what does recharge 5-6 mean dnd. Fire Breath (Recharge 5–6). what does recharge 5-6 mean dnd

 
Fire Breath (Recharge 5–6)what does recharge 5-6 mean dnd  While in contact with a web, the spider knows the exact location of any other creature in contact with the same web

An item cannot receive more than its maximum number of charges, and any excess energy dissipates harmlessly, unless the item in. The hydra regains 10 hit points for each head regrown in this way. Would really like this fixed. Before or after teleporting, the dog can make one bite attack. The DM makes the rules. Example: Action Surge -> Action Surge (5,6). Then, at the start of the monster's turn, it. On a failed save, the creature takes 55 (10d10) psychic damage and is stunned until the end of its next turn. This is especially useful when combined with classes/spells that grant you extra movement speed. The dragon uses one of the following breath weapons: Radiant Breath. 5e. Let's fight about it. Examples of Rechargeable Abilties Drow Gunslinger Smokepowder Bomb (Recharge 5–6). Hit: The target is restrained by webbing. , one creature. The spikes of this iron morningstar glow with sickly, pale light. Keeping watch is actually very. If the recharge shows 5-6, then I describe the ray a5ttack. 5. Hit: 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. It seems logical that if an ability has a 4-6 recharge roll, it would instead be usable every other round, and a 5-6 recharge could be used every third. The death rune is inscribed on its shaft and inlaid with pearl. 5e isn't designed around magic plusses as a necessary part of mathematical development in the way that 4e and to a lesser extent 3. i. The dragon exhales lightning in an 60-foot line that is 5 feet wide. With most creatures with a breath weapon (or other powerful ability) they have a recharge mechanic so they cannot be easily used repeatedly Basically how it works is after the attack/ability has been used on the start of each of the creatures turn until they get the recharge they roll 1d6 if you roll the listed number (a 5 or 6 in this case. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one. The armor is destroyed if the penalty reduces its AC to 10. For example, "Recharge 5-6" means a monster can use the special ability once. Dragons, Vampires, and Lichs all have access to this mechanic. but DnD is just a whole buncha monsters and magical creatures, half of which are either made of fire or undead or a million other crazy things. The boneclaw then teleports up. Singularity Breath (Recharge 5–6): The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 90-foot cone. This means you can rage a total of 6 times from level 1 to 19, at which point you gain an unlimited amount of extra rages. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a. [deleted] • 6 yr. This doesn't take into account the chance of recovering the move on an earlier round, which can result in such monsters doing more damage than intended. Mechanically, all it means is that a creature cannot take actions on their turn or reactions on other creatures’ turns. These spines hover above a living topaz dragon’s back, dancing and shifting with the dragon. Melee Weapon Attack: +7 to hit, reach 5 ft. Edit: Reload: A limited number of shots can be made with a weapon that has the reload property. "}. 5 games there usually was a lot of charging going on, and DMs would also (as a house rule) allow partial charges as readied actions (nothing more dramatic then readying a charge triggered by a charging opponent!). Each square of movement must bring the creature closer to the target, and the creature must end the move at least 2 squares away from its starting position. Similarly, the feat Spring Attack offers the creature that takes the feat a new full-round combat option that allows the creature to move, make a standard melee attack, and move again. Fire Breath. Bonus Actions. For example, “Recharge 5–6” means a monster can use the special ability once. However, there aren’t many abilities that use a reaction, so most players won’t be able. Teleport. Pazuzu exhales a cloud of acidic gas in a 100-foot cone that spreads around corners. DND means 'Do Not Disturb,' 'Do Not Delete,' 'Drunk and Disorderly' and 'Dungeons and Dragons'. At the start of each of the monster’s turns, roll a d6. On a failed save, the creature takes 36 (8d8) force damage, and its speed becomes 0 until the start of the dragon’s next turn. You draw magical energy through yourself as a conduit to recharge a magic item. This normally happens when an enemy is attempting to flee from you or is moving past you. This limitation prevents characters from simply charming everyone in the tavern in the space of a few minutes. A short rest is defined in the Player’s Handbook as A Short Rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. This is also seen with multi-charge wands with wording similar to “when you use the final charge roll a d20, on a 1 the wand is destroyed”. Considering fight lasting 3-4 rounds, really easy to roll under 5 few times in a row and be block for the rest of the fight. With sufficient practice, dragons can learn to draw onAnother thing I have done is make an item recharge on the full moon, so "saving" the item for the perfect occasion is less likely, but they can't use the item in every situation. DnD 5e Charging. (The difference between this: “ and. