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Returning 23 results for 'span of instincts break'.
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Monsters
Eberron: Rising from the Last War
their lives to build a prison of celestial light: a silver flame that bound the overlords in Khyber once more. These bonds have held for countless generations, but the overlords still yearn to break free
draconic creature twisted by demonic rage. Covered in iron spikes protruding from his bleeding flesh, this overlord looms fifteen feet high at the shoulders, and his wings span over forty feet. While
classes
Basic Rules (2014)
the latest challenger to her authority over their tribe, ready to break his neck with her bare hands as she did to the last six rivals.
Frothing at the mouth, a dwarf slams his helmet into the face
, though, a settled life is no virtue, but a sign of weakness. The strong embrace nature—valuing keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
vigilante or hired mercenary will break an accused commoner out of prison in order to ensure the accused’s safety until the trial date. Minor crimes, such as creating a public disturbance, petty theft
are a sign that one can’t manage one’s baser instincts. Patriars have been known to pay huge bribes or promise outsized favors to protect a rebellious heir from being charged with a minor crime
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
vigilante or hired mercenary will break an accused commoner out of prison in order to ensure the accused’s safety until the trial date. Minor crimes, such as creating a public disturbance, petty theft
are a sign that one can’t manage one’s baser instincts. Patriars have been known to pay huge bribes or promise outsized favors to protect a rebellious heir from being charged with a minor crime
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Emerald Enclave Members of the Emerald Enclave are spread far and wide across the Sword Coast and the North. They usually operate in isolation, relying on their own abilities and instincts to
corruption of nature. Its members are well aware that the newly seen demonic corruption will not be contained within the Underdark for long. Eventually it will break through to the surface and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
peace. The conflicts, the anger, and the pain of the long war remain, however, and the new nations seek every advantage as they prepare for the next war to break out on the continent. Dragonmarked
humans and lycanthropes, a union that grants them limited bestial abilities and feral instincts. The warforged are a constructed race created during the Last War, seeking to find its place in a post
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
that it would break down often. Naeryx helped with the repairs and found that the work gave him a sliver of joy. When the old keeper died years later, Naeryx replaced him. The wealthy family that owned
initiate the packing up or the unpacking of the Witchlight Carnival, provided the creature and the carnival are on the same plane of existence. In the span of 1 hour, all objects that are elements of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
mysterious sights. These scenes aren’t dangerous, but you can elaborate on them as you please. Roll on or choose a result from the Sights within the Spire table to break up the characters’ climb. Sights
. The Whisker A long and narrow span of wiry metal forms a bridge across a hollow in the Spire. Other metallic protrusions jut from the vertical walls.
This 200-foot-long, 5-foot-wide bridge connects
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
between sheer mountains rich with iron ore. Iron roads span and wend through the canyons, watched over by the garrisons of iron fortresses perched atop jagged pinnacles. The second layer takes its
. Parts of the layer break off from time to time, creating deadly and deafening avalanches of stone. The inhabitants of Malbolge live in crumbling fortresses and great caves carved into the mountainside
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
closer to their goal. Rangers who have encountered halflings or lived among them know of this effect, and they learn to trust their other senses and their instincts rather than relying on sight. A typical
, over time, halflings who pursue a dark path — especially those who break too many oaths or hurt other halflings along the way — lose the protection of Yondalla and the other halfling gods. Some say
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
drinking water, and six contain ale. V21. Wine Cellar More than two hundred corked bottles of wine are displayed in seven-foot-tall wooden racks that span the west and south walls. Empty wooden crates
interrogate the characters and find out what they know. It also sets up the possibility of a prison break.
V31. Vestry Four wooden wardrobes stand against the walls in this area. The cultists store their
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
span the vast ceiling, which glitters with thousands of tiny gems.
