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Returning 35 results for 'needs combat relies pdf'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"damage","rollAction":"Rock","rollDamageType":"bludgeoning"} bludgeoning damage.To hold its place or rise within the ordning, a frost giant must routinely face mighty foes in single combat. Some seek
out magic that will aid them, but enchanted objects can be taken or lost. True greatness relies on personal prowess. Faced with this truth, a frost giant might seek a supernatural gift from Vaprak the
Monsters
The Wild Beyond the Witchlight
comfort to those who have no goodness in them.â
Ideal. âJustice needs champions. I count myself as one.â
Bond. âValorâs Call is not just an assembly of like-minded
good.â
Combat Notes
Strongheart prefers to fight with Steel, his trusty sword. His favorite use of the command spell is to compel a foe to âYield!â (which has the same effect as
Monsters
Mordenkainen Presents: Monsters of the Multiverse
False Appearance. If the trapper is motionless on a floor, wall, or ceiling at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasnât observed the trapper
investigate the bones for valuables becomes the trapperâs next meal.
A trapper needs to eat a halfling-sized meal once per week to remain sated. Given a steady supply of food, trappers are content to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, and its brass crossbow are destroyed.When an archduke of the Nine Hells needs a creature tracked, found, and either done away with or captured, the task usually falls to an orthon. These devils are
value the challenge of the chase and the thrill of one-on-one combat above all else. An orthonâs first loyalty is to its archduke, but one with no immediate assignment might work for anyone who
Monsters
The Book of Many Things
thatâs both its fiefdom and its prison. It lairs within a grotesque hive dangling from a mountain-size tree of tar and flame called Gorewood.
Aurnozci relies on demonic proxies and mortal
in consumption. Periodically, the Eye of Aurnozci communes with their horrifying master or leads a ceremony of propitiation in the Firehive. In combat, Aurnozci screeches horribly and attacks any
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but she needs
maritime trade and drawing other races into the bloody conflict.
So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near
Sahuagin Baron
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The sahuagin can magically command any shark within 120 feet of him, using a limited telepathy.Multiattack
devils have adapted to combat their ancient foes. A sahuagin born near enough to an aquatic elf community can enter the world as a malenti â a sahuagin that physically resembles an aquatic elf in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
favor by using an approach that relies on your best bonuses and skills. If the group needs to trick a guard into letting them into a castle, the rogue who is proficient in Deception is the best bet
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
thinking of how you will interact with an NPC; use an approach that relies on your groupâs skill proficiencies. For example, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
favor by using an approach that relies on your best bonuses and skills. If the group needs to trick a guard into letting them into a castle, the rogue who is proficient in Deception is the best bet
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
thinking of how you will interact with an NPC; use an approach that relies on your groupâs skill proficiencies. For example, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time described in chapter 9, âCombat.â
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, which orcs sacked five centuries ago. Clearly, what Phandalin needs now is a civilizing influenceâsomeone to take the reins and bring law and order. Someone like you. Youâre not the only one with such
do it. The nobility are bound by honor and tradition to protect their people from both external and internal threats to stability. An organized society leaves no room for evil and chaos to take root. View Character Sheet Downloadable PDF
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
). Challenge Rating. An NPC built for combat needs a challenge rating. Use the rules in chapter 9 to determine the NPCâs challenge rating, just as you would for a monster you designed.
