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Returning 35 results for 'double instances are battle'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Siege Monster. The ogre deals double damage to objects and structures.Multiattack. The ogre makes two Bash attacks.
Bash. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit
to halt.
Ogres of War
Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the
Monsters
Bigby Presents: Glory of the Giants
advantage on saving throws against spells and other magical effects.
Siege Monster. The cradle deals double damage to objects and structures.Multiattack. The cradle makes two Slam or Hurl Icicle attacks
its cradle is functionally identical to a glacier or iceberg, nestled in an alpine valley or drifting in a polar sea. In its wintry seclusion, the scion dreams of battle and glory.
If it is disturbed
Monsters
Bigby Presents: Glory of the Giants
advantage on saving throws against spells and other magical effects.
Siege Monster. The cradle deals double damage to objects and structures.Multiattack. The cradle makes three Slam or Hurl Lava attacks
lava. As the scion dreams of battle—perhaps a battle to rouse Annam from seclusion by uniting the giants or a war to conquer all in Surtur’s name—the volcano rumbles and spews molten
Monsters
Bigby Presents: Glory of the Giants
.
Siege Monster. The scion deals double damage to objects and structures.Multiattack. The scion makes one Ice Axe and two Slam attacks, or it makes two Glacier Throw attacks.
Ice Axe. Melee Weapon
or drifting in a polar sea. In its wintry seclusion, the scion dreams of battle and glory.
If it is disturbed, the scion’s cradle of the frost scion;cradle animates as a bipedal figure formed of
Monsters
Bigby Presents: Glory of the Giants
.
Siege Monster. The scion deals double damage to objects and structures.Multiattack. The scion makes one attack using Lava Blade or Lava Ball, as well as two Slam attacks.
Lava Blade. Melee Weapon
plume of smoke to rise, sometimes lit from below by fiery bursts of lava. As the scion dreams of battle—perhaps a battle to rouse Annam from seclusion by uniting the giants or a war to conquer
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its
Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently
Magic Items
Lost Laboratory of Kwalish
tattered black robe. It appears in a space of the DM’s choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it
), whichever comes later in the adventure.
Throne. You gain proficiency in the Persuasion skill and you double your proficiency bonus on checks made with that skill for the duration of the adventure. In
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
lurking outside the coral mountain, these creatures take this opportunity, joining the battle at the end of the the second round in the hopes of overwhelming the party. The giant shark is too big to get
blind. The encounter distance is reduced to 10 feet in these instances (see “Unusual Environments” in chapter 5 of the Dungeon Master’s Guide). For characters with a magical light source or darkvision
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
13. Starry Cavern The structural damage and the skeletal remains in this area are evidence of the destructive spell battle fought here centuries ago when the orcs and their mercenary wizards stormed
doorways and furnishings you’ve seen elsewhere in the mines. Both structures have battered and blackened masonry walls, their double doors cracked and scorched.
The cavern is divided by an escarpment
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
for a monster that is particularly fond of amassing treasure (such as a dragon), you can roll twice on the table or roll once and double the total. As a rough benchmark, aim to roll on the Random
Hoard CR Monetary Treasure Magic Items 0–4 2d4 × 100 (500) GP 1d4 − 1 5–10 8d10 × 100 (4,400) GP 1d3 11–16 8d8 × 1,000 (36,000) GP 1d4 17+ 6d10 × 10,000 (330,000) GP 1d6 Sam Keiser A climactic battle at the Temple of Elemental Evil brings an adventure to a dramatic end
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
top of a stone dais, at the back of which is a set of gold-plated double doors that open into area 22.