The center of the area holds a sunken gambling pit that is packed with people, sitting in leather-upholstered chairs around tables
go on its dinner break (despite being a skeleton). Slot Machines. One side of the gambling pit features banks of strange clockwork machines, each with a large red lever and a slot for tokens. These
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their emotions and instincts rather than out of reason and logic. Only certain charismatic orcs, those who have been directly touched by the will and might of Gruumsh, have the capacity to control the
to rid them of most of the flesh, and then use a ritual punch to break out the bridge of the nose and leave the skull with a single eye. Orcs that appreciate the strength and ferocity of a foe might
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
layer of the Nine Hells, is a labyrinth of canyons wedged between sheer mountains rich with iron ore. Iron roads span and wend through the canyons, watched over by the garrisons of iron fortresses
layer break off from time to time, creating deadly, booming avalanches. The inhabitants of Malbolge live in crumbling fortresses and great caves carved into the mountainside. Malbolge’s current ruler is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
their lives to build a prison of celestial light: a silver flame that bound the overlords in Khyber once more. These bonds have held for countless generations, but the overlords still yearn to break
draconic creature twisted by demonic rage. Covered in iron spikes protruding from his bleeding flesh, this overlord looms fifteen feet high at the shoulders, and his wings span over forty feet. While in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
don’t know. Rocks and sheep? Oh, and a couple of very private festhalls. I can’t tell you the number of times …
Wait, why are you writing this down? Did Dran send you? Well … I’m on my lunch break! Yes
has spotted Stuuzant, as the ogre has good instincts for avoiding trouble. She keeps moving, hiding until the time is right to strike. When she attacks livestock, she does so when no one can see her
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
gantries and the rail cart trestles. Great chains span the rift in two places, allowing ore to be hoisted across in buckets. There’s no danger of falling if characters cross the magma on one of the
are tethered, but the tethers are meant only to keep them from crossing the westernmost line of cart tracks and wandering through the tunnels. An angry or alarmed strider can easily break loose, and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
southeast exit.
Characters can move around the icicles or break through them, but the entire area is Difficult Terrain. The statue amid the icicles is a Neutral Frost Giant, Enstavva, with the Petrified
Gelida’s box. D10: Frozen River This chamber is covered in icy patches, including one span that stretches from the west to the east wall. Two frost giants sit on stools to the north, smashing a large
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Marpenoth 10: Reign of Misrule Swift on the heels of Stoneshar comes the Reign of Misrule. This day honors Beshaba, goddess of misfortune. People of the city are expected to break trust, belie oaths, and
wilderness. These hunts typically last no longer than a tenday. During the same span of time, the City Watch engages in its own rigorous hunt for malefactors within the city walls. If you’ve any
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
probably once a large and ornate hall, long since fallen into ruin. Not only are the walls and supports crumbling, but a ten-foot-deep rift has opened up in the floor. Two wooden bridges span the rift
prance in a way that is very unbecoming of a typical undead. If they need a break from the battle, they retreat under the locked door into area 12. Development. If the characters have Patsky or the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
couple. They’re fiercely protective of the pair. Breaking the Enchantment. If the characters break the fountain’s enchantment on Argus and Hamish, the two are grateful but ultimately resolve to remain
is a small table and four chairs.
The roof gardens are lovely spots to sit and relax while enjoying an excellent view of the walled garden below (area P2). P10: Crystal Bridges A delicate span of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Wheels” below). After completing one revolution, they stop and await further instructions. The commoners are cultists on the brink of becoming initiates. The priests lash these cultists to break their
, keepsakes, and funerary masks worth 50 gp each. A10. Palace Plaza A deep moat surrounds a plaza consisting of a step pyramid encircled by a stone walkway. Stone colonnades to the north and east span the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
steeply pitched rooftops and tall spires that sport colorful banners. Two bridges span the river, which has parks and trees along its shores. Until recently, Everlund was a member of the Lords’ Alliance
gone. The ropes holding up the gong can be cut with two swings of a sword. If the gong is struck inside the cavern, its deep tone echoes throughout the cavern and causes a few large icicles to break away