avoid Random Perils. Avoid traps and ambushes that feel random and have little importance to the rest of the adventure. Create Time Pressure. Set up a situation where
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
you’ll pay attention to them when they take their turns. Your players also count on you to make sure an adventure’s threats don’t target them personally. Never make players feel uncomfortable or
encourage your players to act boldly: Avoid Random Perils. Avoid traps and ambushes that feel random and have little importance to the rest of the adventure. Create Time Pressure. Set up a situation where
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
allow for variations. A pit fiend, for instance, might take the form of an imp in order to personally infiltrate a kingdom on the Material Plane. The hierarchy of the Nine Hells has thirteen tiers or
question, and take part in drills when off duty to ensure that they act to the exact parameters of their instructions. Some other devils, particularly those of higher ranks and those tasked with
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
allow for variations. A pit fiend, for instance, might take the form of an imp in order to personally infiltrate a kingdom on the Material Plane. The hierarchy of the Nine Hells has thirteen tiers or
question, and take part in drills when off duty to ensure that they act to the exact parameters of their instructions. Some other devils, particularly those of higher ranks and those tasked with
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
you’ll pay attention to them when they take their turns. Your players also count on you to make sure an adventure’s threats don’t target them personally. Never make players feel uncomfortable or
encourage your players to act boldly: Avoid Random Perils. Avoid traps and ambushes that feel random and have little importance to the rest of the adventure. Create Time Pressure. Set up a situation where
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
circumstances force patriars to visit the Outer City personally, they typically travel in disguise, paying adventurers or mercenaries to protect them without drawing the attention of a uniformed personal
action that protects the vulnerable groups. They stage robberies on their own property and secretly send the “stolen goods” to sick houses and charities. These patriars know that to act openly is to invite
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
you’ll pay attention to them when they take their turns. Your players also count on you to make sure an adventure’s threats don’t target them personally. Never make players feel uncomfortable or
encourage your players to act boldly: Avoid Random Perils. Avoid traps and ambushes that feel random and have little importance to the rest of the adventure. Create Time Pressure. Set up a situation where
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
face, Agorn is cutting loose his old family ties and embracing his new family: the Zhentarim. The characters can stop him from committing matricide by pulling him away from his mother before she
suffocates. Agorn was moved to perpetrate this act by the play he saw at the theater and by his lady friend, Amath Sercent, to whom he entrusted the Stone of Golorr. He won’t give up her location willingly
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
life and death, along with snakes or other venomous creatures. Pharika’s Favor Pharika craves champions who support her ongoing experiments, torment her enemies, and deliver cutting-edge aid to the
ideals, or make her look ridiculous or ineffectual through acts such as these: Destroying alchemical, medical, pathological, or similar research Performing a notable act of healing without exacting a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
life and death, along with snakes or other venomous creatures. Pharika’s Favor Pharika craves champions who support her ongoing experiments, torment her enemies, and deliver cutting-edge aid to the
ideals, or make her look ridiculous or ineffectual through acts such as these: Destroying alchemical, medical, pathological, or similar research Performing a notable act of healing without exacting a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
face, Agorn is cutting loose his old family ties and embracing his new family: the Zhentarim. The characters can stop him from committing matricide by pulling him away from his mother before she
suffocates. Agorn was moved to perpetrate this act by the play he saw at the theater and by his lady friend, Amath Sercent, to whom he entrusted the Stone of Golorr. He won’t give up her location willingly
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
provoke them by bringing the castle closer. If the characters treated Reenee well, she thanks each character personally and gifts the group one of her scales. She then flaps off. Scales of Time If Reenee
time dragon (see Morte’s Planar Parade). She departs before the characters can act. The scale Reenee left begins to glow as it transforms into the following charm (a type of supernatural gift detailed in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
provoke them by bringing the castle closer. If the characters treated Reenee well, she thanks each character personally and gifts the group one of her scales. She then flaps off. Scales of Time If Reenee
time dragon (see Morte’s Planar Parade). She departs before the characters can act. The scale Reenee left begins to glow as it transforms into the following charm (a type of supernatural gift detailed in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
entirely natural, something to be fostered in its own time. They don’t recklessly hasten destruction or oppose creation. Instead, they see that every act of creation is intrinsically tied to
. Mercykillers act only after a verdict has been made, administering punishment without leniency. Members believe they answer to a higher cosmic law that absolves them of any wrongdoing during their