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Returning 35 results for 'bestial being diffusing combat rush'.
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Spells
Player’s Handbook
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land
Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal
Monsters
Mordenkainen's Fiendish Folio Volume 1
speak to and understand rat;rats and giant rat;giant rats.
Swarming Rush. A jermlaine adds 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Swarming Rush"} to its weapon damage rolls while
creatures. They are acutely aware that their small size and weakness in combat makes them prey for countless Underdark creatures. This anger and resentment is channeled into vengeful scheming against
Summon Beast
Legacy
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Spells
Tasha’s Cauldron of Everything
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an
drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Outdoor Patrol If the party lingers outside the lodge or explores the woods nearby, it finds company. Those with a passive Wisdom (Perception) score of 12 or higher are not surprised by the rush of a
group of two trolls and three ambush drakes (see appendix D for Statistics) that has been wandering the area. The combat alerts Talis that she has company. The trolls serve as the lodge’s bouncers, and anyone who is not expected is eaten.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Outdoor Patrol If the party lingers outside the lodge or explores the woods nearby, it finds company. Those with a passive Wisdom (Perception) score of 12 or higher are not surprised by the rush of a
group of two trolls and three ambush drakes (see appendix D for statistics) that has been wandering the area. The combat alerts Talis that she has company. The trolls serve as the lodge’s bouncers, and anyone who is not expected is eaten.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Outdoor Patrol If the party lingers outside the lodge or explores the woods nearby, it finds company. Those with a passive Wisdom (Perception) score of 12 or higher are not surprised by the rush of a
group of two trolls and three ambush drakes (see appendix D for statistics) that has been wandering the area. The combat alerts Talis that she has company. The trolls serve as the lodge’s bouncers, and anyone who is not expected is eaten.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Outdoor Patrol If the party lingers outside the lodge or explores the woods nearby, it finds company. Those with a passive Wisdom (Perception) score of 12 or higher are not surprised by the rush of a
group of two trolls and three ambush drakes (see appendix D for statistics) that has been wandering the area. The combat alerts Talis that she has company. The trolls serve as the lodge’s bouncers, and anyone who is not expected is eaten.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Outdoor Patrol If the party lingers outside the lodge or explores the woods nearby, it finds company. Those with a passive Wisdom (Perception) score of 12 or higher are not surprised by the rush of a
group of two trolls and three ambush drakes (see appendix D for Statistics) that has been wandering the area. The combat alerts Talis that she has company. The trolls serve as the lodge’s bouncers, and anyone who is not expected is eaten.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Outdoor Patrol If the party lingers outside the lodge or explores the woods nearby, it finds company. Those with a passive Wisdom (Perception) score of 12 or higher are not surprised by the rush of a
group of two trolls and three ambush drakes (see appendix D for Statistics) that has been wandering the area. The combat alerts Talis that she has company. The trolls serve as the lodge’s bouncers, and anyone who is not expected is eaten.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
: Concentration, up to 1 hour You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell
disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
: Concentration, up to 1 hour
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose
disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
: Concentration, up to 1 hour You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell
disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
: Concentration, up to 1 hour You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell
disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
: Concentration, up to 1 hour
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose
disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
: Concentration, up to 1 hour
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose
disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
rather than having incarnations rejoin the party on their own. Incarnations have no memory of how they came to be wherever they’re found. If a character dies during combat, their next incarnation shouldn’t
appear until after the combat encounter ends. Threatening the Unkillable When a glitch character dies, they return as another incarnation. Let characters enjoy their unique situation. If a character
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
rather than having incarnations rejoin the party on their own. Incarnations have no memory of how they came to be wherever they’re found. If a character dies during combat, their next incarnation shouldn’t
appear until after the combat encounter ends. Threatening the Unkillable When a glitch character dies, they return as another incarnation. Let characters enjoy their unique situation. If a character
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
rather than having incarnations rejoin the party on their own. Incarnations have no memory of how they came to be wherever they’re found. If a character dies during combat, their next incarnation shouldn’t
appear until after the combat encounter ends. Threatening the Unkillable When a glitch character dies, they return as another incarnation. Let characters enjoy their unique situation. If a character
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to
Compendium
- Sources->Dungeons & Dragons->Stranger Things
Notes to Myself (as Dungeon Master) We should be able to finish this story in one night (maybe a long weekend if Dustin really gets caught up in the roleplaying), but don’t rush it. As long as
right or being perfect as a DM (that’s short for Dungeon Master). Just relax, let things happen naturally, and enjoy playing the game. If things get confusing — especially in combat — do what seems
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
natural cavern is a stone double door that is partly open. Bestial, high-pitched laughter echoes within.
