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Returning 24 results for 'action swinging'.
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action swirling
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Magic Items
Dungeon Master’s Guide
While gently swinging this censer, you can take a Magic action to summon an Air Elemental. The elemental appears in an unoccupied space as close to the censer as possible, understands your languages
, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The censer can’t be used this way again until the next dawn.
Monsters
Storm King's Thunder
human.
As an action, Harshnag can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can’t be used again until the
talking. When he does speak outside of combat, he comes across as surprisingly calm and soft-spoken. While swinging his axe in battle, however, he bellows and laughs like a berserker.
Harshnag knows the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Attack The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one melee
or ranged attack. See the "Making an Attack" section for the rules that govern attacks. Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Attack The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one melee
or ranged attack. See the "Making an Attack" section for the rules that govern attacks. Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Censer of Controlling Air Elementals Wondrous Item, Rare While gently swinging this censer, you can take a Magic action to summon an Air Elemental. The elemental appears in an unoccupied space as
, or when you dismiss it as a Bonus Action. The censer can’t be used this way again until the next dawn. Conceptopolis, Zuzanna Wuzyk Censer of Controlling Air Elementals, Charlatan’s Die, Cauldron of Rebirth
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Censer of Controlling Air Elementals Wondrous Item, Rare While gently swinging this censer, you can take a Magic action to summon an Air Elemental. The elemental appears in an unoccupied space as
, or when you dismiss it as a Bonus Action. The censer can’t be used this way again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
5. Lift Attached to the edge of the barracks platform is a winch-and-basket device consisting of a large swinging arm that carries a thin cord of strong spider silk. The cord runs through a series of
Strength check, normally provided by two quaggoth servants (one of which makes the check while the other assists with the Help action). Once on the cave floor, the basket can be loaded with other
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
swinging crane with an iron grappling claw fastened to the end of a winch and a 50-foot-long chain. Scavenger
Huge vehicle (9,000 lb.)
Creature Capacity 8 Medium creatures
Cargo Capacity 2 tons
Armor
attacks are magical.
Prone Deficiency. If the Scavenger rolls over and falls prone, it can’t right itself and is incapacitated until flipped upright.
Action Stations
Helm (Requires 1 Crew and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Demon Grinder A Demon Grinder is a bulky, armored coach that rumbles loudly as it crushes obstacles and enemies in its path with the help of a swinging wrecking ball. Iron jaws are mounted on the
the Demon Grinder rolls over and falls prone, it can’t right itself and is incapacitated until flipped upright.
Action Stations
Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
fireplace burns with purple flame. Swinging from the chandelier above the center of the common room is a red-haired figure in a green shirt and red cape. He appears to be having a grand time.
Sigil the
mouths the words, “Be careful.” She then goes back to absentmindedly cleaning the bar.
This is a version of the Test Market where everything has gone wrong. Not What They Seem The figure swinging from
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
only one inn, the Swinging Sword.
An important delegation from the city of Mirabar disappeared in the nearby Sumber Hills. The whole town is also abuzz with news and rumors of fierce raiders
motivated by their personal calls to action. The mystery of a missing delegation might not seem to be directly connected to whatever personal goal the character brings to the adventure, but then again
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
thirty feet tall, spreading enormous wings, crowned with fire and swinging a flaming scythe, Rakdos demands the spotlight. His every entrance is a showstopper. Sometimes after his grand entrance
Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Legendary Actions
Rakdos can take 3 legendary actions, choosing from the options below. Only one legendary action
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
poison and psychic damage. A creature can use an action to attempt to lift the cart, doing so with a successful DC 15 Strength (Athletics) check. If the dretches destroy the cart, they attack Ella
characters attack the giant hyena, it ignores the mastiff and turns to face the bigger threat, fighting to the death. The mastiff stays with the characters if they rescue it, using the Help action to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
master thief stole a prime burial place near the king and queen, arranging for her locked coffin to be placed in this unmarked chamber. As an action, a character can pick the lock with a successful DC 20
burial chambers of King Alendria and Queen Zanobis. The annex contains several obstacles designed to deter tomb robbers and other would-be plunderers. Blade Traps. Three swinging blades are hidden in the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
restrained conditions as it is pinned under the block. A creature can use its action to make a DC 15 Strength (Athletics) check to free itself or another creature from the block, ending both conditions
and back again. A creature in the swinging blade’s path must succeed on a DC 15 Dexterity saving throw or take 22 (4d10) slashing damage. The blade swings again on initiative count 20 of each round
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
blade can use an action to try to cut a subject free of the mycelium, doing so with a successful DC 20 Strength (Athletics) check. On a failed check, the character takes 20 (4d8) necrotic damage and
vivisected deer splayed across a moss-covered table. Ten feet away, a young boy bounces excitedly in an iron cage, swinging it to get a better view of what the robed figure is working on. He is not
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
beast pacifying spray (incites rage in any beast exposed to the spray) Wisdom (Animal Handling) or Charisma (Persuasion)
Triceratops action figure (has four or more horns) Intelligence (Nature
Intelligence (Nature) or Charisma (Persuasion)
Viari “swinging chandelier” diorama Dexterity (Acrobatics) or Charisma (Persuasion)
DAGDRA DEEPFORGE
Once all twelve items have been found, Dagdra
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Treasure. If the characters spot the trap, any character who
from their ropes while they swing to pull foes into the pit, using the following attack: Swinging Grab. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: The scarecrow pulls the target
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, moving in the same direction while swinging their censers gently. You can make the encounter harder by replacing the cultists with cult fanatics, or adding one or more invisible imps as escorts. If
ignite its light as an action. (This light is what causes the statue’s eyes to glow.) V27. Escape Tunnel Hidden behind a secret door, this tunnel has a wooden ladder at its north end. The ladder climbs a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
iron grate blocks the stream mouth.
The iron grate has a swinging gate section secured by a simple lock. Reash (area K9) and Jolliver Grimjaw (area K16) carry keys. The stream is 10 feet deep and
Crushing Wave. Spotting the ghouls in the inky water requires a successful DC 17 Wisdom (Perception) check. All six ghouls spend their first action of any combat combining their efforts to overturn a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, Red Larch offers many fine amenities, including the Allfaiths Shrine, a place of worship that caters to multiple faiths; the Swinging Sword, a respectable three-story stone inn with a high-pitched
treant stat block, has 200 hit points, and has the following additional action option: Spellcasting. Turlang casts one of the following spells, requiring no material spell components and using Wisdom as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
normal mimic, with these changes: The mimic is Large and has 75 (10d10 + 20) hit points. As an action, it can make three attacks: two with its pseudopods and one with its bite. It has a challenge
here. Terenzio is dressed in a crude dragon costume and is being chased around the room by his sister, who is wearing a knight’s helm and swinging a wooden sword. Stuffed Unicorn. This inanimate object
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
description below as needed. This room is bare except for two wooden benches, set opposite each other against the longer walls. A handful of lizardfolk stand at attention, ready to move into action
table with a blob of gummy resin. Chest. The chest is locked and can be opened by a character who makes a successful DC 12 Dexterity check using thieves’ tools. The chest is trapped with a swinging
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
padlock securing a swinging gate. Inside, a number of prisoners huddle on miserable straw pallets.
The cage door leading into each of these pens is locked. Jurth (in area M18) holds the key. Forcing
characters goad it through the bars (for example, by attacking with ranged weapons or spells), the umber hulk goes berserk. It can use an action to attempt a DC 20 Strength check on each of its turns to