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Returning 35 results for 'before boat device combat releases'.
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Magic Items
Forgotten Realms: Adventures in Faerûn
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
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
Magic Items
Forgotten Realms: Heroes of Faerûn
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
is wound again.
Flying Wonder (Common). An activated flying wonderuses the Flying Wonder stat block. The wonder is an ally to you and your allies. In combat, the wonder shares your Initiative count
Monsters
Fizban's Treasury of Dragons
Amphibious. The egg hunter can breathe air and water.
False Appearance. If the egg hunter is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature
necrotic damage dealt.
Torpor Spores (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Torpor Spores"}. The egg hunter releases a billow of sparkling blue spores. Each creature
Magic Items
Acquisitions Incorporated
Also at rank 2, you gain the use of an uncommon magic item taking the form of a pair of spectacles, a spyglass, a monocle, or any other device with one or two lenses. When you look through the
power of the lenses to gain accuracy in combat, gaining advantage on a weapon attack roll (no action required). If that attack hits, roll one additional weapon damage die. This property of the lenses can’t be used again until the next dawn.
Monsters
Fizban's Treasury of Dragons
False Appearance. If the scarab is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the scarab move or act, that creature must
lair.Scale Dust (1/Day). The scarab releases magical glittering dust from its wings. Each creature within 5 feet of the scarab must succeed on a DC 13 Dexterity saving throw or be outlined in blue light
Monsters
Fizban's Treasury of Dragons
False Appearance. If the swarm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the swarm move or act, that creature must
they move about the lair.Bludgeoning, Piercing, SlashingScale Dust (1/Day). The swarm releases magical glittering dust from its wings. Each creature within 10 feet of the swarm must succeed on a DC 13
Equipment
Combat
Utility
Whimsy
15
16
13
Gargoyle powder comes from ground-up dragon eggs that have been encased in ash from ancient eruptions. Grinding up these eggs releases the
Equipment
Combat
Utility
Whimsy
15
16
13
Bards speak of the mad druid Fennistrix, who had a penchant for petrification along with a bizarre alligator obsession that resulted in almost
rare nowadays to find a foot or a head, let alone an entire alligator, but even a small amount of it ground up releases some of Fennistrix’s potent magic.
Backgrounds
Ghosts of Saltmarsh
Wrestling. You fought in hand-to-hand combat with an immense lobster.
2
It Dragged the Boat. You nearly caught a fish of monstrous size that pulled your boat for miles.
3
Fins of Pure Gold
Monsters
Mordenkainen Presents: Monsters of the Multiverse
a failed save, or half as much damage on a successful one.
Skunk in a Cage. The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10
swarm disperses.
A kobold inventor builds improvised weapons to gain an advantage in combat. These weapons last for only one or two attacks before they break and typically work only for the inventor, but
Backgrounds
Ghosts of Saltmarsh
, you can automatically find a safe route to land a boat on shore, provided such a route exists.
HARDSHIP ENDURED
Hardship in your past has forged you into an unstoppable living weapon. This
who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries, but their combat experience also makes them excellent adventurers. Though they are self-reliant
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
action can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Commanding Spores. The dragon releases spores
"} psychic damage.
Tail. The dragon makes one Tail attack.
Spore Salvo (Costs 2 Actions). The dragon releases poisonous spores around a creature within 30 feet of it that it can see. The target must
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Commanding Spores. The dragon releases spores around a
damage.
Tail. The dragon makes one Tail attack.
Spore Salvo (Costs 2 Actions). The dragon releases poisonous spores around a creature within 30 feet of it that it can see. The target must succeed on
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
characters and any reasonable amount of equipment. Navigation and propulsion of the craft is handled by two members of the town guard (guards), who pilot the boat but do not disembark when the
characters reach their destination. (If the characters experienced Danger at Dunwater, this boat is of the same sort as the one they used in that adventure.) Upon arriving near the stronghold, the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Clever Beast When a roll on the Lake Events table indicates that the lake monster takes an interest in the characters, read: Ripples disrupt the surface of the lake, causing your boat to bob from
nearby boats. It swims to the bottom of the lake if attacked.
2 The plesiosaurus rams a boat from beneath. (If the characters have more than one boat, randomly determine which one the monster rams
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
begins its lengthy, tumultuous descent into the Underdark — a voyage no ordinary boat or raft can survive.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Symbol Paladins are mindful of the influence of symbols, and many of them adopt or design an artistic device that bears a distinctive image. Your symbol exemplifies the oath you have taken and
token that you carry concealed on your person. Symbols d6 Symbol 1 A dragon, emblematic of your nobility in peace and your ferocity in combat 2 A clenched fist, because you are always ready to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
road, headed toward Vogler. The adventure unfolds in one of two ways from here: With Mass Combat. If you are using the Dragonlance: Warriors of Krynn game along with this adventure, consult the
“Warriors of Krynn: Scenario 1” sidebar. Without Mass Combat. If you aren’t using the Dragonlance: Warriors of Krynn game, continue with the “Invasion of Vogler” section. WARRIORS OF KRYNN: SCENARIO 1
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
tended by a dragon or other creatures. If an egg hunter is discovered, it releases spores that make other creatures lethargic, allowing it to scurry to safety. If things turn dire, the egg hunter’s
hunter can breathe air and water.
