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                        Returning 35 results for 'combat waking reason'.
                    
                
                        
                            
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                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     ice with which to combat foes. These weapons are supernaturally resilient until Auril discards them, whereupon they break and melt like normal ice.
Auril the Frostmaiden
Auril the Frostmaiden is a
                                                
                                            
                                                
                                                     might prove helpful:
So long as she has mortal worshipers, Auril canât truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    
Combat
Utility
Whimsy
3
2
3
For some reason, the lustrous and plump rice grown in the Gohaku region is always of exceptional quality and taste. At some point, the magical
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    
Combat
Utility
Whimsy
11
17
11
Wolfenite is found high in the mountains in cracks and crevices between the granite boulders. For those who are more intrepid and willing to
                                                
                                            
                                                
                                                     take the risk, sneaking into a howler den is another way to find a cache of this rare mineral as they are for some reason drawn to this rare mineral.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    
Combat
Utility
Whimsy
16
12
11
For some reason that is unknown, black cinnamon trees emanate a subtle magic and one in every hundred or so cinnamon trees across Obojima
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    
Combat
Utility
Whimsy
18
20
0
These beetles were made famous by the legendary sage, Arol, for his use of their mandibles as quills for his pen. But potion makers began to
                                                
                                            
                                                
                                                     use the beetles for potion crafting when a witch from the Fish Head Coven began to see the rare bug in her dreams. Sage Arolâs Beetles live deep underground, fleeing even the dimmest light. On rare occasions, they come to the surface, though the reason remains a mystery.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    
Combat
Utility
Whimsy
14
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16
There is no discernable rhyme or reason for where dragon root is located on Obojima. But like all such mysteries, legends abound. The story
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                     guildless masses of the city.
Consider why youâre embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you
                                                
                                            
                                                
                                                    .
d8
Reason for Infiltration
1
My parents belong to this guild, and I let them think Iâm following in their footsteps.
2
Iâve been assigned to track this guild&rsquo
                                                
                                            
                                        
                                                    Kobold
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     undetected and donât give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobblerâs house at night to loot it of knives, leather bits, nails, and
                                                
                                            
                                                
                                                    , giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to live off the scraps of others, and they are often dominated by larger
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     possibilities.)
Now youâre looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, youâre leaving
                                                
                                            
                                                
                                                     tales from my military experience relevant to almost every combat situation.
5
I can stare down a hell hound without flinching.
6
I enjoy being strong and like breaking things.
7
I have
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Dead. They spend the night here, then disperse and return to the waking city at dawn â for a reason no one knows. Sir Ambrose Everdawn (LG male human Tethyrian knight), an aging servant of Kelemvor (god
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     strangers with weapons dripping blood from recent combat would be one such reason). They wonât attack unless provoked, but they wonât let anyone go upstairs or into areas 1J and 1K without an excellent reason, either.
                                                
                                            
                                                
                                                     against treachery by Pharblex and the bullywugs. Like guards elsewhere in the castle, those in this room assume that strangers are newly arrived cultists unless they have reason to think otherwise (seeing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     strangers with weapons dripping blood from recent combat would be one such reason). They wonât attack unless provoked, but they wonât let anyone go upstairs or into areas 1J and 1K without an excellent reason, either.
                                                
                                            
                                                
                                                     against treachery by Pharblex and the bullywugs. Like guards elsewhere in the castle, those in this room assume that strangers are newly arrived cultists unless they have reason to think otherwise (seeing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     here before visiting the other adventure sites, the combat encounters are probably too difficult for them. Thatâs the reason Runara wonât give the characters the moonstone key or information about the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lordâs Wrath
                                                    
                                                
                                            
                                                     are. If for any reason the characters attack Kristoffen because they learn of his affiliation with the Cult of Talos, he defends himself. Kristoffen (use half-red dragon veteran statistics but
                                                
                                            
                                                
                                                     replace fire with cold in attacks and resistances) can summon a pair of air elementals that serve him on behalf of Talos, which appear at the end of the first round of combat.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                    Rogue The City of Greyhawk is known as the City of Thieves for good reason. Its thievesâ guild exerts power across the world. Nestled at the center of the Flanaessâs economic network, the guild and
                                                
                                            
                                                
                                                     economic power. Rakes and bravos are common throughout the cities of the Flanaess. A Swashbuckler can thus originate from almost any city, but among the Rhennee in particular, Swashbucklers are common. As travelers along waterways, they have learned that a quick, mobile approach to combat works best.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     Ranged Attacks The most common actions that a creature will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the âweaponâ might be a manufactured item or a
                                                
                                            
                                                
                                                     rolling the damage; for this reason, both the average damage and the die expression are presented. For example, a monster might deal 4 (1d8) slashing damage with its longsword. That notation means you can have the monster deal 4 damage or you can roll 1d8 to determine the damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     Ranged Attacks The most common actions that a creature will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the âweaponâ might be a manufactured item or a
                                                
                                            
                                                