The gnolls rigged the door with a makeshift alarm. Door Alarm. This simple alarm consists of
cackle as they rush to dispatch intruders. J2: Junk Pile The center of this chamber’s floor is piled with loose junk—broken ceremonial implements, rusty candlestick holders, and rotten rags.
The gnolls
Compendium
- Sources->Dungeons & Dragons->Stranger Things
Notes to Myself (as Dungeon Master) We should be able to finish this story in one night (maybe a long weekend if Dustin really gets caught up in the roleplaying), but don’t rush it. As long as
right or being perfect as a DM (that’s short for Dungeon Master). Just relax, let things happen naturally, and enjoy playing the game. If things get confusing — especially in combat — do what seems
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
natural cavern is a stone double door that is partly open. Bestial, high-pitched laughter echoes within.
The gnolls rigged the door with a makeshift alarm. Door Alarm. This simple alarm consists of
cackle as they rush to dispatch intruders. J2: Junk Pile The center of this chamber’s floor is piled with loose junk—broken ceremonial implements, rusty candlestick holders, and rotten rags.
The gnolls
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
natural cavern is a stone double door that is partly open. Bestial, high-pitched laughter echoes within.
The gnolls rigged the door with a makeshift alarm. Door Alarm. This simple alarm consists of
cackle as they rush to dispatch intruders. J2: Junk Pile The center of this chamber’s floor is piled with loose junk—broken ceremonial implements, rusty candlestick holders, and rotten rags.
The gnolls
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to
Compendium
- Sources->Dungeons & Dragons->Stranger Things
Notes to Myself (as Dungeon Master) We should be able to finish this story in one night (maybe a long weekend if Dustin really gets caught up in the roleplaying), but don’t rush it. As long as
right or being perfect as a DM (that’s short for Dungeon Master). Just relax, let things happen naturally, and enjoy playing the game. If things get confusing — especially in combat — do what seems
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Survivors’ Response The survivors in the abbey provide many potential social interactions and combat encounters. Use the following guidelines to decide how the survivors react to the characters
’ actions. Hostile If the characters enter the abbey with swords drawn and spells blazing, the survivors believe the pirates have returned and mount a solid defense. Once combat begins, the survivors
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Survivors’ Response The survivors in the abbey provide many potential social interactions and combat encounters. Use the following guidelines to decide how the survivors react to the characters
’ actions. Hostile If the characters enter the abbey with swords drawn and spells blazing, the survivors believe the pirates have returned and mount a solid defense. Once combat begins, the survivors
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Survivors’ Response The survivors in the abbey provide many potential social interactions and combat encounters. Use the following guidelines to decide how the survivors react to the characters
’ actions. Hostile If the characters enter the abbey with swords drawn and spells blazing, the survivors believe the pirates have returned and mount a solid defense. Once combat begins, the survivors
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
surrounding cavern (area 25) rush to attack, in addition to Chipgrin and his two giant rats. Chipgrin orders his fellow wererats to take down clerics first, then any other spellcasters, and to keep
their cousins living outside Blingdenstone (see “Blingdenstone Outskirts”). However, they are unaffected by it themselves, given their bestial natures. Chipgrin doesn’t know about demon lords, but
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
surrounding cavern (area 25) rush to attack, in addition to Chipgrin and his two giant rats. Chipgrin orders his fellow wererats to take down clerics first, then any other spellcasters, and to keep
their cousins living outside Blingdenstone (see “Blingdenstone Outskirts”). However, they are unaffected by it themselves, given their bestial natures. Chipgrin doesn’t know about demon lords, but






