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Returning 35 results for 'before been designed combat reflective'.
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Monsters
Forgotten Realms: Heroes of Faerûn
it is wound again.This bipedal wonder is designed to assist with household duties. It vaguely resembles whatever species its creator used as inspiration. The wonder is an ally to you and your allies
. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the
Magic Items
Forgotten Realms: Heroes of Faerûn
in any emporium shop.
This bipedal wonder is designed to assist with household duties. It vaguely resembles whatever species its creator used as inspiration. An activated domestic wonder uses the
Domestic Wonder stat block. The wonder is an ally to you and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands
Magic Items
Forgotten Realms: Adventures in Faerûn
Utilize action each turn.
Once wound, a Mechanical Wonder remains activated for the duration specified in the wonder's description below.
Domestic Wonder (Uncommon). This bipedal wonder is designed to
your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it
Magic Items
Forgotten Realms: Heroes of Faerûn
designed to assist with household duties. It vaguely resembles whatever species its creator used as inspiration. An activated domestic wonderuses the Domestic Wonder stat block. The wonder is an ally to you
and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue
Monsters
Quests from the Infinite Staircase
imminent arrival with an intimidating display. Combat robots display a wide range of voices. Some units are clearly designed to intimidate, while others offer canned, upbeat platitudes in pleasant tones
condition ends on a creature early if the creature takes damage or if another creature uses an action to shake it awake.Combat robots are designed for security or military action. They make able sentries
Monsters
Adventure Atlas: The Mortuary
False Appearance. If the animated coffin is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the coffin move or act, that
"} piercing damage at the start of each of its turns. The animated coffin can grapple only one creature at a time.Animated coffins are heavy, macabre Constructs designed to ferry the dead to places of rest
Backgrounds
Sword Coast Adventurer's Guide
order’s cause.
The “Knightly Orders of Faerûn” sidebar details several of the orders that are active at present and is designed to help inform your decision about which group
again in ruins, Dove Falconhand decided to reform the group with the primary goal of building alliances and friendship between the civilized races of the world and goodly people in order to combat evil
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Airships in Combat Noor Rahman Though few airships are designed for warfare, the skies of Khorvaire are rife with potentially dangerous encounters. The following rules are designed to make aerial
combat simple and exciting—whether it’s combat between two airships, combat between characters on an airship and one or more flying creatures, or combat between characters and other creatures on the deck of an airship.
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
New Rules and Styles The creatures in this book generally follow the core rules, but we’ve made a few tweaks. These new rules and presentation styles are designed to make combat encounters easier to run, more fun, and more memorable.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Mountain’s Toe Gold Mine “Mountain’s Toe Gold Mine” is designed for characters of 4th level, but characters of 3rd level can survive if they avoid unnecessary combat or possess a magic weapon. Characters of 5th level or higher will face less peril but should enjoy the roleplaying opportunities.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
taking part in a play session. A character reaches 1 checkpoint for each hour an adventure is designed to last. Note that the award is based on the adventure’s projected playing time, rather than the
actual time spent at the table. The reward for completing an adventure designed for 2 hours of play is 2 checkpoints, even if a group spends more than 2 hours playing through it. If a character
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Combat Robot Combat robots are designed for security or military action. They make able sentries and are usually programmed to take intruders prisoner before resorting to lethal force. Combat robots
are clearly designed to intimidate, while others offer canned, upbeat platitudes in pleasant tones even while subduing opponents. Combat Robot Medium Construct, Typically Lawful Neutral
Armor Class
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Level 7: Maddgoth’s Castle Maddgoth’s Castle is designed for four 9th-level characters, who should amass enough XP to reach 10th level. The characters can forge tenuous alliances with several of the
monsters on this level. Award XP for these creatures as if the characters had defeated them in combat. The level is named after a miniature, one-twelfth-scale fortress in one of its caverns. This
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
). Challenge Rating. An NPC built for combat needs a challenge rating. Use the rules in chapter 9 to determine the NPC’s challenge rating, just as you would for a monster you designed.
need an exhaustive list of equipment. An enemy meant to be faced in combat requires weapons and armor, plus any treasure the NPC carries (including magic items that might be used against the adventurers
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Action-Oriented Creatures The solo and leader creatures presented in this book are designed to be bosses: enemies who can take on an entire party by themselves or with a handful of underlings. Rather
dominate the battlefield. These actions make the boss creatures dynamic and formidable. Whether fought as an exciting solo challenge or alongside a few easy-to-run underlings, action-oriented creatures challenge the characters with dramatic and powerful actions in combat.