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a. At the start of each of the monster's turns, roll a d6. Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action. It seems logical that if an ability has a 4-6 recharge roll, it would instead be usable every other round, and a 5-6 recharge could be used every third. The dragon exhales poisonous gas in a 90-foot cone. Move: The creature moves up to its speed toward the target. For each head the hydra has above one, it gets an extra reaction that can be used only for opportunity attacks. There are loose rings attached to it, so it functions as a rattle. The ability also recharges when the monster finishes a short or long rest. So it really depends on how many dawns happen. To similate this variance and strength of iconic ability, at the start of each turn. Step 1: Pick a color or dragon type. 🏆 If you beat one of the top 3 scores, you will be invited to apply for the Hall of Fame. The Basic Rules for Dungeons & Dragons is a PDF that covers the core of the tabletop game. action. Tonight was a stressful night - the PCs were engaged in a chase which brought up the notion of a charging attack. Dragon Shout (Recharge 5-6). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Multiattack. and wielding no shield, her speed increases by 20 feet (included in her speed). Recharge Dice are awarded to the party following combat encounters according to the difficulty level of the encounter as judged by the DM as follows: 1d6 for Easy, 2d6 for Normal, 3d6 for Hard, and 4d6 for Deadly. Acid Breath (Recharge 5–6). level 1. 4e: Charge action is a standard at-will action to move up to your speed and make one melee attack. #13. Does that mean that you roll a d6 5 times and add them all together +1 to get the damage? Correct. Give them a really long tail and neck, for example. 1. This ruling severly handicaps Charge as a legitimate tactic. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. If the roll is one of the numbers in the recharge notation, the. Oh wait, I mean golems. 5d6+1 will yield an average damage of 18. Modified 4 years,. This limitation prevents characters from simply charming everyone in the tavern in the space of a few minutes. We would like to show you a description here but the site won’t allow us. how straight does that need to be assuming you are using a square based grid for character locations? Do the last 20 feet of movement made by the creature need to be all in the. g. If the roll is one of the numbers in the recharge notation, the monster regains the use of the. You can keep your thing the same if you want, but if it only gets an ability once every 5 turns, it’ll only be using that ability once per combat most of the time, maybe twice. Melee Weapon Attack: +10 to hit, reach 5 ft. Questions tagged [recharge] Ask Question For questions about abilities of characters or monsters that recharge after use, and the mechanics governing such abilities. An animated tree acts as an ally of the treant. The aforementioned roar of the Lion and the AC boosting shield of the Unicorn both cost two actions, for example. The hydra exhales an icy blast from each head in a 30-foot cone. The dragon exhales acid in a 30-foot line that is 5 feet wide. Dragon's Wrath Weapon (Stirring) ;Stirring (Rare). Challenge 1/4 (50 XP) Charge. For a 5th level caster, recharge on 5-6, can make you cast one spell a fight including cantrip, very often. The dragon turtle exhales scalding steam in a 60-foot cone. The dragon breathes a 60-foot cone of elemental fire. After used, the item uses should be "Recharge [5+]" or the number you set. For example, after the dragon attacks, you roll and it's breath weapon recharges, so you describe to the players how its chest swells up as it breathes in, and an orange glow emanates from deep within its throat. In D&D terms, it usually means that a character can overcome combat challenges quickly on their own, leaving the rest of the party on the sidelines. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30. If it's equal to or higher than the target character's Armor Class (AC), then it's a HIT and you roll damage. Dragon. Bite. Choose one creature within 30 feet of the drow that the drow can see. Each creature of the shard’s choice in a 60-foot-radius sphere centered on it must make a DC 20 Intelligence saving throw. The Stone Golem has an ability called Slow: Slow (Recharge 5-6): The golem targets one or more creatures it can see within 10 feet of it. Either way, this might break some important items like the Shield of the Hidden Lord, where I believe it says it recharges at dawn OR every 24 hours. Hit: 15 (2d6 + 8) slashing damage. Your character will use spell slots to cast spells. 