Most of the time, lair actions are magical, but you can just ignore this or circumvent it by having the reinforcements be creatures summoned by magic, such as elementals and fiends. Adds to the whole "wizard" theme and helps give some variety to the encounter.
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I love this idea because it encourages the players to do something to stop the "lair" actions, either by moving the wizard away from the call bell or disabling it in some way. Offers a simple but interesting mechanic in the middle of the fight, which frankly I find more interesting than the standard lair actions that just happen and the players have to deal with it.
There's a kind of hilarious take on lair actions in the final battle in the Acq Inc adventure... I won't spoil it for anyone, but it does offer the opportunity for the PCs to hijack it for their own purposes. :D
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First time as a DM after playing for a couple of years.
I'm trying to put in a mini boss (low level wizard) . It is likely the players fight the boss in a room with guests outside.
Is it reasonable for me to use a lair action to call a reinforcement or are lair actions something that are supposed to be magic in nature?
As a DM, you are allowed to do whatever you want; just do your best to make sure it's fun. Reinforcements as a "lair action" is a capital idea.
Ah, the old "I have a bell-pull next to my desk here that summons my guards!" trick...
Most of the time, lair actions are magical, but you can just ignore this or circumvent it by having the reinforcements be creatures summoned by magic, such as elementals and fiends. Adds to the whole "wizard" theme and helps give some variety to the encounter.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
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-OboeLauren
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Hah - Wysperra beat me to it ;)
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Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
I love this idea because it encourages the players to do something to stop the "lair" actions, either by moving the wizard away from the call bell or disabling it in some way. Offers a simple but interesting mechanic in the middle of the fight, which frankly I find more interesting than the standard lair actions that just happen and the players have to deal with it.
Find me on Twitter: @OboeLauren
I see a good ol' casting of silence coming your way, call bell. :)
"I saw her first. Go find your own genetic time-capsule or, so help me, I'll cut you."
There's a kind of hilarious take on lair actions in the final battle in the Acq Inc adventure... I won't spoil it for anyone, but it does offer the opportunity for the PCs to hijack it for their own purposes. :D