False Appearance. If the egg hunter is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the egg
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
south of Firewatch Island and can be rowed or sailed to in about half an hour. The bay is 300 feet deep above the Pit of Hatred, and characters won’t be able to anchor a boat there unless they brought
they do so. See “Unusual Environments” in chapter 5 of the Dungeon Master’s Guide for information on underwater environments, and see “Underwater Combat” in chapter 9 of the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
and sneak up on them. Taking a boat downriver, landing, and sneaking back is also a viable option. The area atop the cliffs is wooded, but an open field lies below and behind the soldiers’ position
Keep sits the creation of the tinker gnome Than: a people-launching device called a gnomeflinger (described in appendix A). If using the gnomeflinger comes up, Becklin or Darrett suggests consulting with
Compendium
- Sources->Dungeons & Dragons->Rrakkma
combat-heavy nature of this adventure, it’s possible that it could take from six to eight hours to play. If running this at an event, you might consider playing this over the course of two four- hour time
slots, taking a break after the third combat encounter (most likely Area 7). If you’re running this adventure outside of an event, it is of course up to the DM and players to decide how best to break
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
have seen the ship, row ashore and pick the characters up (say in the cave below the haunted house), that takes 15 or 20 minutes. The characters then board the fishing boat, which is rowed out toward the
ship. The journey to the ship takes 30 minutes (20 minutes with more than two rowing), but if the boat is to approach the Sea Ghost from the seaward side, another 5 minutes should be added. The ship
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
False Appearance. If the swarm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the swarm move or act, that creature must
turn.
Bonus Actions
Scale Dust (1/Day). The swarm releases magical glittering dust from its wings. Each creature within 10 feet of the swarm must succeed on a DC 13 Dexterity saving throw or be
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
to investigate the boat, delaying that hero’s arrival in Grakenok. The dingy is doomed, but its lone sailor is easily saved. This precocious human commoner calls himself Kai and is impressed by whoever
want to sneak by the creature, they must succeed on a DC 10 group Dexterity (Stealth) check, or the monster notices them and attacks. If the characters engage the creature in combat, they’re delayed in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
pigs get slaughtered. Doomed pigs are picked up and taken to area 14 to die. The ettin and the bugbears prefer melee combat to ranged combat. If the bugbears are subjected to ranged attacks, they use
the pigs as cover. If the ettin is taking damage and has no enemies to attack, it retreats to its den (area 11) and releases the boars there.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the scarab move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to
rolls until the start of its next turn.
Bonus Actions
Scale Dust (1/Day). The scarab releases magical glittering dust from its wings. Each creature within 5 feet of the scarab must succeed on a DC
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
.
Dukha explains this is where he met the riverine Tinjhorna. He moors the boat amid the islands opposite the falls so the group can attempt to call upon the riverine—and to keep it safe in case the spirit
proves hostile. As Dukha ties up the boat, characters who succeed on a DC 14 Wisdom (Perception) check notice several pairs of green, feline eyes watching from amid the island’s foliage. Upon being
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Use Magic Device By 13th level, you have learned enough about the workings of magic that you
become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Use Magic Device By 13th level, you have learned enough about the workings of magic that
, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
edge of the castle yard leads down to the boat basin and landing. Carved into the bluff is a 20-foot-long staircase. Random Encounters. Characters lingering in the castle yard are likely to encounter
through their first turn of any combat that takes place here, then awaken and arm themselves during their second turn. Development If the characters convince Grimjaw that they are here to join up, they
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
stops being surprised at the end of its first turn in combat. Does the Thief’s Use Magic Device feature allow them to use spell scrolls? Yes. The intent is that a Thief can use spell scrolls with Use
Magic Device. Can a Thief use Fast Hands to use or apply poisons? Yes. Administering poison uses the Use an Object action.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Arclight Phoenix An arclight phoenix is variously said to be a byproduct of a lightning strike on an aviary, a mishap in an effort to create a translocation device, or a successful attempt to create
hatches, the egg releases a new arclight phoenix that appears in the egg’s space.
Actions
Arclight Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 27 (6d8) lightning damage
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
remains on their boat, refusing to take part in combat but willing to observe and offer advice. What He Knows Major Ursa, as a member of the mariners’ guild, is invested in the party’s success. He offers
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
contains a small, unpainted miniature figure representing each character. Each figure is a tiny clockwork device. If painted and kept on hand, the figures secretly animate to help the characters with
one of Moghadam’s magical passes. In combat, it uses the implements it holds as weapons. Use the statistics for the girallon’s claw attack, but a hammer attack deals bludgeoning damage and a chisel






