Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'prevent arrows and his confined'.
Other Suggestions:
present across and his contained
present across and his convinced
present across and his confined
present allows and his contained
present allows and his convinced
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
6. Egg Hatcheries Ahoyhoy has two large, sand-filled areas set aside as tortle hatcheries. Ropes are strung across these areas from the tops of the walls, forming nets that prevent pteranodons and
tortle egg weighs 5 pounds. A newborn tortle is usually confined to its hatchery for a few months, until it learns to walk on two legs.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
6. Egg Hatcheries Ahoyhoy has two large, sand-filled areas set aside as tortle hatcheries. Ropes are strung across these areas from the tops of the walls, forming nets that prevent pteranodons and
tortle egg weighs 5 pounds. A newborn tortle is usually confined to its hatchery for a few months, until it learns to walk on two legs.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
horses behind after a rock punched through the stable house roof. Fortunately, none of the horses were harmed. 7a. Barn The barn has a dirt floor. Five draft horses and five riding horses are confined
in the barn, Derp takes cover behind a haystack and shoots arrows at enemies below, drawing his scimitar only when forced into melee combat. Treasure. Derp carries a coin pouch that holds 1 cp and a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
horses behind after a rock punched through the stable house roof. Fortunately, none of the horses were harmed. 7a. Barn The barn has a dirt floor. Five draft horses and five riding horses are confined
in the barn, Derp takes cover behind a haystack and shoots arrows at enemies below, drawing his scimitar only when forced into melee combat. Treasure. Derp carries a coin pouch that holds 1 cp and a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
receive. Agency Contacts d8 Contact 1 A condescending career desk agent who views you as expendable tools 2 A bitter former field agent, now confined to a field office, who envies your work 3 A
prevent a return to the horrors of the Last War 7 A bored but effective manager who refuses to be impressed by anything you do or shocked by anything that happens to you 8 A mysterious voice on the other end of a speaking stone
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
of Chitza-Atlan, the guardian of the gateway to the underworld. This guardian has two functions: to prevent any but the dead from entering these ruins, and to keep those creatures in the ruins
confined there. Thus, if any character tries to exit this room by any door other than the one entered from, the centaur mummy (see appendix B) animates and attacks the characters. The mummy will also defend
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
receive. Agency Contacts d8 Contact 1 A condescending career desk agent who views you as expendable tools 2 A bitter former field agent, now confined to a field office, who envies your work 3 A
prevent a return to the horrors of the Last War 7 A bored but effective manager who refuses to be impressed by anything you do or shocked by anything that happens to you 8 A mysterious voice on the other end of a speaking stone
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
cosmic implications of Maglubiyet’s attacks. To prevent the goblinoids from outstripping her people in population, she urges the orcs to have many offspring and teach them the ways of battle not only
herself and claw Maglubiyet’s beady eyes from his face to prevent him from taking them from her. The cosmic battle between the two pantheons has raged for eons without resolution, leading those
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
of Chitza-Atlan, the guardian of the gateway to the underworld. This guardian has two functions: to prevent any but the dead from entering these ruins, and to keep those creatures in the ruins
confined there. Thus, if any character tries to exit this room by any door other than the one entered from, the centaur mummy (see appendix B) animates and attacks the characters. The mummy will also defend
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
a past victim. Gnolls use ranged attacks mainly to prevent their prey from fleeing, rather than softening up their targets with an initial barrage of arrows before an assault. A target wounded by a
ten arrows for each one to keep the creatures from scaling the walls. Spread Far and Wide Gnolls never set up permanent camps, though they might linger for a few days at the site of a particularly great
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
a past victim. Gnolls use ranged attacks mainly to prevent their prey from fleeing, rather than softening up their targets with an initial barrage of arrows before an assault. A target wounded by a
ten arrows for each one to keep the creatures from scaling the walls. Spread Far and Wide Gnolls never set up permanent camps, though they might linger for a few days at the site of a particularly great
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
stripped Taraz’s power to grant wishes when he trapped the efreeti here, to prevent him from escaping. He will recover his power only when he is freed. (Both false.) Xonthal warded the chamber to
prevent the efreeti from harming anyone, so that the wizard and the genie could play chess. Xonthal promised to set Taraz free if he ever won a match. (False on all counts. Xonthal never entered this area
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
stripped Taraz’s power to grant wishes when he trapped the efreeti here, to prevent him from escaping. He will recover his power only when he is freed. (Both false.) Xonthal warded the chamber to
prevent the efreeti from harming anyone, so that the wizard and the genie could play chess. Xonthal promised to set Taraz free if he ever won a match. (False on all counts. Xonthal never entered this area
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
to revisit them now only in the hopes that in so doing, I can prevent any fools from following in our footsteps and sharing the fate of my fallen friends.
