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Returning 31 results for 'before back during combatants rein'.
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Monsters
Curse of Strahd
Shapechanger. If Strahd isn’t in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.
While in
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->Mordenkainen's Tome of Foes
boil up from below to repel the invaders out of Avernus, back to the juncture where the Styx enters the Hells. This drive by the devils attracts the attention of more demons from the Abyss, which pushes
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
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
ichor oozing from holes in its carapace.
A war between thousands of demonic combatants rages throughout the ridge. The forces organized around the tower include driders and monstrous spiders, which
spyder-fiend combatants of the battle linger near the characters: a quavilithku spyder-fiend and three kakkuu spyder-fiends (stat blocks for both appear in appendix A). They’re busily hollowing out the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, legendary actions, and lair actions indiscriminately. He tries to push powerful melee combatants back to the walls, then creates a wall of thorns to fence them in. Because this is only a small portion
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, legendary actions, and lair actions indiscriminately. He tries to push powerful melee combatants back to the walls, then creates a wall of thorns to fence them in. Because this is only a small portion
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
force them out of Vallaki at sword point. If the characters lose their weapons, the Keepers of the Feather (see area N2) eventually steal back the weapons and return them to the characters. If the
guards fail in their duty, the burgomaster retreats to his mansion and the townsfolk flee to their homes, giving the characters free rein in town.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
guerrilla tactics, using only as many combatants as necessary to get a job done, never staying in one place too long, and quickly retreating back to their turf. Though the Boromars still control much
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
respond by putting things back to the way they were before. For example, if a character takes the Disengage action to move away from a group of monsters, don’t respond by having those same monsters
their foes, or it might join one side or the other. Each time one or more new combatants join the encounter, roll Initiative for them and weave them into the Initiative order. Change the Terrain Consider
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
hits in favor of reducing the number of die rolls. As the number of combatants dwindles, switch back to using individual die rolls to avoid situations where one side can’t possibly hit the other. Mob
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. See appendix D for these creatures’ statistics. The grungs on the roof unleash arrows to ward off intruders. If the intruders fight back, more green-skinned grungs close in from nearby buildings
the combatants.
The inscriptions are written in Old Omuan. The one above the mosaic reads, “Nangnang teaches us to serve only ourselves.” The inscriptions below tell how Nangnang (a grung) stole a
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Battle on the Crater Rim On the rim of the Star Forge’s crater, four fire giants harry the adult red dragon Akaanvaerd. The five combatants move around the crater’s rim while fighting, effectively
are with the party, the wrestlers rush off to distract the giants, and the characters automatically succeed on their group Dexterity (Stealth) check. “We’ll hold them off,” one wrestler yells back
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
before you can see if blood is drawn, a crowd of spectators clusters around the brawl. What do you do?
The human combatants are five members of the Xanathar Guild (CE human bandits). The one with
in this scene. If he survives, the characters might meet him again in one of the Xanathar Guild’s sewer hideouts (see area Q5). Hanging Back If the characters don’t interfere in the brawl, Yagra
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
with a soft and well-manicured carpet of green moss. The wererat chief sits on a stone chair flanked by two giant rats. Draped over the chair’s back is a cave badger pelt. “Let’s get down to brass
melee combatants locked down. He doesn’t kill the characters, but makes sure they are infected with wererat lycanthropy before dumping them in the maze in Outer Blingdenstone (area 3). During any
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
supernatural might. As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to
makes it easier for melee combatants to harry each other with opportunity attacks. When a creature makes a melee attack, it can also mark its target. Until the end of the attacker’s next turn, any
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
The Attack
Map 4: Backlot in Town View Player Version
When the characters are packing up to take the supplies back to Leilon at the end of their visit, the spies from both the Cult of Talos
. Three-sided battles can sometimes take longer because of the number of combatants participating. Use your discretion as the DM to have the excitement of the battle build up rather than fizzle out
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Watch if the party gives him trouble. If the characters express their intention to question Lord Viallis, Faerl orders his bodyguards to attack while he climbs back in the coach and tries to leave. If
, the bodyguards do their best to protect Faerl and ensure that he escapes in the coach. They then lay into the characters without mercy. The cult fanatics cast command or hold person on melee combatants
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Mortals and Minions Devils and demons are far from the only combatants in the Blood War. Both sides exploit the Material Plane’s most abundant resource — mortal creatures, whose bodies and souls are