10. Lotus1235 • 2 yr. 1. I believe in the monsters manual 1 or 2 these are represented by a 5 and 6 rolled on 6 sided dice. 2. Bite. Allow for more tactical decisions. The shard unleashes a pulse of psychic power. In 5e the Charge action seems to be gone entirely (at least, I haven't found it in either the Basic Rules or the PHB). 4. An opportunity attack can be performed when an enemy leaves your melee range (usually 5 feet but sometimes 10 feet). Special Equipment. In DnD 5e Legendary Actions are something the more iconic creatures of DnD have access to. (Recharge 5-6) The field/celestial conjures a CR/2 (min 1) x 5 foot radius aura destructive to the souls not of its type (fiend/celestial) at a point within 15 + (CR x 5) feet. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. Melee Weapon Attack: +10 to hit, reach 10 ft. The smoke dragon exhales a 20-foot cone of thick, black smoke that spreads around corners. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. In 3. , one target. It takes 5 (1d10) force damage if it ends its turn inside an object. For example, “Recharge 5–6” means a monster can use the special ability once. Eventually at level 20 the Fighter will have a BAB of +20/+15/+10/+5. Web Walker: The spider ignores movement restrictions caused by webbing. b) just after they have used the thing up. Tap the Sleep Mode and click on the tab to manually enable the setting. Oftentimes, race and class features are limited to a few times per long or short rest, this is to allow powerful abilities without making the race/class too powerful, and also add an element of resource conservation. Any spell with an expensive material component or an XP component has a general recharge time. Then, at the start of the monster’s turn, it regains the use of that ability if it rolls a 5 or 6 on a d6. I. But, I noticed that the rules for arcane ward just say "abjuration spell"; the term "wizard" is not used in it. Haste (Recharge 5-6) – The golem gains a +2 bonus to AC, advantage on DEX saves, and can use slam as a bonus action until the start of its next turn. As for recharge, if you give a monster an action such as. At the heart of this labyrinth rests the demilich’s skull and the dust from its other bones. Claw. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. Players can and should use their power throughout an adventuring day so any power that can used not only every encounter but potentially be used once every 2-4 turns needs to be weak. The effect ends after you exhale the fire three times or when. Such a wand has no inherent power of its own; it channels the power of a spellcaster. Each creature in that line must make a DC 16 Dexterity saving throw, taking 31 (7d8) radiant damage on a failed save, or half as much damage on a successful one. You can charge as many times as you want, provided you're in the right conditions (enough distance, no obstacles in your path) and you have enough time to do the action (with a Belt of Battle or on a high-level factotum you could do it even twice in a round). ago. There is now a feat called Charger. Melee Weapon Attack: +6 to hit, reach 5 ft. The ability also recharges when the monster finishes a short or long rest. The Champion wears boots of haste and the Deathwalker's Ward, and. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. However, Charger requires a Feat, making it pretty hard to obtain. My PCs were in a freshly started session (the hell hound was the first encounter actually) consisting of 3 Level 3 characters. This is using a weighted average of the dragon's damage between normal attacks and the breath weapon, assuming the dragon gets a recharge every third round (which is. MagnusTheBigRed • 2 yr. The ice spider has a long jump and high jump of 10 feet with or without a running start. The reason it does not work is not because you're using the mount's movement. On the 4th turn it's guaranteed that one of the. Sussing out the timing on a rechargeable ability seems like the kind of thing that should give. Creatures in the area must make a DC 24 Constitution saving throw, taking 18d8 acid damage on a failed saving throw, or half as much damage on a. The drow throws a smokepowder bomb with a lit fuse at a space within 30 feet of them. The ability also recharges when the monster finishes a short or long rest. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. All creatures in the aura that are not a fiend/celestial must succeed on a Constitution saving throw of DC 11 + CR/2 or suffer CR d6 necrotic/radiant damage; half on a. Monsters. Hit: 13 (2d6 + 6) slashing damage. