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Returning 35 results for 'been been diffusing combatants rest'.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"damage", "rollAction":"Soulblade", "rollDamageType":"force"} force damage while under the effect of Enlarge.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns
invisible with it.Soulblades are duergar combatants whose mastery of psionics allows them to manifest blades of psychic energy to slice apart their foes.
Duergar
Duergar are dwarves of the deep
Monsters
Bigby Presents: Glory of the Giants
succeed on a DC 13 Charisma saving throw or be cursed for the next 24 hours.
While cursed in this way, an affected creature gains no benefit from finishing a short or long rest. At the end of every hour
appearance. They retain prominent noses and a hint of green in their skin but otherwise resemble relatively small frost or stone giants. They use armor and weapons similar to what other combatants on Ysgard
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
challenge the monarch for the right to rule. The grounds are 20 feet in diameter. Combatants are shackled by one wrist or ankle to a 10-foot length of chain attached to the tree. Each chain has AC 19
combat is a procedure by which wrongs can be redressed in the Soggy Court. It can also be invoked as a vote of no confidence in the current monarch. A trial always has two combatants: the accused and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
challenge the monarch for the right to rule. The grounds are 20 feet in diameter. Combatants are shackled by one wrist or ankle to a 10-foot length of chain attached to the tree. Each chain has AC 19
combat is a procedure by which wrongs can be redressed in the Soggy Court. It can also be invoked as a vote of no confidence in the current monarch. A trial always has two combatants: the accused and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
challenge the monarch for the right to rule. The grounds are 20 feet in diameter. Combatants are shackled by one wrist or ankle to a 10-foot length of chain attached to the tree. Each chain has AC 19
combat is a procedure by which wrongs can be redressed in the Soggy Court. It can also be invoked as a vote of no confidence in the current monarch. A trial always has two combatants: the accused and
Monsters
Curse of Strahd
reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a
the reach of melee combatants and spellcasters, or he flies away (using summoned wolf;wolves or swarm of bats;swarms of bats or swarm of rats;rats to guard his retreat).
Strahd observes the characters
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
talons to enter the coliseum as a combatant. A maximum of three combatants are allowed on the patrons’ team. If all three combatant slots aren’t filled by characters, the remaining slots are filled by
veterans. The arena matches are divided into three tiers, with victory in a tier granting access to the next one. Victory in a match goes to the side that reduces all combatants on the other side to 0
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
talons to enter the coliseum as a combatant. A maximum of three combatants are allowed on the patrons’ team. If all three combatant slots aren’t filled by characters, the remaining slots are filled by
veterans. The arena matches are divided into three tiers, with victory in a tier granting access to the next one. Victory in a match goes to the side that reduces all combatants on the other side to 0
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
talons to enter the coliseum as a combatant. A maximum of three combatants are allowed on the patrons’ team. If all three combatant slots aren’t filled by characters, the remaining slots are filled by
veterans. The arena matches are divided into three tiers, with victory in a tier granting access to the next one. Victory in a match goes to the side that reduces all combatants on the other side to 0
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the front line back into Avernus. The process repeats itself time and time again. To the good fortune of the rest of the multiverse, almost all the battles in the Blood War take place in the Abyss and
unreliable. Despite the difficulty of escaping the Lower Planes, combatants on both sides find their way to the Material Plane and other realms from time to time. Although the conflicts on these
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Morale Some combatants might run away when a fight turns against them. You can use this optional rule to help determine when monsters and NPCs flee. A creature might flee under any of the following
further attempts to flee or surrender will be made. A failed saving throw isn’t always to the adventurers’ benefit. For example, an ogre that flees from combat might put the rest of the dungeon on alert or run off with treasure that the characters had hoped to plunder.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the front line back into Avernus. The process repeats itself time and time again. To the good fortune of the rest of the multiverse, almost all the battles in the Blood War take place in the Abyss and
unreliable. Despite the difficulty of escaping the Lower Planes, combatants on both sides find their way to the Material Plane and other realms from time to time. Although the conflicts on these
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Morale Some combatants might run away when a fight turns against them. You can use this optional rule to help determine when monsters and NPCs flee. A creature might flee under any of the following
further attempts to flee or surrender will be made. A failed saving throw isn’t always to the adventurers’ benefit. For example, an ogre that flees from combat might put the rest of the dungeon on alert or run off with treasure that the characters had hoped to plunder.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
of each match, and they have no time to rest between matches. Victory in a match goes to the side that reduces all combatants on the other side to 0 hit points. Match 1: Thrasher and Gnasher Two
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
of each match, and they have no time to rest between matches. Victory in a match goes to the side that reduces all combatants on the other side to 0 hit points. Match 1: Thrasher and Gnasher Two
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Morale Some combatants might run away when a fight turns against them. You can use this optional rule to help determine when monsters and NPCs flee. A creature might flee under any of the following
further attempts to flee or surrender will be made. A failed saving throw isn’t always to the adventurers’ benefit. For example, an ogre that flees from combat might put the rest of the dungeon on alert or run off with treasure that the characters had hoped to plunder.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the front line back into Avernus. The process repeats itself time and time again. To the good fortune of the rest of the multiverse, almost all the battles in the Blood War take place in the Abyss and
unreliable. Despite the difficulty of escaping the Lower Planes, combatants on both sides find their way to the Material Plane and other realms from time to time. Although the conflicts on these
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
of each match, and they have no time to rest between matches. Victory in a match goes to the side that reduces all combatants on the other side to 0 hit points. Match 1: Thrasher and Gnasher Two
