Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'consisting relying groups to have reaction'.
Other Suggestions:
consulting rolling ground to have reaction
consisting rolling group to have rejection
consisting rolling group to have relation
consisting rolling ground to have rejection
consulting reading ground to have reaction
Backgrounds
Sword Coast Adventurer's Guide
few organizations operating in the North are described below. The Chill. The cold and mysterious Lurkwood serves as the home of numerous groups of goblinoids that have banded together into one tribe
civilization. Silent Rain. Consisting solely of elves, Silent Rain is a legendary mercenary company operating out of Evereska. Caring little for gold or fame, Silent Rain agrees only to jobs that either
monsters
Alien Mind. The gug has Advantage on saving throws to avoid or end the Charmed or Frightened conditions.
Combat Reflexes. The gug has an extra Reaction that can be used only for Opportunity
.
Although gugs may seem bestial, they have keen and wicked intellects. Gugs lair far underground, but they sometimes come to the surface to hunt during dark nights, either alone or in small groups. As
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
.
Gang Mentality
Since bugbears aren’t a particularly fecund race, their overall population is small and spread over a wide area. Bugbears live in family groups that operate much like gangs. The
individuals in a group typically number fewer than a dozen, consisting of siblings and their mates as well as a handful of offspring and an elder or two. A gang lives in and around a small enclosure
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
16, 17, 18. Prisoner Pens Prisoners captured by the cult have been held in these dark, filthy chambers pending the day of the ritual and their eventual sacrifice. Two groups of guards patrol these
areas while the prisoners are here, each consisting of 1 dragonwing, 2 dragonclaws, and 1 guard drake. See appendix D for these creatures’ statistics. If the characters pass this way while the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
16, 17, 18. Prisoner Pens Prisoners captured by the cult have been held in these dark, filthy chambers pending the day of the ritual and their eventual sacrifice. Two groups of guards patrol these
areas while the prisoners are here, each consisting of 1 dragonwing, 2 dragonclaws, and 1 guard drake. See appendix D for these creatures’ statistics. If the characters pass this way while the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
mage; also see “Thornwell’s Offer,” above). The district is policed by a poorly trained militia consisting of some two hundred guards (LE humans) led by ten officers (LE human bandit captains) and one
commander (LE human veteran). The militia patrols in groups of at least ten, for their own protection more than anything. Larger groups of twenty or more usually include an officer. Unless you used
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
mage; also see “Thornwell’s Offer,” above). The district is policed by a poorly trained militia consisting of some two hundred guards (LE humans) led by ten officers (LE human bandit captains) and one
commander (LE human veteran). The militia patrols in groups of at least ten, for their own protection more than anything. Larger groups of twenty or more usually include an officer. Unless you used
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Worldsoul. The horncaller chooses one beast it can see within 30 feet of it. If the beast can hear the horncaller, the beast uses its reaction to make one melee attack against a target that the
community, and she has many non-Selesnya friends aside from the Guildpact. One of the most active advocates of cooperation among the guilds, she is relying on personal connections with members of other guilds to help that effort.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the characters for that job. To secure the sally port, characters must battle through two groups of foes. The first fight occurs against three acolytes, three kobolds, and one ambush drake (see
. Before the door can be repaired, a second group of raiders consisting of two guards, three cultists, and three kobolds attacks. These foes can come from outside the keep, or they might be a group of
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Worldsoul. The horncaller chooses one beast it can see within 30 feet of it. If the beast can hear the horncaller, the beast uses its reaction to make one melee attack against a target that the
community, and she has many non-Selesnya friends aside from the Guildpact. One of the most active advocates of cooperation among the guilds, she is relying on personal connections with members of other guilds to help that effort.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the characters for that job. To secure the sally port, characters must battle through two groups of foes. The first fight occurs against three acolytes, three kobolds, and one ambush drake (see
. Before the door can be repaired, a second group of raiders consisting of two guards, three cultists, and three kobolds attacks. These foes can come from outside the keep, or they might be a group of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
serves as the home of numerous groups of goblinoids that have banded together into one tribe called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and
the Chill to battle the Uthgardt, orcs, trolls of the Evermoors, and other threats to civilization.
Silent Rain. Consisting solely of elves, Silent Rain is a legendary mercenary company operating
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
serves as the home of numerous groups of goblinoids that have banded together into one tribe called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and
the Chill to battle the Uthgardt, orcs, trolls of the Evermoors, and other threats to civilization.
