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Returning 35 results for 'consists while round'.
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consists while rune
consist while rune
consist while resound
Spells
Lost Laboratory of Kwalish
You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to
100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:
A bedroom with a bed, chairs, chest
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
quarry makes a Dexterity (Stealth) check at the end of each round, after every participant in the chase has taken its turn. The result is compared to the passive Wisdom (Perception) scores of the pursuers
. If the quarry consists of multiple creatures, they all make the check. If the quarry is never out of the lead pursuer’s sight, the check fails automatically. Otherwise, if the result of the quarry’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
quarry makes a Dexterity (Stealth) check at the end of each round, after every participant in the chase has taken its turn. The result is compared to the passive Wisdom (Perception) scores of the pursuers
. If the quarry consists of multiple creatures, they all make the check. If the quarry is never out of the lead pursuer’s sight, the check fails automatically. Otherwise, if the result of the quarry’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
quarry makes a Dexterity (Stealth) check on Initiative count 0 each round, after every participant in the chase has taken its turn. If the quarry is never out of the lead pursuer’s sight, the check fails
automatically. Otherwise, compare the check’s total to the Passive Perception scores of the pursuers. If the quarry consists of multiple creatures, they all make the check separately, so it’s possible
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
quarry makes a Dexterity (Stealth) check on Initiative count 0 each round, after every participant in the chase has taken its turn. If the quarry is never out of the lead pursuer’s sight, the check fails
automatically. Otherwise, compare the check’s total to the Passive Perception scores of the pursuers. If the quarry consists of multiple creatures, they all make the check separately, so it’s possible
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
dealing with one group. Group A consists of one dragonclaw (see appendix D), two cultists, and six kobolds. The cultists are handling the ram while the kobolds stand guard in case the town militia
mounts a counterattack. The dragonclaw is in charge. The kobold guards are alert, but they are distracted when Group B passes in front of the temple. Group B consists of three cultists, ten kobolds, and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
you and calls you interlopers. Other folks brandish brooms, axes, and large stones. They scream at you to leave the village.
The mob consists of twenty hostile commoners who surround the characters
check. Until the characters disperse or escape the mob, one randomly determined character takes 1 bludgeoning damage from hurled debris at the start of each turn. Each round on initiative count 0, the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
dealing with one group. Group A consists of one dragonclaw (see appendix D), two cultists, and six kobolds. The cultists are handling the ram while the kobolds stand guard in case the town militia
mounts a counterattack. The dragonclaw is in charge. The kobold guards are alert, but they are distracted when Group B passes in front of the temple. Group B consists of three cultists, ten kobolds, and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
you and calls you interlopers. Other folks brandish brooms, axes, and large stones. They scream at you to leave the village.
The mob consists of twenty hostile commoners who surround the characters
check. Until the characters disperse or escape the mob, one randomly determined character takes 1 bludgeoning damage from hurled debris at the start of each turn. Each round on initiative count 0, the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
dealing with one group. Group A consists of one dragonclaw (see appendix D), two cultists, and six kobolds. The cultists are handling the ram while the kobolds stand guard in case the town militia
mounts a counterattack. The dragonclaw is in charge. The kobold guards are alert, but they are distracted when Group B passes in front of the temple. Group B consists of three cultists, ten kobolds, and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
dealing with one group. Group A consists of one dragonclaw (see appendix D), two cultists, and six kobolds. The cultists are handling the ram while the kobolds stand guard in case the town militia
mounts a counterattack. The dragonclaw is in charge. The kobold guards are alert, but they are distracted when Group B passes in front of the temple. Group B consists of three cultists, ten kobolds, and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
raiders hear the noise and find cover; they wait for the characters to exit the tunnel, then gain a surprise round. The raiders’ group consists of two cultists and six kobolds. If any cultists are still
alive at the beginning of the fourth round of the fight, one of them runs to fetch help. Ten minutes later, two cultists, ten kobolds, and one ambush drake (see appendix D) arrive to guard the tunnel
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
raiders hear the noise and find cover; they wait for the characters to exit the tunnel, then gain a surprise round. The raiders’ group consists of two cultists and six kobolds. If any cultists are still
alive at the beginning of the fourth round of the fight, one of them runs to fetch help. Ten minutes later, two cultists, ten kobolds, and one ambush drake (see appendix D) arrive to guard the tunnel
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
to move on, strangers. Give us your stuff, and be on your way.”