If visitors arrive unannounced, the will-o’-wisps become visible and impatiently question the
don’t like what they hear, three of the wisps attack. The other two break away to warn Vertrand (area 17) and Berlain (area 18b), who, along with Berlain’s grell valets, converge on this area. If a battle
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
experiences in the Underdark, the adventurers should be able to think of a number of likely sites for the final battle. A few likely options are discussed here. STAYING BEHIND
One or more of the
myconids of their need for a place to stage a daring last battle, Sovereign Basidia or another myconid representative might offer Neverlight Grove. The ranks of the myconids have been decimated by
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to the shrine stand ajar. If the tide of battle turns against Chief Yorb, he retreats into the shrine with his elite guards and bars the doors. A character can force open the barred doors with a
the floor in front of another double door is a mosaic depicting a frog-like humanoid beating a leopard that has snakes emerging from its shoulders. Cuneiform inscriptions are woven above and below
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Mausoleum: Spring This encounter begins when the characters come to the Garloth mausoleum seeking the Stone of Golorr. The double door to the mausoleum is open when they arrive. Earlier, Grinda
battle unfold through the eyes of a gazer (see appendix B), which stays out of the fight and tries to remain unseen. If this encounter occurs at night, there’s a 50 percent chance that Ambrose Everdawn
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
15. The Great Hall This hallway is twenty feet wide and has piles of rubble and debris scattered along its length. The walls are covered with frescoes. The south wall displays scenes of a battle
.
Double bronze doors stand in the eastern end of the south wall. Down the hall to the west is an archway carved in the form of twining serpents. Beyond it, the corridor continues on into shadow
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
damage from it. Surprise! Each time a cult fanatic dies, a shadow assassin (see appendix A) rises from the fanatic’s corpse and joins the battle, acting on the same initiative count as the fanatic
that “birthed” it. The shadow assassins guard the room thereafter. Treasure Each cult fanatic carries an obsidian holy symbol of Shar (25 gp each). The leader, Abberoch, also has a silver rod with one end formed in the shape of a key (70 gp). The rod unlocks the double door in area 18.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
northernmost door is scorched and cracked, its iron hinges partially melted; forcing it open requires a successful DC 15 Strength check. The western double doors are just as damaged but stand slightly ajar
. This large workshop was badly damaged by the ancient spell battle that laid waste to the mine. Worktables taking up two corners of the room are scorched, and the plaster has been burned off the masonry
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
Wave, you must do battle
With the Beast in the Boiling Bubble
Crost cavern vast, where chain-links rattle
Lies Whelm, past water-spouts double.
Blackrazor yet remains to be won
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the vaults. At the north end of the summit stands a gatehouse. The gatehouse’s stone roof and walls are intact, though the massive double door has collapsed. The gatehouse is home to two devas, angels
Mekkalath’s hoard is a Deck of Many Things. If the characters reach the hoard by defeating the dragon in battle or through stealth—perhaps while the dragon is distracted by food, the githyanki embassy
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
village is under attack and cry out in alarm. Five rounds after the alarm sounds, every able-bodied adult in the village arrives at the gatehouse, ready for battle. Krezk’s militia consists of four more
guards plus forty commoners (male and female humans) armed with handaxes. The double doors are made of thick wood planks bound with iron bands and sealed shut with a heavy wooden bar held in iron
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
double door to the south. The construct is missing its head, and there are gaps in its outer shell through which the construct’s inner supports and mechanisms can be glimpsed.
Emberosa. This female
mephits taunt the new arrivals mercilessly. A battle here brings reinforcements rapidly from areas 16 and 18. The construct is made of recast bits of scrap iron plundered from Trobriand’s Graveyard
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Traits Aversion to Fire. If the creature takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn. Battle Ready. The creature has Advantage on Initiative
creature has a supernatural connection to another creature or an object and knows the most direct route to it, provided the two are within 1 mile of each other. Siege Monster. The creature deals double
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, every fine blade or crushing warhammer forged, every kingdom and battle — won or lost — in defense of their people and the folk around them. The name is as much a battle cry and a badge of honor as
as Sundbarr and Adbar, survive and thrive yet today. Mark: a horizontal, double-headed hammer in a triangle of three sparkling gems.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Metalworks Confrontation The metalworks looks abandoned, and no employees are on site. Map 4.2 represents the structure. A double door is barred from inside, but Itzmin left a smaller door unlocked
talk to him requires convincing roleplaying and a DC 14 Charisma (Persuasion) check. If a character succeeds on this check before battle begins, Serapio temporarily overcomes the demonic influence
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Ogres of War Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the battering ram, the bolt
XP) Proficiency Bonus +2
Siege Monster. The ogre deals double damage to objects and structures.
