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Returning 35 results for 'both behave diffusing consult remaining'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
of its hit points remaining, the swarm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: command
ordinary rats and behave as such. If enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm’s
Monsters
Curse of Strahd
against other members of the adventuring party.
The Vampire’s Minions
Whenever Strahd appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult
, provided it has at least 1 hit point remaining. Strahd can, as a bonus action on his turn, break his link to the Heart of Sorrow so that it no longer absorbs damage dealt to him. Strahd can
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, begin tracking how much time the characters spend in the temple. At the end of each hour, roll percentile dice and consult the Temple Reinforcements table to see what else arrives. Reinforcements enter
the temple from area 1 or 23 and behave as you desire.
The temple is a living community. Outside combat, inhabitants move between chambers, feed, wash, rest, and engage in all the villainous deceptions of yuan-ti life. You can use the Temple Reinforcements table to simulate this.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, begin tracking how much time the characters spend in the temple. At the end of each hour, roll percentile dice and consult the Temple Reinforcements table to see what else arrives. Reinforcements enter
the temple from area 1 or 23 and behave as you desire.
The temple is a living community. Outside combat, inhabitants move between chambers, feed, wash, rest, and engage in all the villainous deceptions of yuan-ti life. You can use the Temple Reinforcements table to simulate this.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, begin tracking how much time the characters spend in the temple. At the end of each hour, roll percentile dice and consult the Temple Reinforcements table to see what else arrives. Reinforcements enter
the temple from area 1 or 23 and behave as you desire.
The temple is a living community. Outside combat, inhabitants move between chambers, feed, wash, rest, and engage in all the villainous deceptions of yuan-ti life. You can use the Temple Reinforcements table to simulate this.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Combat. If you are using the Dragonlance: Warriors of Krynn game along with this adventure, consult the “Warriors of Krynn: Scenario 12” sidebar. Without Mass Combat. If you aren’t using the Dragonlance
remaining Dragon Army forces from the field. Run scenario 12 from Dragonlance: Warriors of Krynn to represent this final conflict.
If the characters attain a win or hold during this scenario, Darrett
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Combat. If you are using the Dragonlance: Warriors of Krynn game along with this adventure, consult the “Warriors of Krynn: Scenario 12” sidebar. Without Mass Combat. If you aren’t using the Dragonlance
remaining Dragon Army forces from the field. Run scenario 12 from Dragonlance: Warriors of Krynn to represent this final conflict.
If the characters attain a win or hold during this scenario, Darrett
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Combat. If you are using the Dragonlance: Warriors of Krynn game along with this adventure, consult the “Warriors of Krynn: Scenario 12” sidebar. Without Mass Combat. If you aren’t using the Dragonlance
remaining Dragon Army forces from the field. Run scenario 12 from Dragonlance: Warriors of Krynn to represent this final conflict.
If the characters attain a win or hold during this scenario, Darrett
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
To the Coast The journey to Dread Wolf Cove takes five days—fewer if the characters have Clystran’s guidance or other methods of conveyance. Consult the “Movement in the Wastes” section in chapter 5
to the ground 30 feet from the characters. It has 4 hit points remaining and is restrained by a net. The three Dragon Army officers and their Dragon Army dragonnels (see appendix B for both stat
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
To the Coast The journey to Dread Wolf Cove takes five days—fewer if the characters have Clystran’s guidance or other methods of conveyance. Consult the “Movement in the Wastes” section in chapter 5
to the ground 30 feet from the characters. It has 4 hit points remaining and is restrained by a net. The three Dragon Army officers and their Dragon Army dragonnels (see appendix B for both stat
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
To the Coast The journey to Dread Wolf Cove takes five days—fewer if the characters have Clystran’s guidance or other methods of conveyance. Consult the “Movement in the Wastes” section in chapter 5
to the ground 30 feet from the characters. It has 4 hit points remaining and is restrained by a net. The three Dragon Army officers and their Dragon Army dragonnels (see appendix B for both stat
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
for even a short rest before taking on the main challenge of this encounter — a fight with the sole remaining demon lord. Demon Sortie Rampaging lesser demons discover one or more of the characters
of the remaining demon lords. If there aren’t enough demon lords for all the players, you can use balors or other powerful demons to round out their numbers.
The players control the demons in their
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
encounters instead of using the tables in chapter 2. Once every hour, roll a d20 and consult the table to determine what, if anything, the party encounters. Drow Defenses d20 Encounter 1–10 No
drow fighting a hezrou demon. The hezrou has 2d10 + 45 hit points remaining, while each drow has 2d6 hit points remaining. The drow elite warrior isn’t wounded. Without interference, the drow slay the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
for even a short rest before taking on the main challenge of this encounter — a fight with the sole remaining demon lord. Demon Sortie Rampaging lesser demons discover one or more of the characters
of the remaining demon lords. If there aren’t enough demon lords for all the players, you can use balors or other powerful demons to round out their numbers.
