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Returning 35 results for 'both brutal diffusing contract round'.
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Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Improvement 4 +2 3 9 +4 Brutal Strike 4 +3 3 10 +4 Subclass feature 4 +3 4 11 +4 Relentless Rage 4 +3 4 12 +4 Ability Score Improvement 5 +3 4 13 +5 Improved Brutal Strike 5 +3 4 14 +5 Subclass feature
5 +3 4 15 +5 Persistent Rage 5 +3 4 16 +5 Ability Score Improvement 5 +4 4 17 +6 Improved Brutal Strike 6 +4 4 18 +6 Indomitable Might 6 +4 4 19 +6 Epic Boon 6 +4 4 20 +6 Primal Champion 6 +4 4 Level
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
anything to extend it from round to round. Your Rage ends early if you have the Unconscious condition (not just the Incapacitated condition) or don Heavy armor. Level 17: Improved Brutal Strike The
Improvement 4 +2 3 9 +4 Brutal Strike 4 +3 3 10 +4 Subclass feature 4 +3 4 11 +4 Relentless Rage 4 +3 4 12 +4 Ability Score Improvement 5 +3 4 13 +5 Improved Brutal Strike 5 +3 4 14 +5 Subclass feature
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Improvement 4 +2 3 9 +4 Brutal Strike 4 +3 3 10 +4 Subclass feature 4 +3 4 11 +4 Relentless Rage 4 +3 4 12 +4 Ability Score Improvement 5 +3 4 13 +5 Improved Brutal Strike 5 +3 4 14 +5 Subclass feature
5 +3 4 15 +5 Persistent Rage 5 +3 4 16 +5 Ability Score Improvement 5 +4 4 17 +6 Improved Brutal Strike 6 +4 4 18 +6 Indomitable Might 6 +4 4 19 +6 Epic Boon 6 +4 4 20 +6 Primal Champion 6 +4 4 Level
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
anything to extend it from round to round. Your Rage ends early if you have the Unconscious condition (not just the Incapacitated condition) or don Heavy armor. Level 17: Improved Brutal Strike The
Improvement 4 +2 3 9 +4 Brutal Strike 4 +3 3 10 +4 Subclass feature 4 +3 4 11 +4 Relentless Rage 4 +3 4 12 +4 Ability Score Improvement 5 +3 4 13 +5 Improved Brutal Strike 5 +3 4 14 +5 Subclass feature
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
anything to extend it from round to round. Your Rage ends early if you have the Unconscious condition (not just the Incapacitated condition) or don Heavy armor. Level 17: Improved Brutal Strike The
Improvement 4 +2 3 9 +4 Brutal Strike 4 +3 3 10 +4 Subclass feature 4 +3 4 11 +4 Relentless Rage 4 +3 4 12 +4 Ability Score Improvement 5 +3 4 13 +5 Improved Brutal Strike 5 +3 4 14 +5 Subclass feature
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Improvement 4 +2 3 9 +4 Brutal Strike 4 +3 3 10 +4 Subclass feature 4 +3 4 11 +4 Relentless Rage 4 +3 4 12 +4 Ability Score Improvement 5 +3 4 13 +5 Improved Brutal Strike 5 +3 4 14 +5 Subclass feature
5 +3 4 15 +5 Persistent Rage 5 +3 4 16 +5 Ability Score Improvement 5 +4 4 17 +6 Improved Brutal Strike 6 +4 4 18 +6 Indomitable Might 6 +4 4 19 +6 Epic Boon 6 +4 4 20 +6 Primal Champion 6 +4 4 Level
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Adventure Summary The adventure likely unfolds in the following sequence. The characters meet with the mariners’ guild and accept the contract to make Abbey Isle safe for the construction of a new
sending them on their way. The characters explore the island, dealing with horrifying undead, surviving clergy, brutal mercenaries, and living constructs in trapped tunnels. Once they have cleared the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Adventure Summary The adventure likely unfolds in the following sequence. The characters meet with the mariners’ guild and accept the contract to make Abbey Isle safe for the construction of a new
sending them on their way. The characters explore the island, dealing with horrifying undead, surviving clergy, brutal mercenaries, and living constructs in trapped tunnels. Once they have cleared the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Adventure Summary The adventure likely unfolds in the following sequence. The characters meet with the mariners’ guild and accept the contract to make Abbey Isle safe for the construction of a new
sending them on their way. The characters explore the island, dealing with horrifying undead, surviving clergy, brutal mercenaries, and living constructs in trapped tunnels. Once they have cleared the
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Initiative. Each round on Initiative Count 10 (losing Initiative ties), the scrolls fold themselves into weapons and deliver brutal paper cuts. Each character must succeed on a DC 10 Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
merrenoloths can be coaxed away from the Lower Planes to captain other vessels, affording those ships and crews the same protection. Whenever a merrenoloth takes on a contract to captain a ship, it bonds
