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Returning 14 results for 'count with relative'.
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Monsters
Quests from the Infinite Staircase
entirety of the Eternal Garden.
Lair Actions
On initiative count 20 (losing initiative ties), the Gardener can take one of the following lair actions; they can’t take the same lair action two
anything dies in the garden. If a creature dies in the garden, roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Gardener's Vigil"}. On a 1, the Gardener appears on initiative count 20 of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
tempered by its relative immobility. Although its telepathic senses can reach for miles, moving anywhere is always a dangerous proposition. If forced outside its brine pool, an elder brain swiftly expires
, and transporting an elder brain in its pool through confining and tortuous subterranean tunnels frequently proves difficult or impossible.
Lair Actions
On initiative count 20 (losing initiative
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
throughout the domain. Gardener’s Vigil. The Gardener senses when anything dies in the garden. If a creature dies in the garden, roll a d6. On a 1, the Gardener appears on initiative count 20 of the next
passes slower in the Eternal Garden relative to other planes. For each day spent in the garden, one year passes on the Material Plane.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
throughout the domain. Gardener’s Vigil. The Gardener senses when anything dies in the garden. If a creature dies in the garden, roll a d6. On a 1, the Gardener appears on initiative count 20 of the next
passes slower in the Eternal Garden relative to other planes. For each day spent in the garden, one year passes on the Material Plane.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
survivors desperate to have the party escort them to relative safety in the western part of the city. When new fights break out with vulnerable NPCs in tow, it’s up to you how you want to handle
join the fight, if you’re up for running them. Have all NPCs act on the same initiative count, and focus their actions on assisting the characters in combat, rather than engaging in side fights of their
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
? Asmodeus has you covered. Many civilized nations don’t even count worshiping Asmodeus as a crime, unless you get into those nasty side trips of humanoid sacrifice and the like. But as long as you remain
relative ambivalence toward the laws underlying fair trade and honoring deals makes Waukeen a perfect fit for an Acquisitions Incorporated cleric. Regardless of your best intentions, ensuring the success
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
survivors desperate to have the party escort them to relative safety in the western part of the city. When new fights break out with vulnerable NPCs in tow, it’s up to you how you want to handle
join the fight, if you’re up for running them. Have all NPCs act on the same initiative count, and focus their actions on assisting the characters in combat, rather than engaging in side fights of their
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
? Asmodeus has you covered. Many civilized nations don’t even count worshiping Asmodeus as a crime, unless you get into those nasty side trips of humanoid sacrifice and the like. But as long as you remain
relative ambivalence toward the laws underlying fair trade and honoring deals makes Waukeen a perfect fit for an Acquisitions Incorporated cleric. Regardless of your best intentions, ensuring the success
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
marketplace, increasing the horror and the body count each time. Growing Corruption. As time passes, the villain’s power and influence grow, affecting more victims across a larger area. This might take the
, or a friend or relative hoping to find the knight’s murderer. This NPC brings the vampire’s crimes to the characters’ attention. Looking over the Adventure Climax table, you might decide to have the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
marketplace, increasing the horror and the body count each time. Growing Corruption. As time passes, the villain’s power and influence grow, affecting more victims across a larger area. This might take the
, or a friend or relative hoping to find the knight’s murderer. This NPC brings the vampire’s crimes to the characters’ attention. Looking over the Adventure Climax table, you might decide to have the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
glowing brine pool filled with brackish water infused with its vital fluids and psionic energy. An elder brain’s ambitions are always tempered by its relative immobility. Although its telepathic senses can
tortuous subterranean tunnels frequently proves difficult or impossible. Mind Flayer ColonyView Player Version Lair Actions On initiative count 20 (losing initiative ties), an elder brain can take
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
glowing brine pool filled with brackish water infused with its vital fluids and psionic energy. An elder brain’s ambitions are always tempered by its relative immobility. Although its telepathic senses can
tortuous subterranean tunnels frequently proves difficult or impossible. Mind Flayer ColonyView Player Version Lair Actions On initiative count 20 (losing initiative ties), an elder brain can take
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
brain are always tempered by its relative immobility. Although its telepathic senses can reach for miles, moving anywhere is always a dangerous proposition. If forced outside its brine pool, an elder
and with psionic energy.
Lair Actions When fighting inside its lair, an elder brain can use lair actions. On initiative count 20 (losing initiative ties), an elder brain can take one lair action to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
brain are always tempered by its relative immobility. Although its telepathic senses can reach for miles, moving anywhere is always a dangerous proposition. If forced outside its brine pool, an elder
and with psionic energy.
Lair Actions When fighting inside its lair, an elder brain can use lair actions. On initiative count 20 (losing initiative ties), an elder brain can take one lair action to