Actions
Multiattack. The ogre makes two Bash attacks.
Bash. Melee Weapon Attack: +6 to hit
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
(Mis)Fortune Once the battle is over, the characters continue the voyage to the Greypeak Mountains, following up on the information gained in the Horn Enclave vault. The mysterious wizard, Lottie, is
be seen in typical numbers. A successful DC 14 Intelligence (Nature) check turns up no signs of physical damage consistent with a battle that could have leveled the town. Questionable River. The water
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
escape the dungeon. If a participant chooses correctly, they double their entry bet. If they bet wrong, they lose the chips they bet. Knol places the chips bet in a plain-looking lockbox. Anything
unfathomable distance away, two incredible beings composed of stars and crackling magic are locked in the throes of a cosmos-shaking battle while the audience shouts and cheers. A single gate filled with violet
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the far wall features another set of double doors.
The clientele here all look a lot like the duergar you saw in the town of Fortune. All are gambling in a frenzy, arguing with one another over tokens
double doors that lead to Lottie. Treasure. The tiny gems embedded into the ceiling are valuable if collected. With 1 minute of uninterrupted work, a character can collect 30 gp worth of gems, to a total
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Pits, a spidery layer of the Abyss 04–06 Rusty metal hatch forged from dulled weapons Interior of a war machine in Acheron, a plane of infinite battle 07–09 Trellis covered with vibrant, untamed
wracked by the howling gales of Pandemonium 46–48 Stone double doors sized for a giant Forge of a fire giant blacksmith on the rugged plane of Ysgard 49–58 Sparkling door within a gemstone arch The
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
recognition of a human saving his life during the fight, the Forgemaster permitted the refugees to settle on the surface, rather than forcing them to depart once the battle was done. The partnership that grew
simply neglected. Now, the surface city is a hollowed-out ruin. Some believe that the city above will be allowed to wither into oblivion, with the exception of the sturdy double wall that surrounds it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
” below).
Other Furnishings. Against the northwest wall stands a low double bed. In the middle of the room, a locked iron strongbox rests atop a low marble table flanked by two stone chairs
exile, only to fall in battle. Valtagar displays them not for sentimental reasons, but to reinforce his determination to return home. Treasure The mithral spellbook on the lectern weighs 30 pounds. It
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
submerging themselves within. At the far end of the chamber stands a double door with a large, ornately carved lock.
The pools represent the trials the characters must undertake to pass the test of
That-Which-Endures. Each pool is 10 feet deep and has sheer sides. To trigger the effects of a pool, a creature must completely submerge itself in its liquid. The pools and the double door radiate
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
enclave down upon the characters if she learns they are members of a franchise. Beyond the double doors is an enormous rectangular hall, easily fifty feet wide and over a hundred feet long, with smaller
double doors set into the other three walls. Every surface of the walls, floor, and ceiling is exquisitely carved with runes and bas reliefs depicting dwarves at war. Grand pillars shaped like stone
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
entrance of the fortress: a ten-foot-high double door of featureless stone. An arrow slit facing in your direction guards the approach.
The entrance doors are barred shut from within and can’t be
the double door is a lowered iron portcullis. Area X6 contains the winch that raises and lowers the portcullis, which can also be forced open with a knock spell or similar magic. Arrow Slit. A duergar
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the demons fight, the battle can be heard in every chamber in this zone (see “Pit Battle” in area 2 to aid in narrating the noise). 1. Chandelier Chamber Scorched and shattered plaster shows faint
can’t leave the pit until all the demons within it are destroyed. The pit is otherwise easy to climb. Shalendra Floshin Pit Battle. In the pit, a reduced-threat vrock (see “Reduced-Threat Monsters






