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                        Returning 19 results for 'close combatants'.
                    
                
                        
                            
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                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     the reach of melee combatants and spellcasters, or he flies away (using summoned wolf;wolves or swarm of bats;swarms of bats or swarm of rats;rats to guard his retreat).
Strahd observes the characters
                                                
                                            
                                                
                                                     close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Strahd chooses to end the effect, or until Strahd uses this lair action again
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Instructor Some fighters are natural-born combatants who have a talent for surviving in battle. Others learned the basics of their combat prowess in their formative years from spending time in a
                                                
                                            
                                                
                                                     fighting for oneâs life was practically an everyÂday occurrence. 5 Street Fighter. Your trainer excels at urban combat, combining close-quarters work with silence and efficiency. 6 Weapon Master. Your mentor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     positions with each passing day. About once every thousand years, the demons close in on the lower reaches of the Styx and portals leading deeper into the Hells. Invariably, the legions of the Nine Hells
                                                
                                            
                                                
                                                     unreliable. Despite the difficulty of escaping the Lower Planes, combatants on both sides find their way to the Material Plane and other realms from time to time. Although the conflicts on these
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Being Prone Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone. You can drop prone without
                                                
                                            
                                                
                                                     your movement and action:
  draw or sheathe a sword open or close a door withdraw a potion from your backpack pick up a dropped axe take a bauble from a table remove a ring from your finger stuff
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Being Prone Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone. You can drop prone without
                                                
                                            
                                                
                                                     your movement and action:
  draw or sheathe a sword open or close a door withdraw a potion from your backpack pick up a dropped axe take a bauble from a table remove a ring from your finger stuff
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    , here are a few techniques you can use to get things moving again or bring the encounter to a speedy close. Donât Repeat Game States When characters do something to change the tactical situation, donât
                                                
                                            
                                                
                                                     their foes, or it might join one side or the other. Each time one or more new combatants join the encounter, roll Initiative for them and weave them into the Initiative order. Change the Terrain Consider
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    . See appendix D for these creaturesâ statistics. The grungs on the roof unleash arrows to ward off intruders. If the intruders fight back, more green-skinned grungs close in from nearby buildings
                                                
                                            
                                                
                                                     the combatants.
 The inscriptions are written in Old Omuan. The one above the mosaic reads, âNangnang teaches us to serve only ourselves.â The inscriptions below tell how Nangnang (a grung) stole a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lordâs Wrath
                                                    
                                                
                                            
                                                     situation quickly. The players should be aware from the outset that if all the enemies turned on them at once, the encounter would likely go very poorly for them. Keep a close eye on the hit points of the
                                                
                                            
                                                
                                                    . Three-sided battles can sometimes take longer because of the number of combatants participating. Use your discretion as the DM to have the excitement of the battle build up rather than fizzle out
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     constant attacks by the oozes and are close to fleeing the settlement and leaving the other deep gnomes to fend for themselves. However, Chipgrin has learned of the mysterious figure controlling the
                                                
                                            
                                                
                                                     melee combatants locked down. He doesnât kill the characters, but makes sure they are infected with wererat lycanthropy before dumping them in the maze in Outer Blingdenstone (area 3). During any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     decide whether they want to open the engagement at range or close to boarding distance. In either case, the Xaryxian ships are surprised at the beginning of combat. The Xaryxian Armada The enemy armada
                                                
                                            
                                                
                                                     the start of the encounter. Given the number of ships and combatants on both sides, it is impractical to track everyoneâs movements and actions. Instead, narrow the focus of the conflict to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     an oversized red hat. He speaks precisely, but in a volume so low that it forces people to pay close attention to him. Faerl uses the noble stat block with the following changes: He speaks Common and
                                                
                                            
                                                
                                                     to talk to them, though his bodyguards stand close by. Faerl pretends to take an interest in any talk of the characters looking into the Yellowcrest murders, calling the fact that no one was ever
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     Seven Snakes are close enough to protect her. If the party includes one or more characters with strong ties to the Black Network, Kella tries to convince them to help secure the village as a Zhentarim
                                                
                                            
                                                
                                                     devastating melee combatants, the Zhents favor ranged attacks and try to keep the orcs at a distance. Elves to the Rescue! If the characters are in danger of being overwhelmed by War Chief Gurrash and his
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     the most advantageous position. Strahd knows when heâs in over his head. If he begins taking more damage than he can regenerate, he moves beyond the reach of melee combatants and spellcasters, or he
                                                
                                            
                                                
                                                     floors as if they werenât there. Strahd targets any number of doors and windows that he can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (needing a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     try to douse the power of elemental fire. Melee combatants who draw too close face fires that can dance across the flamewrathâs skin and burn attackers. Flamewrath
 Medium humanoid (human), chaotic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     urging the combatants as they fight. From the north they hear an occasional scream from the locathah undergoing torture and the raucous noise of the torturers enjoying their pastime. This long room has
                                                
                                            
                                                
                                                     levels, with 10 feet between levels, so that the uppermost tier is 50 feet above the floor of the combatantsâ area and the ceiling 10 feet higher than that. Access to the gallery is provided by short
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     longer immune to being charmed. Augmentation Chambers The magic of these chambers allows Thayans to bestow glimmers of intelligence into living oozes, making them obedient and more capable combatants
                                                
                                            
                                                
                                                     characters close to the walls and the magic mirrors, hoping to summon the deadly defenders of this area. Cursed Mirrors. Cursed mirrors are on all the walls except those within 5 feet of the exit points
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     emanating from within. Sleeping in a pile to the north are twelve goblins. Their weapons and shields lie in a heap to the south. The goblins are reluctant combatants, easily intimidated by shows of
                                                
                                            
                                                
                                                     Preeta Kreepa (see area 21m) and attack anyone else who gets too close. 21r. Azrok and Lurkanaâs Quarters Standing in front of the door to this chamber is a tired goblin named Salt Nose, so named because
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     carved with eyes of all shapes and sizes. Many of the orbs have stone eyelids that open and close at irregular intervals. Characters who succeed on a DC 14 Wisdom (Perception) check notice a ghostly
                                                
                                            
                                                
                                                     releases arena combatants from area X7. Ten human bandits and five bugbears (all members of the Xanathar Guild) guzzle ale and heckle combatants from the bleachers, while two goblins serve up salted rat
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     their way through the tower. Theyâve made no progress, as any lapse in their work allows the tower to magically repair the damage. They donât stop their work unless enemies get close. If the Tower Is
                                                
                                            
                                                
                                                     combatants. While Qunbraxel fights, the mind flayer telepathically berates the characters with dire warnings and predictions such as the following: âThe ritual will devastate Phandalin! You bear witness to
                                                
                                            
                                        






