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Returning 28 results for 'firing turns'.
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flying turns
forming turns
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compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
Clue 1: Tar-based Lifeform The ooze is a Tiny mini tar elemental (see Appendix C). If it takes fire damage, it is set aflame and takes damage at the start of each of its turns, but also deals fire
notes and paper is a single piece of paper pinned to the wood of the desk, with an ornate ebony lockbox sitting to its side. This research paper summarises the effects of firing the different types of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
character crosses the bridge, Bag of Nails opens fire. After each shot, he leaps across the rooftops to a new firing position and tries to hide. Bag of Nails is a tabaxi assassin, with these changes: Bag of
tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this trait, the tabaxi can’t use it again until it moves 0 feet on one of its turns.
If Bag of Nails
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, aiming, and firing the flame cannons in that location. If the characters choose to parley with Yargoth, she suggests they combine forces and storm Zox’s fortress. Yargoth knows that the fortress doors
) bludgeoning damage plus 17 (5d6) fire damage, and the target catches fire. While on fire, the target takes 1d6 fire damage at the start of each of its turns. A creature can end this damage by immersing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, aiming, and firing the flame cannons in that location. If the characters choose to parley with Yargoth, she suggests they combine forces and storm Zox’s fortress. Yargoth knows that the fortress doors
) bludgeoning damage plus 17 (5d6) fire damage, and the target catches fire. While on fire, the target takes 1d6 fire damage at the start of each of its turns. A creature can end this damage by immersing
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
character crosses the bridge, Bag of Nails opens fire. After each shot, he leaps across the rooftops to a new firing position and tries to hide. Bag of Nails is a tabaxi assassin, with these changes: Bag of
tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this trait, the tabaxi can’t use it again until it moves 0 feet on one of its turns.
If Bag of Nails
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
character crosses the bridge, Bag of Nails opens fire. After each shot, he leaps across the rooftops to a new firing position and tries to hide. Bag of Nails is a tabaxi assassin, with these changes: Bag of
tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this trait, the tabaxi can’t use it again until it moves 0 feet on one of its turns.
If Bag of Nails
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, aiming, and firing the flame cannons in that location. If the characters choose to parley with Yargoth, she suggests they combine forces and storm Zox’s fortress. Yargoth knows that the fortress doors
) bludgeoning damage plus 17 (5d6) fire damage, and the target catches fire. While on fire, the target takes 1d6 fire damage at the start of each of its turns. A creature can end this damage by immersing
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
night while the spring is bathed in moonlight, the bell turns to glittering ash. Sparring Sprites Sam Keiser Farther into the woods, four diminutive, winged warriors flit between oversized toadstools
and mossy logs, firing needlelike arrows from tiny bows. One of them calls out to you.
“Well met, giant travelers! We are training for battle,” he reports. “Care to spar with us?”
Four Sprite
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
night while the spring is bathed in moonlight, the bell turns to glittering ash. Sparring Sprites Sam Keiser Farther into the woods, four diminutive, winged warriors flit between oversized toadstools
and mossy logs, firing needlelike arrows from tiny bows. One of them calls out to you.
“Well met, giant travelers! We are training for battle,” he reports. “Care to spar with us?”
Four Sprite
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Mutiny The Last Breath After negotiations with Gargenhale conclude, but before he can return to his ship, read: The Last Breath turns tail and flees, leaving its captain behind. Gargenhale’s dark
ship. Firing on the Last Breath If the characters seem determined to fire on the Last Breath from a distance, Gargenhale discourages this course of action: “My ship is badly damaged and brimming with
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
night while the spring is bathed in moonlight, the bell turns to glittering ash. Sparring Sprites Sam Keiser Farther into the woods, four diminutive, winged warriors flit between oversized toadstools
and mossy logs, firing needlelike arrows from tiny bows. One of them calls out to you.
“Well met, giant travelers! We are training for battle,” he reports. “Care to spar with us?”
Four Sprite
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Mutiny The Last Breath After negotiations with Gargenhale conclude, but before he can return to his ship, read: The Last Breath turns tail and flees, leaving its captain behind. Gargenhale’s dark
ship. Firing on the Last Breath If the characters seem determined to fire on the Last Breath from a distance, Gargenhale discourages this course of action: “My ship is badly damaged and brimming with
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Mutiny The Last Breath After negotiations with Gargenhale conclude, but before he can return to his ship, read: The Last Breath turns tail and flees, leaving its captain behind. Gargenhale’s dark
ship. Firing on the Last Breath If the characters seem determined to fire on the Last Breath from a distance, Gargenhale discourages this course of action: “My ship is badly damaged and brimming with
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn. Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can
), Very Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn. Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can
), Very Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn. Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can
), Very Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, with a several batteries of ballistae on impressive cog-run cranking mounts that allow for a nearly constant cycle of firing and reloading from any of the wall emplacements. Though the folk of
. On occasion, a community that sports large dwelling-tunnels, with ample space for larger folk (or “big’uns,” as the local gnomes say), turns its settlement into an establishment that caters to such
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, with a several batteries of ballistae on impressive cog-run cranking mounts that allow for a nearly constant cycle of firing and reloading from any of the wall emplacements. Though the folk of
. On occasion, a community that sports large dwelling-tunnels, with ample space for larger folk (or “big’uns,” as the local gnomes say), turns its settlement into an establishment that caters to such
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, with a several batteries of ballistae on impressive cog-run cranking mounts that allow for a nearly constant cycle of firing and reloading from any of the wall emplacements. Though the folk of
. On occasion, a community that sports large dwelling-tunnels, with ample space for larger folk (or “big’uns,” as the local gnomes say), turns its settlement into an establishment that caters to such
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a
the holes with wax, cloth, or detritus prevents the darts from firing. As a Search action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a
. Plugging all the holes with wax, cloth, or detritus prevents the darts from firing. As a Search action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a
. Plugging all the holes with wax, cloth, or detritus prevents the darts from firing. As a Search action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a
the holes with wax, cloth, or detritus prevents the darts from firing. As a Search action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a
the holes with wax, cloth, or detritus prevents the darts from firing. As a Search action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a
. Plugging all the holes with wax, cloth, or detritus prevents the darts from firing. As a Search action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
on the deck. The first time the characters are spotted, the party gains one failure point, and each character comes under attack by two crew members firing crossbows (use the bandit stat block). If
spotted. If neither check succeeds, the crew is alerted to the characters’ presence if not already alerted, and each character comes under attack by two crew members firing crossbows (use the bandit stat
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
on the deck. The first time the characters are spotted, the party gains one failure point, and each character comes under attack by two crew members firing crossbows (use the bandit stat block). If
spotted. If neither check succeeds, the crew is alerted to the characters’ presence if not already alerted, and each character comes under attack by two crew members firing crossbows (use the bandit stat
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
on the deck. The first time the characters are spotted, the party gains one failure point, and each character comes under attack by two crew members firing crossbows (use the bandit stat block). If
spotted. If neither check succeeds, the crew is alerted to the characters’ presence if not already alerted, and each character comes under attack by two crew members firing crossbows (use the bandit stat