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Returning 18 results for 'station all combat'.
Other Suggestions:
section all combat
situation all combat
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
7: Drone Containment This chamber houses inactive detention drones. Repair bays called rewinding stations line the walls. Each rewinding station, which can hold one detention drone at a time, is a
Large object with AC 11, 40 hit points, and immunity to poison and psychic damage. Once per day, a drone patrol whose service time is almost expired comes here for rewinding. If engaged in combat, these drones have the unconscious condition after 1d4 + 1 rounds.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Steelshadow in area 15. If combat erupts in one room, the occupants of the other two rooms join the fight. The duergar in areas 17a and 17b also hear the commotion and investigate, moving 50 feet per
Watch Post Four duergar, two males named Duldor and Grimdor and two females named Marna and Ukzorra, maintain a guard station here. 6c. Command Post The northern half of the room contains a stone desk
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
other side of the room, and attacks in the second round of combat. Unless they are attacked first, the duodrones ignore the characters to start. But if combat with the swarms goes to three rounds, the
, the door automatically opens into this area, revealing area 3 and activating the mechanical creatures in that area. 3. Recharging Station A buzzing sound and a deep hum rises suddenly as the door
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, but I obey them. 3 Ambition. The need to improve my station drives my every action. 4 Conquest. I am equal to the sum of the foes I have defeated in combat. 5 Cunning. Those who can see an advantage
Compendium
- Sources->Dungeons & Dragons->Rrakkma
Area Information Dimensions & Terrain This elongated chamber (fifty-five feet by eighty-five feet) has a twenty-foot high ceiling. The room may have once served as a guard station as hooks and racks
supports the mind flayers’ objectives in their mission to subjugate the gith. Playing the Pillars COMBAT
If the duergar from the other side of the portal are pursuing the adventurers, the elder oblex
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Outside Combat As described in the Monster Manual, a beholder’s use of its eye rays in combat is random, governed by die rolls instead of by choice. This rule is an abstraction, designed to keep the
-nullifying effect of a beholder’s central eye has a number of possible uses outside combat, but if it’s not needed, the beholder can turn it off by simply closing the eye. Negative Energy Cone Normally
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
one coin accepted in all realms and by all folk. 5 Ambition. We reach the station in the cosmos that we deserve due to our drive and talents. 6 Cruelty. Strength without regular demonstrations of its
feet. If it could already fly, its flying speed becomes 10 feet. 3 Ever-Open Extra Eye. The demon gains advantage on Perception checks related to sight. 4 Bleeds Wasps. The first time in each combat
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
targets inside the area of its antimagic cone, the ability of its central eye is incredibly effective in combat — instantly crippling enemy spellcasters, revealing the exact location of anyone using
fashion, a beholder might station some of its minions in a prime spot for an ambush, or it might send forth a bunch of its servants to overrun a group of enemies that have been weakened by traps and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
metal fittings. A glass staircase climbs to an overhanging level; a faint hum comes from above.
The stairs ascend to the security station (area S18). Crates. The locations of the crates are shown on
as acute nausea and disorientation. The gas doesn’t spread to other areas of the outpost. It can be cleared temporarily using the control panel in the security station (area S18). S10: Dragon in the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
simple workrooms contain one combat robot and three worker robots programmed to haul, manage, and protect cargo in the adjacent cargo holds (see area S33). The robots are inactive and indifferent
toward entrants unless disturbed, at which point they activate and attack. Aphelion’s Aid. If the characters have completed at least one task for Aphelion and face combat in a cargo hold on this level
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
cargo hold, the flesh golem tries to beat the characters unconscious. The squidlings are compelled to try to devour the brains of unconscious characters, avoiding combat otherwise. The heavy chains and
pink slurry made from humanoid brains, a crate of machine parts, a crate of weapons (see “Treasure” below), and three crates that the gnome squidlings live in. Development. Sounds of combat here
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
mechanisms connected to the Spirit Sump’s circular control stations. As an action, a character at a control station can make a DC 14 Intelligence (Investigation) check to repair that station’s pump, doing
and attacks the characters. Skall aids the characters in combat against the spirit but withholds his more potent abilities unless the characters are about to be defeated. If the spirit is reduced to 0
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
nonmagical and harmless. E3. Guard Station A 5-foot-square window in this area looks out toward area E1. Unless she has been drawn elsewhere, Kaevja Cynavern stands watch in front of the window. Kaevja
again for another 24 hours. Agorn knows this feature of the brazier, and he uses it in combat if the situation is desperate. E9. Library Alabaster shelves line every wall and jut out into the center
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Stairs The 5-foot-wide stairs that descend from area 1 are roughly carved. They aren’t dangerous to traverse, however, except that combat while on the narrow path can be risky. Three small landings lie
combat. One corpse stands with its back against the western wall, the spear that killed it still skewering it and holding it upright. Three wooden doors lead from this area. A hollow tower of loose
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a giant raven, attack the characters. Rules for mounted combat appear in chapter 9 of the Player’s Handbook. Suggested Encounter (Night) Characters who explore Raven Rock in the dead of night
of the Pale Giants, a frost giant that Uthgar defeated in single combat at the site of Morgur’s Mound. The skull weighs 100 pounds. If it is taken from Stone Stand, the ghosts that haunt the spirit
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
populace. Where once a long royal line sat its throne and ruled over a unified kingdom, now a Grand Council sits around a table and struggles to combat the presence of demons, and demon worship, within the
, however, have prompted Szass Tam to loosen this stricture — the living now have hope of ascending within the Red Wizards, even if that hope is merely to advance to a high station within the cadre of Tam’s
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Zhentarim founded Newport. They are long dead, and over the years the settlement has become less of a Black Network stronghold and more of a way station open to anyone in need of a safe place to spend the
appendix C) of the Sky Pony tribe emerge from the northwest edge of the woods, having been drawn here by sounds of combat. They rush forward and attack. Treasure The cultists’ stone breastplates are treated
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
20 feet to area X28. X16. Panopticus Guard Station This room contains the following features: Five bald shield dwarves, their heads covered with purple eye tattoos, sit around the edge of a glowing
prizes given to winners of Xanathar’s combat tournaments. Desk. The chair behind the desk has a secret compartment under its left armrest that can be found and opened with a successful DC 15 Wisdom