same effect two rounds in a row: The ship regains 22 (4d10) hit points. A strong wind propels the ship, increasing its speed by 30 feet until initiative count 20 on the next round. The air within 60
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Initiative. Each round on Initiative Count 10 (losing Initiative ties), the scrolls fold themselves into weapons and deliver brutal paper cuts. Each character must succeed on a DC 10 Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Initiative. Each round on Initiative Count 10 (losing Initiative ties), the scrolls fold themselves into weapons and deliver brutal paper cuts. Each character must succeed on a DC 10 Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
merrenoloths can be coaxed away from the Lower Planes to captain other vessels, affording those ships and crews the same protection. Whenever a merrenoloth takes on a contract to captain a ship, it bonds
same effect two rounds in a row: The ship regains 22 (4d10) hit points. A strong wind propels the ship, increasing its speed by 30 feet until initiative count 20 on the next round. The air within 60
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
merrenoloths can be coaxed away from the Lower Planes to captain other vessels, affording those ships and crews the same protection. Whenever a merrenoloth takes on a contract to captain a ship, it bonds
same effect two rounds in a row: The ship regains 22 (4d10) hit points. A strong wind propels the ship, increasing its speed by 30 feet until initiative count 20 on the next round. The air within 60
Compendium
- Sources->Dungeons & Dragons->Monster Manual
magical effects.
Siege Monster. The goristro deals double damage to objects and structures.
Actions
Multiattack. The goristro makes one Brutal Gore attack and two Slam attacks.
Brutal Gore
spell on the weapon.
The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round.
Actions
Pseudopod. Melee Attack Roll: +3, reach 5 ft. Hit: 10 (2d8 + 1) Acid damage. Nonmagical armor
Compendium
- Sources->Dungeons & Dragons->Monster Manual
magical effects.
Siege Monster. The goristro deals double damage to objects and structures.
Actions
Multiattack. The goristro makes one Brutal Gore attack and two Slam attacks.
Brutal Gore
spell on the weapon.
The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round.
Actions
Pseudopod. Melee Attack Roll: +3, reach 5 ft. Hit: 10 (2d8 + 1) Acid damage. Nonmagical armor
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
sits nearby.
If the castle alarms have not sounded, the characters gain a surprise round. The two stone giants, Wiglof and Hulda, are guests of the cloud giant. They are worried that Blagothkus’s
. Hulda is Wiglof’s companion and bodyguard, and any hostility directed at her or Wiglof is met with brutal force. The stone giants know that the flying castle is controlled from a steering tower (area
Compendium
- Sources->Dungeons & Dragons->Monster Manual
magical effects.
Siege Monster. The goristro deals double damage to objects and structures.
Actions
Multiattack. The goristro makes one Brutal Gore attack and two Slam attacks.
Brutal Gore
spell on the weapon.
The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round.
Actions
Pseudopod. Melee Attack Roll: +3, reach 5 ft. Hit: 10 (2d8 + 1) Acid damage. Nonmagical armor
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
sits nearby. If the castle alarms have not sounded, the characters gain a surprise round. The two stone giants, Wiglof and Hulda, are guests of the cloud giant. They are worried that Blagothkus’s
Wiglof’s companion and bodyguard, and any hostility directed at her or Wiglof is met with brutal force. The stone giants know that the flying castle is controlled from a steering tower (area 19
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Chapter 6: Bestiary At Mordenkainen’s side, I thought of giants as a brutal menace threatening the very existence of the world I knew. Diancastra showed me just how small that world was. My eyes have
Air, a fire giant of Evil Fire, a frost giant of Evil Water, and a stone giant of Evil Earth. The fomorian deep crawler and the storm herald—a storm giant transformed into a monstrous Aberration—round
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Chapter 6: Bestiary At Mordenkainen’s side, I thought of giants as a brutal menace threatening the very existence of the world I knew. Diancastra showed me just how small that world was. My eyes have
Air, a fire giant of Evil Fire, a frost giant of Evil Water, and a stone giant of Evil Earth. The fomorian deep crawler and the storm herald—a storm giant transformed into a monstrous Aberration—round
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
sits nearby.