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Minions A minion is a weak foe, designed to allow GMs to create dramatic combat encounters with hordes of enemies without overwhelming the characters. In fact, an encounter with minions makes
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Level 5: Wyllowwood Wyllowwood is designed for four 8th-level characters. Those who defeat the monsters on this level should gain enough XP to reach 9th level. In some cases, defeating a monster can
be accomplished without slaying it. If the characters strike a truce with a creature, award them XP as if they had defeated it in combat. The characters will most likely arrive here by way of the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Using the Adventures The Heist Adventures table summarizes the adventures in this anthology. Each adventure is designed for four to six characters of a particular level and adheres to the following
progress beyond the main adventure. These short adventures work best with players who enjoy the heist genre. In addition to thrills, drama, strategizing, and twists, each adventure includes opportunities for exploration, roleplaying, and combat.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, a combat encounter could open with a tense negotiation designed to appeal to players who enjoy social interaction. Step 5. Skim the encounters you flagged as possible. Two-Hour Preparation With
. Gather any maps you’ll need for the definite and possible encounters, then focus the remainder of your prep time on the definite encounters, as outlined below. For combat encounters, review the monsters
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
areas for the characters to explore or areas where combat is likely to occur. These maps are designed to be easily reproduced on graph paper, a wet-erase mat, or some other surface to help the players
visualize locations and devise combat strategies. You can alter a map’s features as you see fit. On interior maps, an arrow on a slope or staircase points in the ascending direction. When elevation
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Gather any maps you’ll need for the definite and possible encounters, then focus the remainder of your prep time on the definite encounters, as outlined below. For combat encounters, review the monsters
encounter. Step 4. Consider how each definite encounter relates to the players’ motivations. Think about elements you can add to interest them. For example, a combat encounter could open with a tense
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Wildspace Battle As your ship steers clear of the asteroids, another ship appears. Its sleek frame is painted in a wild shade of pink and is designed to resemble an immense squid. Starlight reflects
: 20 tons Hit Points: 300 Crew: 13 Damage Threshold: 15 Keel/Beam: 250 ft./25 ft. Speed: Fly 30 ft. (3½ mph) Cost: 25,000 gp Using Roles in Combat During each round of combat, a ship has its own turn
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Fighting the Reavers At the start of combat, place two astral reavers (bandits) at the edge of the forecastle area. Don’t roll initiative for these enemies. Instead, all reavers act at the end of the
help identify specific reavers in combat. When you’ve played two full rounds of combat, proceed to the “End Simulation” section below. Battle Events d20 Event 1–12 A new astral reaver (bandit) jumps
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Adventure Synopsis During their trip through the Sunless Citadel, characters deal with monstrous threats and ancient traps, as well as warring tribes of kobolds and goblins. The adventure is designed
themselves the owners of the place. They defend themselves aggressively against intrusion, making it difficult to avoid combat with them. Hidden Grove. Eventually, the characters discover the lower level of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Using the Adventures The Journeys through the Radiant Citadel table summarizes the adventures in this anthology. Each adventure is designed for four to six characters of a particular level, but you
with players who like exploring new lands and finding clever solutions to complex challenges. That said, each adventure contains opportunities for exploration, roleplaying, and combat to appeal to players of all persuasions.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Using the Adventures The Candlekeep Mysteries table summarizes the adventures in this anthology. Each adventure is designed for four to six characters of a particular level, but you can adjust it for
said, each adventure contains opportunities for exploration, roleplaying, and combat, to appeal to players of all persuasions.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Ship-to-Ship Combat The following rules are designed to make ship-to-ship combat simple yet exciting. Starting Distance At the start of an engagement, the DM decides how far a ship is from its
mangonels being the most common. Such weapons are slow to load and fire. Player characters are almost always better off using their own weapons and spells in ship-to-ship combat, reserving shipboard
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
based on the purpose for which it was designed. A juggernaut warrior is a massive brute with a heavy steel frame, while a skirmisher can be crafted from wood and light mithral to grant it lithe and
humanoids. A warforged can focus its mind on its body as it rests, adjusting its shape and form to assume one of a few defensive postures. A warforged who expects heavy combat might focus on durability, while during a time of peace they might be content to adopt a lighter, less aggressive form.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Tracking Initiative The following sections describe different methods for keeping track of who goes when in combat. Hidden List You can track Initiative on a list your players can’t see using any of
your DM screen A virtual tabletop program you’re using or a group text chat Magnets, clothespins, or an accessory designed to represent the Initiative order spatially An open list makes everyone
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, adventures in a shared campaign are designed to take either 2 hours or 4 hours. In each hour of play, assume the characters can complete the following: Three or four simple combat encounters, or one or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
apprentices. They attack intruders on sight, bombarding them with fireball spells in the first round of combat. The flameskulls pursue intruders that flee, using their mage hand spells to open doors
creature in its reflective outer surface. The shield can trap only one creature at a time. Whenever it traps a new creature, the shield releases its current prisoner, which appears in an unoccupied space as
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Running Combat This section builds on the combat rules in Playing the Game and offers tips for keeping the game running smoothly when a fight breaks out. Rolling Initiative Combat starts when—and
Paladin friend and roll Initiative to regain expended uses of Rage. In any situation where a character’s actions initiate combat, you can give the acting character Advantage on their Initiative roll
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
to resemble an oversized jack-in-the-box.
The staircase ends after 20 feet at a landing outside area L8. Each small house is designed to hold one of Granny Nightshade’s tin soldiers. When the
) suit of animated armor with 27 (6d6 + 6) hit points. The tin soldiers burst from their small houses and march forth if they hear combat in this room or an adjoining area, or if Skabatha or Pincushion
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the vulnerable and the defenseless. Many members adhere to a tradition of getting a ritual scar or tattoo after each successful deployment, designed to represent a pivotal moment in that quest. The
hundreds of deployments to the most dangerous situations across the founding civilizations and beyond. He is a master of the Dayawlongon martial art of eskrima and favors a pair of shortswords in combat
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
the vulnerable and the defenseless. Many members adhere to a tradition of getting a ritual scar or tattoo after each successful deployment, designed to represent a pivotal moment in that quest. The
hundreds of deployments to the most dangerous situations across the founding civilizations and beyond. He is a master of the Dayawlongon martial art of eskrima and favors a pair of shortswords in combat