We’d made camp in the upper floor of the
travelers remain confined in the foreign quarter. Merchants from across Khorvaire trade for exotic Riedran goods, while envoys from many nations negotiate with the emissaries of the Inspired. To enter
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
to revisit them now only in the hopes that in so doing, I can prevent any fools from following in our footsteps and sharing the fate of my fallen friends.
We’d made camp in the upper floor of the
travelers remain confined in the foreign quarter. Merchants from across Khorvaire trade for exotic Riedran goods, while envoys from many nations negotiate with the emissaries of the Inspired. To enter
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the nearby barn (area 4A) is also present. One moon elf (commoner) cleans the hut during the day and is confined in a cage outside at night. Treasure. Characters who search the hut for treasure find a
(commoner) cleans the hut during the day and is confined in an iron cage outside at night. Treasure. Hanging on the walls between colorfully painted murals of landscapes are four wooden ritual masks
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the nearby barn (area 4A) is also present. One moon elf (commoner) cleans the hut during the day and is confined in a cage outside at night. Treasure. Characters who search the hut for treasure find a
(commoner) cleans the hut during the day and is confined in an iron cage outside at night. Treasure. Hanging on the walls between colorfully painted murals of landscapes are four wooden ritual masks
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the cosmic implications of Maglubiyet’s attacks. To prevent the goblinoids from outstripping her people in population, she urges the orcs to have many offspring and teach them the ways of battle not
herself and claw Maglubiyet’s beady eyes from his face to prevent him from taking them from her.
The cosmic battle between the two pantheons has raged for eons without resolution, leading those who
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
barred from the inside. Forcing open the barred door is very difficult, requiring a successful DC 20 Strength check. Creatures. If the orcs have been alerted, the orcs in areas 4 and 4a fire arrows until
crevasse that runs through it, once served as the last line of defense for Khundrukar’s dwarves. Creatures. Two orcs guard the eastern side of the room. They do everything in their power to prevent the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
barred from the inside. Forcing open the barred door is very difficult, requiring a successful DC 20 Strength check. Creatures. If the orcs have been alerted, the orcs in areas 4 and 4a fire arrows until
crevasse that runs through it, once served as the last line of defense for Khundrukar’s dwarves. Creatures. Two orcs guard the eastern side of the room. They do everything in their power to prevent the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the cosmic implications of Maglubiyet’s attacks. To prevent the goblinoids from outstripping her people in population, she urges the orcs to have many offspring and teach them the ways of battle not
herself and claw Maglubiyet’s beady eyes from his face to prevent him from taking them from her.
The cosmic battle between the two pantheons has raged for eons without resolution, leading those who
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
see where the characters end up, rerolling any locations already visited. For the first three destinations, roll a d6 to prevent the characters from reaching The Maverick. For subsequent destinations
Hand) check. On a failed check, the captain and crew members spot and prevent the theft, and each character takes 3 (1d6) bludgeoning damage from the beating they endure as they escape through the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
see where the characters end up, rerolling any locations already visited. For the first three destinations, roll a d6 to prevent the characters from reaching The Maverick. For subsequent destinations
Hand) check. On a failed check, the captain and crew members spot and prevent the theft, and each character takes 3 (1d6) bludgeoning damage from the beating they endure as they escape through the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
speaks the correct passphrase in Grung (“Roook, roooook, erp”). If a fight breaks out, reinforcements in the form of twelve grungs arrive in 2 rounds. The grungs in area 3 begin shooting arrows at the
surface for air. The thick, muddy bottom is littered with the bones of the grungs’ feasts. 7. Prison Pit This dug-out pit is 5 feet deep and covered by stout, wooden bars. Prisoners confined here are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
speaks the correct passphrase in Grung (“Roook, roooook, erp”). If a fight breaks out, reinforcements in the form of twelve grungs arrive in 2 rounds. The grungs in area 3 begin shooting arrows at the
surface for air. The thick, muddy bottom is littered with the bones of the grungs’ feasts. 7. Prison Pit This dug-out pit is 5 feet deep and covered by stout, wooden bars. Prisoners confined here are
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. The lowest check is the DC for the goblins’ Wisdom checks to notice the party. Developments If the goblins spot the characters (or if the characters approach openly), the goblins shoot arrows from
front of the castle gates.