Continue the insults and baiting as long as you like. The Redbrands attack in a round or two if the characters don’t. Neither side is
surprised, because it’s obvious that a fight is brewing. The group consists of four Redbrand ruffians. If three of them are defeated, the last one flees toward Tresendar Manor. Developments Redbrands
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
raiders hear the noise and find cover; they wait for the characters to exit the tunnel, then gain a surprise round. The raiders’ group consists of two cultists and six kobolds. If any cultists are still
alive at the beginning of the fourth round of the fight, one of them runs to fetch help. Ten minutes later, two cultists, ten kobolds, and one ambush drake (see appendix D) arrive to guard the tunnel
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
to move on, strangers. Give us your stuff, and be on your way.”
Continue the insults and baiting as long as you like. The Redbrands attack in a round or two if the characters don’t. Neither side is
surprised, because it’s obvious that a fight is brewing. The group consists of four Redbrand ruffians. If three of them are defeated, the last one flees toward Tresendar Manor. Developments Redbrands
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
raiders hear the noise and find cover; they wait for the characters to exit the tunnel, then gain a surprise round. The raiders’ group consists of two cultists and six kobolds. If any cultists are still
alive at the beginning of the fourth round of the fight, one of them runs to fetch help. Ten minutes later, two cultists, ten kobolds, and one ambush drake (see appendix D) arrive to guard the tunnel
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
district. All noble houses go on high alert as reinforcements arrive every round for the next 1d8 rounds. Each wave of reinforcements consists of an elite drow patrol (see below) and 1d4 gargoyles
. Treasure. The gem-studded horn carried by the Bregan D’aerthe leader is worth 2,500 gp. In addition, each drow mercenary has a pouch containing 2d10 pp. Elite Drow Patrol This patrol consists of two
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
race across the street into more shadows, and a woman carrying a round shield and a broken spear turns and faces back in the direction from which they came. Seven kobolds stream out of the alley on the
, so it’s still possible to move through the front gate—but not for long. To reach the keep, the characters must make it past three groups of raiders. A group consists of 1d6 kobolds and 1d4 cultists
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
location. At the end of each round of clicking stones, another 1d4 drow bandits appear. If the number of gang members grows to twenty or more, the bandits surround the party and demand payment of 100 gp per
Bandersnatches try to ambush the characters as they make their way out of Menzoberranzan. The hunting party consists of the gang’s leader, her quasit advisor, and thirty drow bandits. The leader of the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
result for the characters is if the outpost checks in at the correct time with an “all clear.” The rearguard consists of one veteran, six cultists, and two acolytes. The guard and cultists have spears for
rocks (half as much damage on a successful save). The boulder attack constitutes the cultists’ surprise round. After that, they use ranged attacks until they are out of ammunition or the heroes force
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
location. At the end of each round of clicking stones, another 1d4 drow bandits appear. If the number of gang members grows to twenty or more, the bandits surround the party and demand payment of 100 gp per
Bandersnatches try to ambush the characters as they make their way out of Menzoberranzan. The hunting party consists of the gang’s leader, her quasit advisor, and thirty drow bandits. The leader of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
district. All noble houses go on high alert as reinforcements arrive every round for the next 1d8 rounds. Each wave of reinforcements consists of an elite drow patrol (see below) and 1d4 gargoyles
. Treasure. The gem-studded horn carried by the Bregan D’aerthe leader is worth 2,500 gp. In addition, each drow mercenary has a pouch containing 2d10 pp. Elite Drow Patrol This patrol consists of two
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
race across the street into more shadows, and a woman carrying a round shield and a broken spear turns and faces back in the direction from which they came. Seven kobolds stream out of the alley on the
keep, so it’s still possible to move through the front gate — but not for long. To reach the keep, the characters must make it past three groups of raiders. A group consists of 1d6 kobolds and 1d4
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
