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Returning 35 results for 'group encounter'.
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group encountered
group encounters
Monsters
Mythic Odysseys of Theros
buried it under a stone near the palace of Erebos.
Tromokratis as a Mythic Encounter
Tromokratis numbers among the most powerful creatures a group of adventurers might face. If you wish to make an
encounter with the kraken truly legendary, Tromokratis might use its Hearts of the Kraken mythic trait. When this happens, it calls upon a reserve of strength just as it appears to be vanquished. After
Backgrounds
Sword Coast Adventurer's Guide
functionaries in Baldur’s Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford.
Even if you are no longer a full-fledged member of the group that gave you your start in
gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current
Monsters
Van Richten’s Guide to Ravenloft
Dread are far from safe—or empty.
Mist horrors are bodiless spirits of dread, entities given form by the fears of those they encounter. Mist horrors use the unspeakable horror stat block with the
might cause a mist horror to take on a form that combines multiple fears when it encounters a group, like a wolf with snakes for eyes or a drowned giant that resembles an estranged parent. Mist horrors
Monsters
Van Richten’s Guide to Ravenloft
the fears of those they encounter. Mist horrors use the unspeakable horror stat block with the Malleable Mass body option, which makes them appear to be composed of living mist. Further details of a
mist horror’s appearance are drawn from the fears of those within 100 feet of it. This might cause a mist horror to take on a form that combines multiple fears when it encounters a group, like a
Monsters
Van Richten’s Guide to Ravenloft
.
Mist horrors are bodiless spirits of dread, entities given form by the fears of those they encounter. Mist horrors use the unspeakable horror stat block with the Malleable Mass body option, which makes
that combines multiple fears when it encounters a group, like a wolf with snakes for eyes or a drowned giant that resembles an estranged parent. Mist horrors can’t persist for long outside the
Monsters
Van Richten’s Guide to Ravenloft
given form by the fears of those they encounter. Mist horrors use the unspeakable horror stat block with the Malleable Mass body option, which makes them appear to be composed of living mist. Further
group, like a wolf with snakes for eyes or a drowned giant that resembles an estranged parent. Mist horrors can’t persist for long outside the Mists: after 1d4;{"diceNotation":"1d4","rollType
Monsters
Van Richten’s Guide to Ravenloft
fears of those they encounter. Mist horrors use the unspeakable horror stat block with the Malleable Mass body option, which makes them appear to be composed of living mist. Further details of a mist
horror’s appearance are drawn from the fears of those within 100 feet of it. This might cause a mist horror to take on a form that combines multiple fears when it encounters a group, like a wolf
monsters
Ambusher. In the first round of a combat, the Elder Child of Belcorra has Advantage on attack rolls against any creature that began the encounter surprise;surprised.
Gnomish Cunning. The Elder
naga, Vethris.
Children of Belcorra
The Children of Belcorra are a group of deep gnomes who swore their allegiance to Belcorra when she was still a mortal, five centuries ago. When Belcorra died
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
individuals in a group typically number fewer than a dozen, consisting of siblings and their mates as well as a handful of offspring and an elder or two. A gang lives in and around a small enclosure
wild, and the cast-off members of a gang might eventually catch on with a different group.
Left to their own devices, bugbears have little more impact on the world than wolf packs. They subsist by
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.
Donjon. You disappear and become
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
— for goblins, life is short.
Goblins seek to trap and enslave any creatures they encounter, but they flee from opposition that seems too daunting. For miles around their lair, they employ pit
traps, snares, and nets to catch the unwary, and when their hunting patrols encounter other beings, they always look for ways to capture their foes instead of killing them. Goblins that run up against
Magic Items
Lost Laboratory of Kwalish
defeat the next hostile monster or group of monsters you encounter, you have advantage on ability checks made using one skill of your choice for the duration of the adventure. Otherwise, this card has no
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
god Kurtulmak in an inescapable maze, kobolds are bitterly hateful toward gnomes. Although they usually don’t seek out gnomes to do them violence, if hostile kobolds encounter a mixed group of
undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Uthgardt Marauders The characters encounter a hostile group of Uthgardt barbarians consisting of 4d6 tribal warriors and an Uthgardt shaman (see appendix C). If the group has twenty or more tribal
warriors, add 1d3 berserkers and a tribal chieftain (a berserker with 90 hit points) to the group. If the encounter occurs during the day, the Uthgardt are prowling the countryside while hunting wild
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Uthgardt Marauders The characters encounter a hostile group of Uthgardt barbarians consisting of 4d6 tribal warriors and an Uthgardt shaman (see appendix C). If the group has twenty or more tribal
warriors, add 1d3 berserkers and a tribal chieftain (a berserker with 90 hit points) to the group. If the encounter occurs during the day, the Uthgardt are prowling the countryside while hunting wild
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
encounter-building system assumes that, as DM, you want to have a clear understanding of the threat posed by a group of monsters. It will be useful to you if you want to emphasize combat in your
adventure, if you want to ensure that a foe isn’t too deadly for a group of characters, and if you want to understand the relationship between a character’s level and a monster’s challenge rating. Building an encounter using these guidelines follows a series of steps.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
encounter-building system assumes that, as DM, you want to have a clear understanding of the threat posed by a group of monsters. It will be useful to you if you want to emphasize combat in your
adventure, if you want to ensure that a foe isn’t too deadly for a group of characters, and if you want to understand the relationship between a character’s level and a monster’s challenge rating. Building an encounter using these guidelines follows a series of steps.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, each character should participate in a prelude encounter. After you’ve determined which preludes to run, choose which characters will participate in which. Then consider how to best run each prelude