The players control the demons in their
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. For every hour that passes during the characters’ exploration, there is a chance that other creatures pay a visit to Deadstone Cleft. At the end of each hour, roll d100 and consult the Deadstone Cleft
Reinforcements table to determine what comes knocking. Reinforcements enter through area 1. How these creatures behave is up to you and should depend on the state of affairs at Deadstone Cleft when
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
sporadically. You can stage an encounter with Tekeli-li anywhere you like. If you’re not sure where it might be or how it should behave, roll a d6 and consult the Tekeli-li’s Location table. The table determines
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
sporadically. You can stage an encounter with Tekeli-li anywhere you like. If you’re not sure where it might be or how it should behave, roll a d6 and consult the Tekeli-li’s Location table. The table determines
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
sporadically. You can stage an encounter with Tekeli-li anywhere you like. If you’re not sure where it might be or how it should behave, roll a d6 and consult the Tekeli-li’s Location table. The table determines
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
encounters instead of using the tables in chapter 2. Once every hour, roll a d20 and consult the table to determine what, if anything, the party encounters. Drow Defenses d20 Encounter 1–10 No
drow fighting a hezrou demon. The hezrou has 2d10 + 45 hit points remaining, while each drow has 2d6 hit points remaining. The drow elite warrior isn’t wounded. Without interference, the drow slay the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. For every hour that passes during the characters’ exploration, there is a chance that other creatures pay a visit to Deadstone Cleft. At the end of each hour, roll d100 and consult the Deadstone Cleft
Reinforcements table to determine what comes knocking. Reinforcements enter through area 1. How these creatures behave is up to you and should depend on the state of affairs at Deadstone Cleft when
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
for even a short rest before taking on the main challenge of this encounter — a fight with the sole remaining demon lord. Demon Sortie Rampaging lesser demons discover one or more of the characters
of the remaining demon lords. If there aren’t enough demon lords for all the players, you can use balors or other powerful demons to round out their numbers.
The players control the demons in their
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
encounters instead of using the tables in chapter 2. Once every hour, roll a d20 and consult the table to determine what, if anything, the party encounters. Drow Defenses d20 Encounter 1–10 No
drow fighting a hezrou demon. The hezrou has 2d10 + 45 hit points remaining, while each drow has 2d6 hit points remaining. The drow elite warrior isn’t wounded. Without interference, the drow slay the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. For every hour that passes during the characters’ exploration, there is a chance that other creatures pay a visit to Deadstone Cleft. At the end of each hour, roll d100 and consult the Deadstone Cleft
Reinforcements table to determine what comes knocking. Reinforcements enter through area 1. How these creatures behave is up to you and should depend on the state of affairs at Deadstone Cleft when
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Cranium Rats Mind flayers create cranium rats by bombarding rats with psionic energy. Cranium rats are somewhat smarter than ordinary rats and behave as such. If enough cranium rats come together to
.
Spellcasting (Psionics). As long as it has more than half of its hit points remaining, the swarm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Cranium Rats Mind flayers create cranium rats by bombarding normal rats with psionic energy. Evil Collectives. Cranium rats are no smarter than ordinary rats and behave as such. However, if enough
13). As long as it has more than half of its hit points remaining, the swarm can innately cast the following spells, requiring no components:
At will: command, comprehend languages, detect thoughts
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
flayers remaining under its rule, Extremiton has resorted to breeding a neothelid (see appendix A) and plans to set it loose in the Crystal Labyrinth to finally wipe out the githyanki force
ulitharid has initiated with random Waterdavians has provided it with plenty of information, but no firsthand knowledge of how city dwellers behave and react on a daily basis. In the heart of Seadeeps, the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Cranium Rats Mind flayers create cranium rats by bombarding rats with psionic energy. Cranium rats are somewhat smarter than ordinary rats and behave as such. If enough cranium rats come together to
.
Spellcasting (Psionics). As long as it has more than half of its hit points remaining, the swarm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
flayers remaining under its rule, Extremiton has resorted to breeding a neothelid (see appendix A) and plans to set it loose in the Crystal Labyrinth to finally wipe out the githyanki force
ulitharid has initiated with random Waterdavians has provided it with plenty of information, but no firsthand knowledge of how city dwellers behave and react on a daily basis. In the heart of Seadeeps, the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Cranium Rats Mind flayers create cranium rats by bombarding rats with psionic energy. Cranium rats are somewhat smarter than ordinary rats and behave as such. If enough cranium rats come together to
.
Spellcasting (Psionics). As long as it has more than half of its hit points remaining, the swarm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
flayers remaining under its rule, Extremiton has resorted to breeding a neothelid (see appendix A) and plans to set it loose in the Crystal Labyrinth to finally wipe out the githyanki force
ulitharid has initiated with random Waterdavians has provided it with plenty of information, but no firsthand knowledge of how city dwellers behave and react on a daily basis. In the heart of Seadeeps, the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Cranium Rats Mind flayers create cranium rats by bombarding normal rats with psionic energy. Evil Collectives. Cranium rats are no smarter than ordinary rats and behave as such. However, if enough
13). As long as it has more than half of its hit points remaining, the swarm can innately cast the following spells, requiring no components:
At will: command, comprehend languages, detect thoughts
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Cranium Rats Mind flayers create cranium rats by bombarding normal rats with psionic energy. Evil Collectives. Cranium rats are no smarter than ordinary rats and behave as such. However, if enough
13). As long as it has more than half of its hit points remaining, the swarm can innately cast the following spells, requiring no components:
At will: command, comprehend languages, detect thoughts
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to attempt the test. Doing so requires the creature to climb into the amphora while Antigonos holds it upright. After someone has entered the amphora, roll a d20 and consult the Test of the Amphora
minotaur respects their decision and wanders off dejectedly. Contending with Antigonos Broken King Antigonos is a minotaur with 38 hit points remaining and who has disadvantage on attack rolls due to his
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to attempt the test. Doing so requires the creature to climb into the amphora while Antigonos holds it upright. After someone has entered the amphora, roll a d20 and consult the Test of the Amphora
minotaur respects their decision and wanders off dejectedly. Contending with Antigonos Broken King Antigonos is a minotaur with 38 hit points remaining and who has disadvantage on attack rolls due to his
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to attempt the test. Doing so requires the creature to climb into the amphora while Antigonos holds it upright. After someone has entered the amphora, roll a d20 and consult the Test of the Amphora
minotaur respects their decision and wanders off dejectedly. Contending with Antigonos Broken King Antigonos is a minotaur with 38 hit points remaining and who has disadvantage on attack rolls due to his