Silent Rain. Consisting solely of elves, Silent Rain is a legendary mercenary company operating
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A Purple Dragon knight inspires greatness
allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. Starting at 18th level, you can choose two allies within 60 feet of you
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A Purple Dragon knight inspires greatness
allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. Starting at 18th level, you can choose two allies within 60 feet of you
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
select group of devils and mortal followers who seek to cause strife and destabilize harmonious communities serve as Zariel’s chief corruptors. By funding evil groups, making and distributing weapons
light with a completely transformed perspective. INFERNAL ORDER OF BATTLE
Whereas demons attack in disorganized mobs, relying on shock and overwhelming numbers to carry the day, devils organize into
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the powers of the cosmos. Many druids of this circle keep records of the constellations and the stars’ effects on the world. Some groups document these observations at megalithic sites, which serve as
finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die: Weal (even). Whenever a creature you can see within 30 feet of you is
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the powers of the cosmos. Many druids of this circle keep records of the constellations and the stars’ effects on the world. Some groups document these observations at megalithic sites, which serve as
finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die: Weal (even). Whenever a creature you can see within 30 feet of you is
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
select group of devils and mortal followers who seek to cause strife and destabilize harmonious communities serve as Zariel’s chief corruptors. By funding evil groups, making and distributing weapons
light with a completely transformed perspective. INFERNAL ORDER OF BATTLE
Whereas demons attack in disorganized mobs, relying on shock and overwhelming numbers to carry the day, devils organize into
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
make decisions for most prides, these leaders rising from among the oldest or best-respected women of the pride. Generally, leonin communities avoid outsiders, particularly armed groups of soldiers and
champions of the gods. Many leonin suffered under the rule of the archons and at the whim of fickle gods, a grim history that taught them well-remembered lessons about trusting strangers or relying on
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
make decisions for most prides, these leaders rising from among the oldest or best-respected women of the pride. Generally, leonin communities avoid outsiders, particularly armed groups of soldiers and
champions of the gods. Many leonin suffered under the rule of the archons and at the whim of fickle gods, a grim history that taught them well-remembered lessons about trusting strangers or relying on
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Treasure A beholder carefully scrutinizes all the treasure in its lair and divides the booty into five groups: tools, gifts, hazards, trophies, and clutter. A tool is any treasure that the beholder
is a treasure that a beholder cherishes as evidence of its power, or serves as a remembrance of victory over its enemies, or evokes another sort of positive reaction from it. The preserved corpse of a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Treasure A beholder carefully scrutinizes all the treasure in its lair and divides the booty into five groups: tools, gifts, hazards, trophies, and clutter. A tool is any treasure that the beholder
is a treasure that a beholder cherishes as evidence of its power, or serves as a remembrance of victory over its enemies, or evokes another sort of positive reaction from it. The preserved corpse of a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
area of the docks around the three ships is patrolled by two groups of Dran Enterprises operatives, each consisting of four guards and four mastiffs. Crates and equipment piled along the docks can
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
area of the docks around the three ships is patrolled by two groups of Dran Enterprises operatives, each consisting of four guards and four mastiffs. Crates and equipment piled along the docks can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
that you have a party consisting of three to five adventurers. If the party contains fewer than three characters, apply the next highest multiplier on the Encounter Multipliers table. For example
, apply a multiplier of 1.5 when the characters fight a single monster, and a multiplier of 5 for groups of fifteen or more monsters. If the party contains six or more characters, use the next lowest
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
that you have a party consisting of three to five adventurers. If the party contains fewer than three characters, apply the next highest multiplier on the Encounter Multipliers table. For example
, apply a multiplier of 1.5 when the characters fight a single monster, and a multiplier of 5 for groups of fifteen or more monsters. If the party contains six or more characters, use the next lowest
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
modifications. The quaggoths’ chaotic tendencies eventually motivate most colonies to convert them into thralls or food, rather than relying on the quaggoth thonot to keep them under control. Humanoids Only
groups, and their fear and despair in the face of a mind flayer incursion make their brains tasty to the illithid palate. They are also relatively easy for larger, stronger humanoid thralls to control
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
will emerge from the Nine Hells. Cult Structure The cult has a simple hierarchical structure, consisting of initiates on the bottom, four ranks for cultists, and one highest rank for “Wearers of Purple
(third rank), and dragonsoul (fourth rank). Statistics for those four ranking cultists are found in appendix D. Cult operation groups are assembled to match their assigned tasks. They vary in size, from a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
will emerge from the Nine Hells. Cult Structure The cult has a simple hierarchical structure, consisting of initiates on the bottom, four ranks for cultists, and one highest rank for “Wearers of Purple
(third rank), and dragonsoul (fourth rank). Statistics for those four ranking cultists are found in appendix D. Cult operation groups are assembled to match their assigned tasks. They vary in size, from a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
aren’t a particularly fecund race, their overall population is small and spread over a wide area. Bugbears live in family groups that operate much like gangs. The individuals in a group typically number
fewer than a dozen, consisting of siblings and their mates as well as a handful of offspring and an elder or two. A gang lives in and around a small enclosure, often a natural cave or an old bear den
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
citizens. Groups of ten warriors follow the commands of sarths (githyanki warriors; see the Monster Manual), while ten sarths obey the commands of a mighty kith’rak. These champions undergo torturous
the githyanki, the target can make one melee weapon attack using its reaction, if available, and has advantage on the attack roll.
Attack (2 Actions). The githyanki makes one Silver Greatsword attack.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
citizens. Groups of ten warriors follow the commands of sarths (githyanki warriors; see the Monster Manual), while ten sarths obey the commands of a mighty kith’rak. These champions undergo torturous
the githyanki, the target can make one melee weapon attack using its reaction, if available, and has advantage on the attack roll.
Attack (2 Actions). The githyanki makes one Silver Greatsword attack.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
aren’t a particularly fecund race, their overall population is small and spread over a wide area. Bugbears live in family groups that operate much like gangs. The individuals in a group typically number
fewer than a dozen, consisting of siblings and their mates as well as a handful of offspring and an elder or two. A gang lives in and around a small enclosure, often a natural cave or an old bear den
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
modifications. The quaggoths’ chaotic tendencies eventually motivate most colonies to convert them into thralls or food, rather than relying on the quaggoth thonot to keep them under control. Humanoids Only
groups, and their fear and despair in the face of a mind flayer incursion make their brains tasty to the illithid palate. They are also relatively easy for larger, stronger humanoid thralls to control