If the castle alarms have not sounded, the characters gain a surprise round. The two stone giants, Wiglof and Hulda, are guests of the cloud giant. They are worried that Blagothkus’s
. Hulda is Wiglof’s companion and bodyguard, and any hostility directed at her or Wiglof is met with brutal force. The stone giants know that the flying castle is controlled from a steering tower (area
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
sits nearby. If the castle alarms have not sounded, the characters gain a surprise round. The two stone giants, Wiglof and Hulda, are guests of the cloud giant. They are worried that Blagothkus’s
Wiglof’s companion and bodyguard, and any hostility directed at her or Wiglof is met with brutal force. The stone giants know that the flying castle is controlled from a steering tower (area 19
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
sits nearby. If the castle alarms have not sounded, the characters gain a surprise round. The two stone giants, Wiglof and Hulda, are guests of the cloud giant. They are worried that Blagothkus’s
Wiglof’s companion and bodyguard, and any hostility directed at her or Wiglof is met with brutal force. The stone giants know that the flying castle is controlled from a steering tower (area 19
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
sits nearby.
If the castle alarms have not sounded, the characters gain a surprise round. The two stone giants, Wiglof and Hulda, are guests of the cloud giant. They are worried that Blagothkus’s
. Hulda is Wiglof’s companion and bodyguard, and any hostility directed at her or Wiglof is met with brutal force. The stone giants know that the flying castle is controlled from a steering tower (area
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Chapter 6: Bestiary At Mordenkainen’s side, I thought of giants as a brutal menace threatening the very existence of the world I knew. Diancastra showed me just how small that world was. My eyes have
Air, a fire giant of Evil Fire, a frost giant of Evil Water, and a stone giant of Evil Earth. The fomorian deep crawler and the storm herald—a storm giant transformed into a monstrous Aberration—round
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the Dessarin Valley to discover the cult broken. The cloud giant believes the air cultists were defeated because they were weak, so he imposes a brutal regime of self-denial and atonement on surviving
part of the camp but don’t join the fray until their turns during the fourth round. Roleplaying Haayon. If the characters approach peacefully and with a plausible story, Haayon is willing to hear them
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the Dessarin Valley to discover the cult broken. The cloud giant believes the air cultists were defeated because they were weak, so he imposes a brutal regime of self-denial and atonement on surviving
part of the camp but don’t join the fray until their turns during the fourth round. Roleplaying Haayon. If the characters approach peacefully and with a plausible story, Haayon is willing to hear them
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the Dessarin Valley to discover the cult broken. The cloud giant believes the air cultists were defeated because they were weak, so he imposes a brutal regime of self-denial and atonement on surviving
part of the camp but don’t join the fray until their turns during the fourth round. Roleplaying Haayon. If the characters approach peacefully and with a plausible story, Haayon is willing to hear them
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
another pillar each round thereafter, until eight undead have appeared. The undead don’t leave the room. Pillars of Shadow. The pillars here are imbued with necromancy magic. An undead creature that
footlockers that hold worthless personal possessions. Any commotion in the area, or the sounding of the gong, alerts those in the cells. The Red Wizard emerges 1 round later, and the Thayan apprentice comes out
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
another pillar each round thereafter, until eight undead have appeared. The undead don’t leave the room. Pillars of Shadow. The pillars here are imbued with necromancy magic. An undead creature that
footlockers that hold worthless personal possessions. Any commotion in the area, or the sounding of the gong, alerts those in the cells. The Red Wizard emerges 1 round later, and the Thayan apprentice comes out
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. The Social Contract of Adventures You must provide reasonably appealing reasons for characters to undertake the adventures you prepare. In exchange, the players should go along with those hooks
6-second combat round. The Game Is Not an Economy. The rules of the game aren’t intended to model a realistic economy, and players who look for loopholes that let them generate infinite wealth using
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
another pillar each round thereafter, until eight undead have appeared. The undead don’t leave the room. Pillars of Shadow. The pillars here are imbued with necromancy magic. An undead creature that
footlockers that hold worthless personal possessions. Any commotion in the area, or the sounding of the gong, alerts those in the cells. The Red Wizard emerges 1 round later, and the Thayan apprentice comes out
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. The Social Contract of Adventures You must provide reasonably appealing reasons for characters to undertake the adventures you prepare. (See “Draw In the Players” in chapter 4 for advice on this
Ready action facilitates heroic action; it doesn’t define the physical limitations of what can happen in a 6-second combat round. The Game Is Not an Economy. The rules of the game aren’t intended to






