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Returning 11 results for 'cover combatants'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
touch an object or effect that blocks vision — such as a stone wall, a thick curtain, or a dense cloud of fog — then there is line of sight. Cover To determine whether a target has cover against an attack
target occupies. If one or two of those lines are blocked by an obstacle (including another creature), the target has half cover. If three or four of those lines are blocked but the attack can still reach
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
-turning conflicts.
At the edge of each mapped battlefield encounter and beyond is a region called the Fray. The Fray is an interpretation of the dangers of combat, from clashing combatants to
. The 15-foot-wide area marked by the design at the edge of the map represents dozens of clashing combatants. This area and the battlefield beyond the map are difficult terrain. A creature that enters
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
target within your attack’s range: a creature, an object, or a location.
Determine modifiers. The DM determines whether the target has cover and whether you have advantage or disadvantage against the
chapter.
If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target’s AC.
Unseen Attackers and Targets Combatants often try to escape their foes’ notice by
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
different combatants to maneuver. The giant moves in the characters’ direction and lashes out. Two duergar guards and two duergar xarrorn (see appendix C) respond to the giant’s roaring, racing in to join
and deal a flat total of 10 damage to the giant each round. Bystanders take cover at once, but duergar citizens are ready to jump in if the guards fail to contain the threat. The giant ignores
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
, initiative is rolled as normal. Then, the first round of combat starts, and the unsurprised combatants act in initiative order. A surprised creature can’t move or take an action or a reaction until its
sides. What happens with surprise when a third group of combatants sneaks up, hidden from the melee, and ambushes? The surprise rule is relevant only when a combat is starting. Any ambushes during the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
yet, Glaive and one of her blade scout companions attack the characters from both ends of this narrow tunnel. After all combatants have taken a turn, the attackers flee into Landro and hide for another
, near area L16. When the characters are within range, the scouts fire their crossbows at a random character. Any creature atop the overhang has half cover from creatures in the tunnel below. L16
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
warehouse a risky place to have a fight. At the end of each round in which weapon damage or the movement of combatants might accidentally disturb a pile of crates, or if any effect deals damage in an area
Abyssal and Infernal. It contains nonmagical prayers to Tharizdun, and a folded scrap of parchment tucked inside the front cover with a note written in Infernal: This book contains all the invocations and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
cranium rats. Damp rags and swollen planks cover broken windows, blotting what little light ekes through the ward’s perpetual fog. Of all the wards in Sigil, the Hive Ward has the least oversight
bloodstained amphitheater where spectators place bets and combatants test their mettle. The current heavyweight champion is a bloodthirsty cyclops named Akra. In addition to the typical variety of cheap
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
longer immune to being charmed. Augmentation Chambers The magic of these chambers allows Thayans to bestow glimmers of intelligence into living oozes, making them obedient and more capable combatants
transmuter and three Thayan apprentices sleep here (see appendix B for both stat blocks). When roused, they tip the cots over and cast their spells from behind cover. They try to force or draw the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
chilled the water enough to create a thin crust of ice. G23: Killing Hall Narrow slits line the west side of this twisting hall.
The arrow slits provide three-quarters cover to creatures in area G24
combatants. While Qunbraxel fights, the mind flayer telepathically berates the characters with dire warnings and predictions such as the following: “The ritual will devastate Phandalin! You bear witness to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
releases arena combatants from area X7. Ten human bandits and five bugbears (all members of the Xanathar Guild) guzzle ale and heckle combatants from the bleachers, while two goblins serve up salted rat
(see appendix B). Tools cover stone tables throughout the room. (There are enough tools here to assemble two sets of mason’s tools, one set of smith’s tools, and two sets of tinker’s tools.) Other