you’re using: Focus on Specific Characters. Run the prelude with a spotlight on the focus characters. Consider running it with a single player or a small group of players before the adventure begins. The
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, each character should participate in a prelude encounter. After you’ve determined which preludes to run, choose which characters will participate in which. Then consider how to best run each prelude
you’re using: Focus on Specific Characters. Run the prelude with a spotlight on the focus characters. Consider running it with a single player or a small group of players before the adventure begins. The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
adventurers might choose to do so as well. A smaller scouting group can make use of stealth to travel unnoticed. If a random encounter occurs during the journey, characters in the scouting party discover it
Scouting A portion of the expanded party can break off in order to travel some distance ahead, scouting for the right path while remaining on the lookout for potential hazards. A smaller group might
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
adventurers might choose to do so as well. A smaller scouting group can make use of stealth to travel unnoticed. If a random encounter occurs during the journey, characters in the scouting party discover it
Scouting A portion of the expanded party can break off in order to travel some distance ahead, scouting for the right path while remaining on the lookout for potential hazards. A smaller group might
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Emerald Enclave The characters encounter a band of Emerald Enclave scouts or stumble upon one of their outposts. Choose whichever encounter works best for the circumstances and location. Enclave
Scouts. The party meets 1d4 + 1 members of the Emerald Enclave working to rid the jungle of its undead menace. The group works with a priest of Mielikki, but all other members are scouts. If one of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Emerald Enclave The characters encounter a band of Emerald Enclave scouts or stumble upon one of their outposts. Choose whichever encounter works best for the circumstances and location. Enclave
Scouts. The party meets 1d4 + 1 members of the Emerald Enclave working to rid the jungle of its undead menace. The group works with a priest of Mielikki, but all other members are scouts. If one of the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Starlit Evening” theme. A considerable number of marshwicks are needed, and they must be harvested by hand. The characters are part of a group that includes ten other students (apprentices from all
(Survival) check can reduce this time for everyone by 1 hour (to a minimum of 4 hours). Random Encounters in the Bayou Sedgemoor’s bayou is full of dangerous creatures. For every hour the characters’ group
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Lizardfolk The characters encounter 2d4 lizardfolk and a lizardfolk shaman. These lizardfolk belong to a tribe or kingdom in the Valley of Dread and can be appeased with food (one day’s supply per lizardfolk in the group). Otherwise they attack.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Starlit Evening” theme. A considerable number of marshwicks are needed, and they must be harvested by hand. The characters are part of a group that includes ten other students (apprentices from all
(Survival) check can reduce this time for everyone by 1 hour (to a minimum of 4 hours). Random Encounters in the Bayou Sedgemoor’s bayou is full of dangerous creatures. For every hour the characters’ group
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Lizardfolk The characters encounter 2d4 lizardfolk and a lizardfolk shaman. These lizardfolk belong to a tribe or kingdom in the Valley of Dread and can be appeased with food (one day’s supply per lizardfolk in the group). Otherwise they attack.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
that these are trained lizards moving ahead of a lizardfolk encounter group. If so, those lizardfolk (see below) appear on the scene at the start of the sixth round of combat. Giant Spiders. The
Mere of Dead Men Random Encounters The Mere of Dead Men is a place filled with dangerous creatures. Roll a d20 per hour of travel; an encounter occurs on a roll of 18–20. Determine the encounter by
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
that these are trained lizards moving ahead of a lizardfolk encounter group. If so, those lizardfolk (see below) appear on the scene at the start of the sixth round of combat. Giant Spiders. The
Mere of Dead Men Random Encounters The Mere of Dead Men is a place filled with dangerous creatures. Roll a d20 per hour of travel; an encounter occurs on a roll of 18–20. Determine the encounter by
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Red Wizard This group consists of a Red Wizard (LE male or female Thayan human mage), 1d6 guards, and 1d6 skeletons, all answerable to Valindra Shadowmantle (see “Heart of Ubtao”). If this encounter
occurs outside of Omu, these reinforcements are on their way to the city. If the encounter takes place in Omu, the Red Wizard is searching the city for shrines (see chapter 3). The Thayans aren’t
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
path. As the DM, you can decide where the characters encounter each of these groups. These encounters are meant to be run separately, although running two encounters back-to-back with no chance for the
effects or hazards. If you want to make an encounter more interesting, have the combat take place during a quake (see the “Elturel Hazards” sidebar). If you want a fight to go easier for the characters
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
creatures that often work together, such as gnolls and hyenas. Whenever you draw two or more creature cards of the same group for an encounter, those creatures work together against the party. Not all
Constructing Your Deck An encounter deck consists primarily of cards representing monsters. You can use cards from The Deck of Many Things card set, oracle cards, playing cards, cards from Magic: The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Mephits The characters might encounter magma mephits, mud mephits, smoke mephits, or steam mephits (each appearing as a group of 2d6). The mephits don’t attack unless they outnumber the characters two to one, but they’re reluctant to be helpful unless they themselves are outnumbered.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Feature: Court Functionary Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers
and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Red Wizard This group consists of a Red Wizard (LE male or female Thayan human mage), 1d6 guards, and 1d6 skeletons, all answerable to Valindra Shadowmantle (see “Heart of Ubtao”). If this encounter
occurs outside of Omu, these reinforcements are on their way to the city. If the encounter takes place in Omu, the Red Wizard is searching the city for shrines (see chapter 3). The Thayans aren’t