the forces of good, but the combatants in the Blood War have no regard for collateral damage — and on the Material Plane, they can cause a lot of it. If agents of Asmodeus discover a thriving demon cult
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
tension could play a role in a character’s back story, the plot of an adventure, or the reactions of an NPC. Although the nations are afraid to return to all-out war, any of these feuds could escalate
their former enemies. But many of those people believe that Cyre deserves no mercy, and that the refugees should be treated as enemy combatants rather than offered charity and compassion. Karrnath and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Attacking the Citadel When the characters come within 1 mile of the imperial citadel, read: Ahead, you see an elegant, crystal-spired city built on the back of an asteroid shaped like a moth, with
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->Acquisitions Incorporated
give the characters a leg up.) If the characters ask Raah about the books, the ancient deep crow threatens again to kill them all, but holds back from attacking. Give the characters free rein as they
that rage against other than itself. An ancient deep crow is a formidable foe, and Raah does not hold back in combat, opening with its Shadow Caw and carving up characters who dare attack it. Even as
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
devastating melee combatants, the Zhents favor ranged attacks and try to keep the orcs at a distance. Elves to the Rescue! If the characters are in danger of being overwhelmed by War Chief Gurrash and his
his fellow elves have no love or respect for the residents of Nightstone, but they hate orcs more. Once the orcs are defeated, Rond yells out, “You’re welcome!” before leading the elves back to the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
both power and subtlety. Your missions could run the risk of shattering a fragile peace recently established with a rival nation and plunging multiple nations back into war. Or perhaps your group’s
missions pit you against rival combatants during an active engagement, as you influence the war effort. Rival mercenary companies, armed resistance fighters, and monsters drawn to the presence of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
a rotten body into the back of a wooden wagon. “If ye need a ride to the Mortuary, there’s room in the back!” he laughs. 7 A thieving musteval guardinal (see Morte’s Planar Parade) snatches a bag
sites in the Hive Ward. Bottle and Jug Raucous, booze-fueled brawls take place in the back room of the Bottle and Jug, one of the Hive’s most infamous drinkeries. This mass of steel, barbed wire, and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the most advantageous position. Strahd knows when he’s in over his head. If he begins taking more damage than he can regenerate, he moves beyond the reach of melee combatants and spellcasters, or he
Challenge 15 (13,000 XP)
Shapechanger. If Strahd isn’t in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
warehouse a risky place to have a fight. At the end of each round in which weapon damage or the movement of combatants might accidentally disturb a pile of crates, or if any effect deals damage in an area
meeting can be scheduled, and it’s obvious she just wants to be rid of the party and get back to her work. A search of this room turns up nothing suspicious. All the paperwork suggests that the
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
, oversees the coliseum’s operations and approves all combatants bound for the arena. The pitmaster is constantly seeking new and creative contest rules for the coliseum battles, and she often awards
doors and windows, and servants bustle back and forth in cold-weather gear.
Kept magically cold, the Mythomian Warehouse in the Hidden Quarter is Eileanar’s main clearing house for incoming goods and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
releases arena combatants from area X7. Ten human bandits and five bugbears (all members of the Xanathar Guild) guzzle ale and heckle combatants from the bleachers, while two goblins serve up salted rat
escorts the victor back to area X7 while Ahmaergo goads characters into joining the tournament. If the characters aren’t willing to enter the tournament, Ahmaergo has them beaten unconscious and locked up
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
surface winds down through the earth for more than a mile. The deepest point is a cave-in that collapsed the back wall of this room. The words on the door leading south to the workshop repeat “toil” in
once performed here. Clots of repulsive mucus jam the crevasses. A narrow door is wedged into the back of the mine.
Six gricks lair here amid the nests they’ve made from their own mucus. The
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
hostile, Lysan and Zastra shout for help and attack the characters. After all combatants have taken a turn, all five sailors in the upper crew quarters (area Z2) join the fight. Talking with Lysan and
survived the crash of the Lambent Zenith but now must fix her prosthetic wing In this cabin, clothes are tossed over chair backs, and open books are strewn across tables. At the back of the room
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
only 7 hit points each and, at ages eleven and nine, are too young to be effective combatants. At any given time, another 1d4 wereravens (members of the Keepers of the Feather) are present at the inn
rounds, Urwin Martikov and two other wereravens hear the ruckus and investigate (in human form). A secret door in the back of the loft can be pushed open to reveal a bedchamber (area N2p) beyond. No
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
yet, Glaive and one of her blade scout companions attack the characters from both ends of this narrow tunnel. After all combatants have taken a turn, the attackers flee into Landro and hide for another
Brelish soldiers from area L3 or alert one of Glaive’s scouts to the characters’ location. The 20-foot-diameter cylinder of light extending up at the back of this foot is an antigravity well (see the






