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Returning 9 results for 'combat warping reasoned'.
Other Suggestions:
combat warding reason
combat wearing reason
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combat waning reason
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Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Combat Though itâs possible to avoid combat with many of the cavesâ occupants, the characters eventually will clash with creatures that canât be reasoned with. The text states when a monster might
start combat. When a fight breaks out, see the âCombatâ section in the D&D Beyond Basic Rules. The following stat blocks are used in this section: Animated Flying Sword Bugbear Warrior Carrion Crawler
Compendium
- Sources->Dungeons & Dragons->Heroesâ Feast: Saving the Childrenâs Menu
her, she becomes angry and orders them out of the house with forceful gestures. However, she wonât initiate combat unless the characters threaten her or her children. If Ignis becomes hostile, a
then awakened, Ignis can again be reasoned with. Ignisâs Children Ignisâs children, Flauma and Calor, are noncombatants. Where the children appear later in the adventure, youâll find guidance for their
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
necessary for combat, may result in the character taking a spill. A character who uses the Dash action or tries to fight within the room must succeed on a DC 10 Dexterity saving throw or fall prone. The
the crayfish is attacked. Once it is awake, it may attack or bargain. It speaks Olman. The crab can be reasoned with, if the party doesnât attack it and can come to terms with it. The crab denies any
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Jelusic Three Stirges descend on the characters. These bloodthirsty creatures canât be reasoned with; the Hostile stirges fight to the death.
Stacey Allan & William Doyle Map: Fens (Flock of
the treasure (see below), the lizardfolk leap out and start combat. Characters who failed to detect the lizardfolk before the ambush have Disadvantage on their Initiative rolls. The lizardfolk fight
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the Bakunawa. Pangil ng Buwan isnât currently in control of itself and canât be reasoned with, as the spirit blisters in its lair cause it to see the party as the invaders of Lambakluha who haunt its
the five dragon hunters not engaged in combat with the characters or otherwise prevented from attacking deals 10 damage to Pangil ng Buwan each round. If a character points out to Paolo that the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
war remain. From the fanatics of the Emerald Claw and the mad cults of the Dragon Below to the flesh-warping daelkyr and ancient archfiends, Eberron faces many threats⊠and thereâs no one out there to
spread to his clothes.
Combat can feel very mechanical. I move 10 feet. I make an attack roll. I use a reaction. One way for the DM to encourage more cinematic action is to present a list of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The Nether Oak is easily angered and uproots itself if driven to combat. When it attacks, four needle blights spring from the ground to assist it, acting on the same initiative count. Y11. Tower of
door ceases to be an obstacle. This slaad is hostile toward all other creatures and canât be reasoned with. Once inside, the characters can ascend the tower to its uppermost floor: A large telescope
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
discoloration, mild warping, or mysterious engravings. 5â6 The item craves more graymatter fluid. Every time the itemâs wielder comes within 30 feet of graymatter fluid, the item emits a high-pitched hum that
turn to the party, revealing ghostly, screaming skulls instead of faces. The soldiers are three hostile wights. Three will-oâ-wisps, previously invisible, appear at the start of combat and fight
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
attack any creature that isnât a Cassalanter or one of their servants. Any combat in this room draws the attention of both Laiba Rosse (area C17) and Tissina Khyret (area C19). Lockbox. Willifort
reasoned with. A successful DC 15 Intelligence (Arcana) check reveals that the pentagram prevents Osvaldo from manipulating his chains, and that the effect ends if another creature enters the area