NPC Statistics When you give an NPC game statistics, you have three main options: giving the NPC only the few statistics it needs, give the NPC a monster stat block, or give the NPC a class and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deityâs wishes. Clerics combine the helpful magic of healing and inspiring their allies with
most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deityâs wishes. Clerics combine the helpful magic of healing and inspiring their allies with
most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
ones, this chapter helps you create fun and memorable experiences for your players. Creating an adventure involves blending scenes of exploration, social interaction, and combat into a unified whole
that meets the needs of your players and your campaign. The basic elements of good storytelling should guide you throughout this process, joining the encounters into a coherent story.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Note-Taking Materials Everyone needs some way to take notes. During every round of combat, someone needs to keep track of Initiative, Hit Points, conditions, and other information. Players often like
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Note-Taking Materials Everyone needs some way to take notes. During every round of combat, someone needs to keep track of Initiative, Hit Points, conditions, and other information. Players often like
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
than simply increasing the challenge rating (an approach that often leads to underwhelming encounters), this book introduces action-oriented creatures. A powerful villain needs plenty of
dominate the battlefield. These actions make the boss creatures dynamic and formidable. Whether fought as an exciting solo challenge or alongside a few easy-to-run underlings, action-oriented creatures challenge the characters with dramatic and powerful actions in combat.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Tracking Time If tracking the passage of time is important during exploration, use a time scale appropriate for the situation at hand: Rounds. In combat and other fast-paced situations, the game
relies on 6-second rounds. Minutes. In a dungeon or settlement, movement happens on a scale of minutes. In the Free City of Greyhawk, getting from the Silver Dragon Inn to the wharf takes about 10 minutes
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Acq Inc franchise can have its very own magical cannon! As an arcane archer, youâre incredibly useful during those tense discussions when someone needs to be able to whistle, and then moments later
with an Acquisitions Incorporated franchise, you understand that your maneuvers might not do as much damage as the focused attacks of a less subtle fighter. But the needs of a franchise often call for
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Elements of a Great Adventure The best adventures have several things in common. A Credible Threat An adventure needs a threat worthy of the heroesâ attention. The threat might be a single villain or
matter. Though it might resemble a novel or a TV episode, an adventure needs to allow for more than one outcome. Otherwise, players can feel as if theyâve been railroaded â set onto a course that has only
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
proficiencies take precedence over combat bonuses. Feel free to change or ignore rules to fit the playersâ roleplaying needs, using the advice presented in part 3 of this book. A WORLD TO EXPLORE
Much
both the characters and the lords have come to terms with their differing outlooks and agendas. This style of gaming is deep, complex, and challenging. The focus isnât on combat but on negotiations
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Alignment A monsterâs alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and
stat block is the default. Feel free to depart from it and change a monsterâs alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, thereâs
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Alignment A monster's alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and
monster's alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, there's nothing stopping you. Some creatures can have any alignment. In other words
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
interaction, and combat into a unified whole that meets the needs of your players and your campaign. But itâs more than that. The basic elements of good storytelling should guide you throughout this process, so your players experience the adventure as a story and not a disjointed series of encounters.
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
The Order of Combat A typical combat encounter is a clash between two sides: a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes combat into a cycle of rounds
and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of combat when everyone
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
The Order of Combat A typical combat encounter is a clash between two sides: a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes combat into a cycle of rounds
and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of combat when everyone
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
5. Fenthazaâs Quarters Two type 2 yuan-ti malisons stand guard in the corridor outside this room. Combat in the hallway alerts the yuan-ti broodguards in area 6, which arrive in 1 round. The room can
nightmare speaker (see appendix D), lairs here. If an alarm is raised, Fenthaza relies on her guards to protect her while she releases the creature trapped in the stone urn (see below). Fenthaza tries
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Deep Ethereal To reach the Deep Ethereal, one needs a plane shift spell or arrive by means of a gate spell or magical portal. Visitors to the Deep Ethereal are engulfed by roiling mist. Scattered
simple act of will, itâs impossible to measure speed and hard to track the passage of time. A trip between planes through the Deep Ethereal takes 1d10 Ă 10 hours, regardless of the origin and destination. In combat, however, creatures are considered to move at their normal speeds.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
perceiving the monsters from a distance. Of course, you also have the freedom to adjust the numbers, but itâs important to remember that not every encounter involving a monster needs to result in combat
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Something for Everyone As described in the âKnow Your Playersâ section in chapter 2, players have different tastes in the activities they enjoy in the game. An adventure needs to account for the
different players and characters in your group to draw them into the story. An adventure that includes a balance of exploration, social interaction, and combat is likely to appeal to a wide breadth of
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
orb as the spellâs material component and the orb hand to perform the spellâs somatic component. Another example: a clericâs holy symbol is emblazoned on her shield. She likes to wade into melee combat
with a mace in one hand and a shield in the other. She uses the holy symbol as her spellcasting focus, so she needs to have the shield in hand when she casts a cleric spell that has a material