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
as throngs of legendary combatants. In the midst of this riot rise the palatial war-tents of Mogis and Iroas, who lead the endless battle. Kruphix claims the borders of the Tovian Fields as his
territory. He doesn’t maintain a central residence. Rather, his influence binds the conflict, encompassing all perspectives and preventing the battle from spilling forth into the rest of Nyx.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
as throngs of legendary combatants. In the midst of this riot rise the palatial war-tents of Mogis and Iroas, who lead the endless battle. Kruphix claims the borders of the Tovian Fields as his
territory. He doesn’t maintain a central residence. Rather, his influence binds the conflict, encompassing all perspectives and preventing the battle from spilling forth into the rest of Nyx.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
as throngs of legendary combatants. In the midst of this riot rise the palatial war-tents of Mogis and Iroas, who lead the endless battle. Kruphix claims the borders of the Tovian Fields as his
territory. He doesn’t maintain a central residence. Rather, his influence binds the conflict, encompassing all perspectives and preventing the battle from spilling forth into the rest of Nyx.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
makeshift crenellations on the roof lines for missile combatants. They also stockpiled weapons and caches of ammunition. Map 6.5: Dellmon RanchView Player Version The Dellmon Family Kerbin Dellmon
defense of the ranch. The rest of the defenders listen to them and do their best to carry out the characters’ plans. Give the players a few minutes to situate themselves, then begin the attacks.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
makeshift crenellations on the roof lines for missile combatants. They also stockpiled weapons and caches of ammunition. Map 6.5: Dellmon RanchView Player Version The Dellmon Family Kerbin Dellmon
defense of the ranch. The rest of the defenders listen to them and do their best to carry out the characters’ plans. Give the players a few minutes to situate themselves, then begin the attacks.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
takes place after the characters rid Nightstone of its goblin infestation but before they have time to finish a long rest. Seven Zhentarim mercenaries arrive at the village on horseback. If the
Zhents or come to terms with them, allow the characters to take a long rest, if they wish, before continuing with the “Ear Seekers” event. Treasure. Xolkin wears a gold ring (worth 25 gp) emblazoned
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
takes place after the characters rid Nightstone of its goblin infestation but before they have time to finish a long rest. Seven Zhentarim mercenaries arrive at the village on horseback. If the
Zhents or come to terms with them, allow the characters to take a long rest, if they wish, before continuing with the “Ear Seekers” event. Treasure. Xolkin wears a gold ring (worth 25 gp) emblazoned
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
meet in battle, the Xaryxia singles out the characters’ ship while the rest of the armada engages the other ships in the characters’ fleet. The Xaryxia and the characters’ ship are 1,000 feet apart at
the start of the encounter. Given the number of ships and combatants on both sides, it is impractical to track everyone’s movements and actions. Instead, narrow the focus of the conflict to the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
makeshift crenellations on the roof lines for missile combatants. They also stockpiled weapons and caches of ammunition. Map 6.5: Dellmon RanchView Player Version The Dellmon Family Kerbin Dellmon
defense of the ranch. The rest of the defenders listen to them and do their best to carry out the characters’ plans. Give the players a few minutes to situate themselves, then begin the attacks.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
meet in battle, the Xaryxia singles out the characters’ ship while the rest of the armada engages the other ships in the characters’ fleet. The Xaryxia and the characters’ ship are 1,000 feet apart at
the start of the encounter. Given the number of ships and combatants on both sides, it is impractical to track everyone’s movements and actions. Instead, narrow the focus of the conflict to the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
meet in battle, the Xaryxia singles out the characters’ ship while the rest of the armada engages the other ships in the characters’ fleet. The Xaryxia and the characters’ ship are 1,000 feet apart at
the start of the encounter. Given the number of ships and combatants on both sides, it is impractical to track everyone’s movements and actions. Instead, narrow the focus of the conflict to the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
takes place after the characters rid Nightstone of its goblin infestation but before they have time to finish a long rest. Seven Zhentarim mercenaries arrive at the village on horseback. If the
Zhents or come to terms with them, allow the characters to take a long rest, if they wish, before continuing with the “Ear Seekers” event. Treasure. Xolkin wears a gold ring (worth 25 gp) emblazoned
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
, initiative is rolled as normal. Then, the first round of combat starts, and the unsurprised combatants act in initiative order. A surprised creature can’t move or take an action or a reaction until its
sides. What happens with surprise when a third group of combatants sneaks up, hidden from the melee, and ambushes? The surprise rule is relevant only when a combat is starting. Any ambushes during the
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
, initiative is rolled as normal. Then, the first round of combat starts, and the unsurprised combatants act in initiative order. A surprised creature can’t move or take an action or a reaction until its
sides. What happens with surprise when a third group of combatants sneaks up, hidden from the melee, and ambushes? The surprise rule is relevant only when a combat is starting. Any ambushes during the
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
, initiative is rolled as normal. Then, the first round of combat starts, and the unsurprised combatants act in initiative order. A surprised creature can’t move or take an action or a reaction until its
sides. What happens with surprise when a third group of combatants sneaks up, hidden from the melee, and ambushes? The surprise rule is relevant only when a combat is starting. Any ambushes during the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
resemble relatively small frost or stone giants. They use armor and weapons similar to what other combatants on Ysgard use in the eternal battle. The transformation that created fensirs left them with an
for the next 24 hours.
While cursed in this way, an affected creature gains no benefit from finishing a short or long rest. At the end of every hour, the creature must succeed on a DC 13 Charisma
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
resemble relatively small frost or stone giants. They use armor and weapons similar to what other combatants on Ysgard use in the eternal battle. The transformation that created fensirs left them with an
for the next 24 hours.
While cursed in this way, an affected creature gains no benefit from finishing a short or long rest. At the end of every hour, the creature must succeed on a DC 13 Charisma






