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Returning 17 results for 'monster’s same with once after from for long'.
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Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
must finish a long rest to regain expended uses. For example, “1/Day” means a special ability can be used once and that the monster must finish a long rest to use it again. Recharge X–Y. The notation
“Recharge X–Y” means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster’s
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
taken once and that the monster must finish a Long Rest to take it again. Recharge X–Y. This notation means a monster can use the stat block part once. At the start of each of the monster’s turns, roll
can be used a certain number of times (represented by X) and that a monster must finish a Long Rest to regain expended uses. For example, a Reaction that includes “1/Day” means the Reaction can be
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Foreshadowing Foreshadowing is about finding clues to a horrible truth yet to be revealed. Consider the following examples: Before characters encounter a monster, hint at the monster’s presence with
clues such as claw marks, gnawed bones, and bloodstains. Whenever characters take a long rest, give one character a prophetic dream in which he or she glimpses something yet to be found or encountered.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
helpful magic, or permission to pass through the monster’s lair unscathed. If combat is inevitable, the answer to a monster’s riddle might reveal useful information like the monster’s secret weapon or
fortune. A series of frost giant runes etched onto a stone wall could, when decoded, activate a magical doorway to a long-lost city.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
recharges when the monster finishes a short or long rest. For example, “Recharge 6” means a monster can use the special ability once. Then, at the start of the monster’s turn, it regains the use of that ability if it rolls a 6 on a d6.
be used a certain number of times and that a monster must finish a long rest to regain expended uses. For example, “1/Day” means a special ability can be used once and that the monster must finish a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
forces, add one or more of these traits to a monster’s stat block. Alien Mind. If a creature tries to read the minion’s thoughts, that creature must succeed on a Intelligence saving throw with a DC equal
challenge rating, as long as the master is within 100 feet of it. Selfless Bodyguard. When an attack hits its master and the minion is within 5 feet of its master, the minion can use its reaction to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
chase the character. Move the monsters somewhere else. Hasten a Monster’s Demise If a combat has gone on long enough and the characters’ victory is almost certain, you can simply have the monster drop
energy. Or perhaps a monster’s desperation causes wild magic to warp the fabric of reality. You can use the environmental effects, hazards, and traps in chapter 3 to represent these effects. Change
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
earworms for those who survive its passing. A party seeking the monster might also hear the whistling long before they confront the fiend. All that time, they can at guess at their enemy’s nature, but
acts of terrible carnage. Use the tables in chapter 4 of the Dungeon Master’s Guide to help inspire similar characteristics to color a monster’s notorious reputation.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Describing Monsters The Whistling Fiend is notorious for being
heard long before it’s seen When adventurers encounter a monster for the first time, especially if its reputation precedes it, dwell on
descriptions. Sometimes it’s a contrast between mundane and terrifying details that stands out, like a monster’s soulful eyes or pearly teeth set amid vicious features. Make it Personal. There’s a fine line
Compendium
- Sources->Dungeons & Dragons->Monster Manual
intruder so long as the intruder remains in its sight. But if the intruder ventures out of sight and then returns without again presenting the command key, the gorgon attacks. Those in a gorgon’s
territory must remain vigilant and aware of the monster’s exact position, or they risk being attacked by a gorgon they thought was no longer a threat. Those who create gorgons strive to give them
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Speeding Combat Players who have to wait a long time between their characters’ turns in combat are susceptible to distraction. Consider these tips to speed combat with a large group. Be Generous with
know each character’s AC, you don’t need to ask whether a monster’s attack hits. Help Players Keep Up. If a player isn’t sure what to do on their turn in combat, help the player decide by offering a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of the fight. Monster Personality To address the question of a monster’s personality, you can use the tables in chapter 4 of the Dungeon Master’s Guide, use the Monster Personality table below, or
ground can go a long way toward spicing up an encounter. Consider setting your encounter in an area that would provide challenges even if a fight were not taking place there. What potential perils or
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
leather backpack where Archais kept his spellbook and his journal. His spellbook is long lost, but the journal remains inside. Archais’s journal relates his numerous assignments and duty stations while a
. This does not bode well, for the rift is said to be a passage to a source of interminable evil that was long ago sealed away. If the wreckage should rupture the wards, terrible darkness might be
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the rakshasa with their magic, putting the adventurers at a serious disadvantage. Such an encounter would be significantly tougher for the party than the monster’s challenge rating might suggest
members to get a total for the party’s adventuring day. This provides a rough estimate of the adjusted XP value for encounters the party can handle before the characters will need to take a long rest
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
room. As more of the rays intersect, a translucent figure comes into view where their light converges: a bald man wearing a long, purple gown. His face breaks into a smile as he sees you.
Everlast
area Y19j. Modify this text if the characters enter from the south: You ascend into an oval hall glittering with frost. Carvings decorate the walls, and long icicles hang from the ceiling. A ten-foot
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
punt is moored here. The punt is a long, flat-bottomed boat equipped with a pole for navigation through the water node. This punt can accommodate up to seven Medium creatures. As part of its movement
P14, and area P16). The globe has a flying speed of 10 feet, and a creature contained within gains the benefit of a water breathing spell for as long as it remains in the globe. Any time during the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
information. If Raserhill has been paid to stay close by the island with his ferry, his reaction to Rasp — and the monster’s reaction to him — is up to you. 2. Courtyard Gardens An archway in the
island as a staging ground for a full-on assault against the mainland. Though the sailors’ map was waterproofed, long years in the depths have made it all but illegible, and it takes a successful DC 15