race across the street into more shadows, and a woman carrying a round shield and a broken spear turns and faces back in the direction from which they came. Seven kobolds stream out of the alley on the
keep, so it’s still possible to move through the front gate — but not for long. To reach the keep, the characters must make it past three groups of raiders. A group consists of 1d6 kobolds and 1d4
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
result for the characters is if the outpost checks in at the correct time with an “all clear.” The rearguard consists of one veteran, six cultists, and two acolytes. The guard and cultists have spears for
rocks (half as much damage on a successful save). The boulder attack constitutes the cultists’ surprise round. After that, they use ranged attacks until they are out of ammunition or the heroes force
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
race across the street into more shadows, and a woman carrying a round shield and a broken spear turns and faces back in the direction from which they came. Seven kobolds stream out of the alley on the
, so it’s still possible to move through the front gate—but not for long. To reach the keep, the characters must make it past three groups of raiders. A group consists of 1d6 kobolds and 1d4 cultists
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
characters is if the outpost checks in at the correct time with an “all clear.” Frulam Mondath The rearguard consists of one veteran, six cultists, and two acolytes. The guard and cultists have spears for
(half as much damage on a successful save). The boulder attack constitutes the cultists’ surprise round. After that, they use ranged attacks until they are out of ammunition or the heroes force them
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
characters is if the outpost checks in at the correct time with an “all clear.” Frulam Mondath The rearguard consists of one veteran, six cultists, and two acolytes. The guard and cultists have spears for
(half as much damage on a successful save). The boulder attack constitutes the cultists’ surprise round. After that, they use ranged attacks until they are out of ammunition or the heroes force them
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
consists of thirty star moths, each one crewed by an astral elf honor guard, who serves as the captain; an astral elf star priest, who serves as the ship’s spelljammer; and eleven astral elf warriors
breaks off its attack on the characters’ ship but won’t aid the characters in any other way.
Battle Losses Each round on initiative count 0, the Doomspace coalition and the Xaryxian armada each lose
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
consists of thirty star moths, each one crewed by an astral elf honor guard, who serves as the captain; an astral elf star priest, who serves as the ship’s spelljammer; and eleven astral elf warriors
breaks off its attack on the characters’ ship but won’t aid the characters in any other way.
Battle Losses Each round on initiative count 0, the Doomspace coalition and the Xaryxian armada each lose
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
alive after 3 rounds of combat, it pours a vial of poison into the water of one pool, which kills all the eggs in it. On each succeeding round, if the characters don’t prevent it, the same creature moves
grippli live in each home, which consists of a single medium to large room, lit with simple fish oil lamps. Grippli don’t sleep in the water, but in soft hammocks suspended over it. Their personal effects
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
afar. Noxious Stampede The Noxious Stampede consists of nine maelephants (see Morte’s Planar Parade). Their star pitcher, who goes by “Snot Rocket,” shoots stinking balls from its trunk like a cannon
Spireball has three bases corresponding to its three pedestals. Each time a batter returns from second base to home plate, their team scores 1 point. The round ends when three batters are out, either by
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
alive after 3 rounds of combat, it pours a vial of poison into the water of one pool, which kills all the eggs in it. On each succeeding round, if the characters don’t prevent it, the same creature moves
grippli live in each home, which consists of a single medium to large room, lit with simple fish oil lamps. Grippli don’t sleep in the water, but in soft hammocks suspended over it. Their personal effects
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
afar. Noxious Stampede The Noxious Stampede consists of nine maelephants (see Morte’s Planar Parade). Their star pitcher, who goes by “Snot Rocket,” shoots stinking balls from its trunk like a cannon
Spireball has three bases corresponding to its three pedestals. Each time a batter returns from second base to home plate, their team scores 1 point. The round ends when three batters are out, either by