Two goblins occupy each of these two rooms. By taking turns shooting arrows and ducking back, both archers can fire each round at targets outside. When characters enter the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. The lowest check is the DC for the goblins’ Wisdom checks to notice the party. Developments If the goblins spot the characters (or if the characters approach openly), the goblins shoot arrows from
front of the castle gates.
Two goblins occupy each of these two rooms. By taking turns shooting arrows and ducking back, both archers can fire each round at targets outside. When characters enter the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
dedicated to preserving balance in the world. The group’s general aim is to prevent any single country, faction, or other organized group from becoming too powerful and overwhelming others. The
Invincible Mount Celestia Knights, soldiers Lightning bolt Hextor, Scourge of Battle Acheron Soldiers, tyrants Six down-pointing arrows in a fan Incabulos, the Black Rider* Hades Necromancers, those
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
dedicated to preserving balance in the world. The group’s general aim is to prevent any single country, faction, or other organized group from becoming too powerful and overwhelming others. The
Invincible Mount Celestia Knights, soldiers Lightning bolt Hextor, Scourge of Battle Acheron Soldiers, tyrants Six down-pointing arrows in a fan Incabulos, the Black Rider* Hades Necromancers, those
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
characters when they become aware of them. Development. Once the sahuagin spot the party, the wave shaper tries to flee up the stairs to find help. The characters farthest into the room can prevent
confined space.
A sea lion (see appendix C) was captured by the sahuagin along with its triton master (see cell 50d) and is now being caged until a suitable opponent can be found to pit against it in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
dimensional barriers that prevent fiends from teleporting or summoning other demons within the sector. Fiendish Arena In this zone, a vampire named Issem culls the weakest demons using arena combat. When
in the room takes 3 (1d6) fire damage as long as the elemental is present. The runes on the wall are a set of arcane bonds that keep the elemental confined here. A character who makes a successful DC
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
dimensional barriers that prevent fiends from teleporting or summoning other demons within the sector. Fiendish Arena In this zone, a vampire named Issem culls the weakest demons using arena combat. When
in the room takes 3 (1d6) fire damage as long as the elemental is present. The runes on the wall are a set of arcane bonds that keep the elemental confined here. A character who makes a successful DC
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
characters when they become aware of them. Development. Once the sahuagin spot the party, the wave shaper tries to flee up the stairs to find help. The characters farthest into the room can prevent
confined space.
A sea lion (see appendix C) was captured by the sahuagin along with its triton master (see cell 50d) and is now being caged until a suitable opponent can be found to pit against it in
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
loincloth.
A chaotic neutral ogre named Yug occupies this cell. For the past three days, Yug has been confined here for breaking a duergar’s arm in anger over the theft of Gruk-Gruk, a crude rag doll
of its magically binding employment contract prevent Nebukath from taking direct action against Vrakir, his forces, or his property (for example, by attacking the hold’s defenders). If Nebukath
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
of dark wooden doors.
Arrow Trap. Spring-loaded arrows are hidden in the pockmarked walls. A creature that enters the trapped area marked on map 7.3 for the first time on a turn or ends its turn
there triggers a fusillade of arrows and must make a DC 20 Dexterity saving throw, taking 27 (6d8) piercing damage from the arrows on a failed save or half as much damage on a successful one. The 5-foot