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General Tabletop Discussion
*Dungeons & Dragons
Lair and Legendary actions for high-level humanoid "Boss" encounters.
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<blockquote data-quote="Prakriti" data-source="post: 7336627" data-attributes="member: 6855149"><p>Some ideas:</p><p></p><p><strong>Master Thief</strong></p><p>Legendary Actions: </p><p>* Shadowstep (1 action): The Master Thief teleports through the shadows to a new location within 30' and attempts to hide. </p><p>* Quickstep (1 action): The Master Thief takes the Dodge action and one free action of its choice (which it can use to draw a weapon, load a crossbow, open a door, pull a lever, etc.).</p><p>Quaff Potion (1 action): The Master Thief quaffs a potion in its inventory (which includes a potion of speed, a potion of invulnerability, and two potions of superior healing).</p><p>* Fan of Knives (2 actions): The Master Thief throws out a volley of poison-tipped darts. Each creature within a 15' cone must make a Dexterity saving throw (DC 17). Those who fail take 6d6 piercing damage and must make a Constitution saving throw (DC 15). On a failure, a creature is poisoned until the end of its next turn. </p><p></p><p>Lair Actions: </p><p>* Help Arrives: 1d4+1 <strong>thugs</strong> join the fight. </p><p>* Trapdoor: A trapdoor opens beneath one of the characters, requiring them to succeed on a Dexterity saving throw (DC 15) or drop down a 10' shaft lined with spikes, taking 1d6 falling damage and 1d8 piercing damage from the spikes. Climbing out of the pit requires an action and a successful Athletics (Strength) check (DC 15).</p></blockquote><p></p>
[QUOTE="Prakriti, post: 7336627, member: 6855149"] Some ideas: [B]Master Thief[/B] Legendary Actions: * Shadowstep (1 action): The Master Thief teleports through the shadows to a new location within 30' and attempts to hide. * Quickstep (1 action): The Master Thief takes the Dodge action and one free action of its choice (which it can use to draw a weapon, load a crossbow, open a door, pull a lever, etc.). Quaff Potion (1 action): The Master Thief quaffs a potion in its inventory (which includes a potion of speed, a potion of invulnerability, and two potions of superior healing). * Fan of Knives (2 actions): The Master Thief throws out a volley of poison-tipped darts. Each creature within a 15' cone must make a Dexterity saving throw (DC 17). Those who fail take 6d6 piercing damage and must make a Constitution saving throw (DC 15). On a failure, a creature is poisoned until the end of its next turn. Lair Actions: * Help Arrives: 1d4+1 [B]thugs[/B] join the fight. * Trapdoor: A trapdoor opens beneath one of the characters, requiring them to succeed on a Dexterity saving throw (DC 15) or drop down a 10' shaft lined with spikes, taking 1d6 falling damage and 1d8 piercing damage from the spikes. Climbing out of the pit requires an action and a successful Athletics (Strength) check (DC 15). [/QUOTE]
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Community
General Tabletop Discussion
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Lair and Legendary actions for high-level humanoid "Boss" encounters.
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