                                                     this reason, both the average damage and the die expression are presented. For example, a monster might deal 4 (1d8) slashing damage with its longsword. That notation means you can have the monster deal 4 damage, or you can roll 1d8 to determine the damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     common actions that a creature takes in combat are melee and ranged attacks. See Making an Attack in the Basic Rules for how attacks work. Any damage or other effects that occur as a result of an
                                                
                                            
                                                
                                                     attack hitting a target are described here. As the DM, you can use the average damage or roll the damage; for this reason, both the average damage and the die expression are presented. For example, if a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Steelshadow in area 15. If combat erupts in one room, the occupants of the other two rooms join the fight. The duergar in areas 17a and 17b also hear the commotion and investigate, moving 50 feet per
                                                
                                            
                                                
                                                    . It pains him to see Valtagar submit to the evil planetarâs will. Rojkarn spends much of his waking hours complaining about how the planetar is nothing but a mad tyrant and ranting about how duergar
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     favor of new designs. Within the dream, the people donât sleep, eat, or need to attend to any other concerns. They know only their work and the glory of Tsien Chiang. In the waking world, the truth of
                                                
                                            
                                                
                                                     of the way of their work, but prey upon any waking souls who cross their paths. Any whom the Mists carry to IâCath or who wake from Tsien Chiangâs dream find themselves in a gray, haunted, ever
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     no apparent reason. (The blood might attract ravenous, blood-drinking creatures such as stirges or vampire spawn.) The song of an unholy choir echoes through an area whenever a fight breaks out, then fades away when combat ends.
                                                
                                            
                                                
                                                     before it. Those who lack the willingness to sacrifice themselves for a greater end (such as greedy treasure-seekers drawn to Undermountain for no other reason) are found guilty and executed. A mote of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     new arrivals. Characters must present a plausible reason for their presence and succeed on a DC 20 Charisma (Deception or Persuasion) check to convince the will-oâ-wisps not to attack them. If they
                                                
                                            
                                                
                                                     erupts here, the nothics in area 20b join the fray. 20b. West Atrium Five nothics hide behind the pillars in this area. They fight alongside the will-oâ-wisps in area 20a but avoid combat otherwise
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Alignment A monster's alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Alignment A monsterâs alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one
                                                
                                            
                                                
                                                    Creature Size Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    . Melee and Ranged Attacks The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the "weapon" might be a
                                                
                                            
                                                
                                                     average damage or rolling the damage; for this reason, both the average damage and the die expression are presented. Miss. If an attack has an effect that occurs on a miss, that information is presented
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    , as described in the Playerâs Handbook. Melee and Ranged Attacks The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks
                                                
                                            
                                                
                                                     occur as a result of an attack hitting a target are described after the âHitâ notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     saving throw for whatever reason, have the creature in the group with the next highest Charisma score make the saving throw instead. On a failed save, the affected creature or group flees by the most
                                                
                                            
                                                
                                                     further attempts to flee or surrender will be made. A failed saving throw isnât always to the adventurersâ benefit. For example, an ogre that flees from combat might put the rest of the dungeon on alert or run off with treasure that the characters had hoped to plunder.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     radiant, spinning coins. Creatures on the Astral Plane donât age or suffer from hunger or thirst. For this reason, humanoids that live on the Astral Plane (such as the githyanki) establish outposts on
                                                
                                            
                                                
                                                     other planes, often the Material Plane, so their children can grow to maturity. A traveler in the Astral Plane can move by simply thinking about moving, but distance has little meaning. In combat
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     dragon wyrmling), if they can free Aidron from his chains (see âFreeing Aidronâ below). Any surviving kobolds and winged kobolds lurk here, but they stay out of combat if possible. See âWaking the
                                                
                                            
                                                
                                                     characters leave and take a long rest before confronting Sparkrender, or if they flee from combat with Sparkrender and return after theyâve rested. Another possibility is that the characters drive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     creature that hasnât taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. Infiltration Expertise Starting at 9th level, you can unfailingly
                                                
                                            
                                                
                                                     reason not to. Impostor At 13th level, you gain the ability to unerringly mimic another personâs speech, writing, and behavior. You must spend at least three hours studying these three components of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     combat krakens and other nightmares of the deep while coastal cities and merchant ships struggle to endure devastating storms and tidal waves. The Thousand-Year War in the Forgotten Realms lasted a
                                                
                                            
                                                
                                                     thousand years for good reason: neither giants nor dragons were ever particularly numerous, and actual skirmishes between giants and dragons were rare. For this reason, you could run a campaign where battles
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     wrong turns, the party encounters the beholder.  Hallways The halls of this maze are 60 feet long and 10 feet wide. If the characters move away from the guide during combat or for any other reason, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Individual Designs A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that
                                                
                                            
                                                
                                                     in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isnât possible, it continues fighting. 8 Overheats. Roll a d6 at the start of the clockworkâs turn. If you roll a 1, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Death Allowing the chips to fall where they may in combat emphasizes the challenging nature of this adventure. However, if the characters start falling just as fast, you might want to give the
                                                
                                            
                                                
                                                     defeated, a former captive might join the group. Characters might meet up with new party members in any of the Underdark settlements they visit during the adventure, particularly visitors or locals with a strong reason to leave in a hurry.
                                                
                                            
                                        