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. I might also let them use a legendary action to recover the ability off turn. When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures. "Long rest 5e rules. If you have a breath weapon that requires rest to recharge, it gains a. The ability is usable again once the recharge number is rolled. Because, if nothing else, keeping track of the recharge for each head will be annoying for you as a DM. ago. However, I feel that this is slightly overused and. The dragon has this available at least once. Hellenrae makes three melee attacks. The dragon uses one of the following breath weapons. And it also works for PHB's Dragonborn: Breath Weapon. You can take each. Singularity Breath (Recharge 5–6): The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 30-foot cone. 6. Fireball Flinger (Recharge 5-6): the wizard casts fireball. A dawn always creates one recharge, and there can't be stored more than one charge. But for dragons, this has an extra effect: their breath weapon recharges quicker, as they become more desperate. An ancient dragon has 20 foot reach on its tail attack, and 15 foot reach on its bite. Compendium - Sources->Player's Handbook. It also provides the dwarf, elf, halfling, and human as race options; in addition, the rules contain. Off the top of my head this is the only exception to the general rule of adding your ability score modifier to weapon attacks and unarmed strikes. Dragon breaths work usually work along the "Recharge 5-6" line. Don't play at 15th level and above, or do play but only for one session. On a successful save, the creature takes 22 (4d10) psychic damage and is frightened until the end of its next turn. Fire Breath (recharge 5-6). Each creature in the area of the breath weapon mustThey were (and still are, in most cases) powered by "charges" which were spent to cast spells stored in the wand. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. , one target. It’s a deliberate variant of the general “recharges after a long rest” method of ensuring things are limited to happen once per day. The 9 is the average amount of damage it will do. Gotta put out a bit more damage. "recharges on 5-6". The 3. Hit: The target is restrained by webbing. Moloch, the creature can repeat the saving throw. Breath Weapons (Recharge 5–6). You can use your armor to deflect strikes that would kill others. Desperate Frenzy. Players would then have a round to prepare, like seeing the dragon inhale. Hit: 11 (2d6 + 4) slashing damage. medium. What does recharge 5 6 mean? The ability also recharges when the monster finishes a short or long rest. Flamethrower (Recharge 5-6). If the roll is one of the die results. Each creature in that cone must make a DC 18 Constitution saving throw. If one Sending Stone is in a plane that experience dawn every 5 minutes, then that satisfies the mechanical condition that would enable the restoration of the charge if it was used. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. Mind Blast (Recharge 5–6). This should be an easy decision. Also, for the gas cloud action, it says the cloud lasts until the initiative count 20 on the next turn. If the target is a creature, it must succeed on a DC 21. Each class has a “spellcasting ability”. So the monster would start with the powerful ability, next turn roll for recharge, if 5-6 doesn't recharge it uses the next ability on the list. Euphoria Breath (Recharge 5–6). At the start of each of the monster's turns, roll a d6. Ranged Weapon Attack: +5 to hit, reach 30/60 ft. Oct 3, 2015. The demi-lich unleashes a soul-shattering scream. To cast a spell, you use a spell slot of the same level (or higher) Some spells have more powerful versions that can be cast at higher levels, and use a higher level spells slot. , one creature. The wand regains 1d6 + 1 expended charges daily at dawn. Fire Breath (Recharge 5–6). You Roll Once per Turn, at the Start of the Monster's Turn. flypirat. For example, “Recharge 5–6” means a monster can use the special ability once. The recharge value is also part of the ability description; "Acid Breath (Recharge 5–6). Recharge is usually denoted using a special notation that indicates the frequency of recharge, such as “Recharge 5-6” or “Recharge 6”. If the. Bite. Claw. Gray Ooze Lair. The shard unleashes a pulse of psychic power. The term “DND” is an acronym that stands for “Do Not Disturb. The dragon exhales acid in a 60-­foot line that is 5 feet wide. The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 60-foot-cone. Feats. dies, until the treant dies or is more than 120 feet from the tree, or until the treant takes a bonus action to turn it back into an inanimate tree. there's a 55% chance that it is refreshed at least once by the 3rd turn, it makes the actual calculation. However,. For example, "Recharge 5–6" means a monster can use the special ability once. Psychic Crush (Recharge 5–6). To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire. , darkvision 120 ft. It would be kinda hard to arrange for a fight to happen right at that time because D&D combats tend to take time measured in seconds, but supposing a long battle, yes, an item could recharge during it. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning. Have a way to deal damage. Their lightning breath does have a recharge (rolling either a 5 or 6 on a d6), and the saving throw DC is relatively low (dex save DC of 17); however, this does not mean that even on a success you won’t lose a fairly large chunk of hit. Druid. If a creature has an ability that recharges by rolling a d6 at the start of their turn, like a dragon's breath weapon or a mind flayer's mind blast , it immediately recharges and they can use this ability at the end of the current creature's turn using either their reaction or a legendary action. A silly question that I should know the answer to, but for some reason don't. , one target. Giant Spider. However, many DMs prefer games with fewer encounters, and often fewer rests. Unlike most types of actions, a PC is allowed to use a reaction on another player’s turn or a monster’s turn. Third, multiply this percentage by the base price of the item. Melee Weapon Attack: +3 to hit, reach 5 ft. what does dragon breathe recharge 5-6 mean? How often can dragon use breathe weapon? Lightning Breath (Recharge 5-6; 4-6 if bloodied). If you need an appropriate boss monster to face off against a mid-level party of 4th to 8th level adventurers, however, you might not want to either allow them simply to slaughter off a. Possess Corpse is listed as an action for the dybbuk and actions are a part of a monster's statistics (see this Q&A for more on what counts as a statistic):. A) You never regain charges of rage. Virulent Miasma (1/Day). 5e were. Hit: 17 (2d10 + 6) piercing damage. Does that mean 5 or 6 rounds? Thanks for helping me understand! 5. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The dragon exhales radiant energy in a 30-foot cone. This bonus action attack granted by Two-Weapon Fighting does not get your ability modifier added to its damage. The mind flayer magically emits psychic energy in a 60-foot cone. For example, "Recharge 5–6" means a monster can use the special ability once. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. Fire Breath (Recharge 5-6). which also recharge on a long rest. On a success, the effect ends. Boots of Haste (1/Day). , passive Perception 15 LanguagesSo I went to the system that already does that, the monster recharge system. The Monster Manual/Basic Rules entry for Giant Spiders provides an answer as part of the creature’s Web action:. Web Walker. Maybe getting to recharge additional devices or make the reroll safer would be something acquired via a feat or class feature. A Lunar Dragon’s Lair The. Medium humanoid. Hit: (2d10 + 6) bludgeoning damage plus (2d10 + 6) slashing damage. Op is asking for features that recharge on a short rest but don't recharge on a long rest. Cold Breath. The general design features for a "design model" standard adventure day are about 6 medium to. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. . The power also recharges after a short rest. Actions. At the start of each of the monster’s turns, roll a d6. Imagine if breath weapons rolled recharge at the end of the turn, and you know when they have recharged. . The Basic Rules for Dungeons & Dragons is a PDF that covers the core of the tabletop game. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. name }}, from the 5th edition (5e. If a certain number of stacks has been reached, it collapses, damaging anyone still inside and trapping them. When a spell or ability has a recharge mechanic, it means that after it has been used, the player must roll a specific number on a d6 at the start of their turn to determine if the spell or ability. If a recharge entry has dice, at the start of each of the monster's turns, roll a d6. A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. , one target. I keep seeing creatures with abilities that mention "(Recharge x-x)". #13. The dragon exhales fire in a. Roll a d8 and add 1 to the result. On a 1 to 4, the creature does nothing. , by leveling up). Im using this calculator to create challenging (we agreed that there would be little to no "easy and medium" encounters) fights. ago. If you roll a 5-6, then the ability recharges and the monster can use it the following round. Make sure the button on your tracker is aligned with the button opening on the charging cable. ”. Crush. A Humanoid reduced to 0 hit points by this damage dies and rises as a zombie (see its stat block in the Monster. This is the ability score used to determine how effective you spells are, and affects a number of things, including your number of spells prepared (if applicable), the saving throw DC of your spells, and your spell attack modifier. A dragon's breath weapon takes an average of 18 seconds to recharge. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. A character must then reload it using an action or a bonus action (characters choice). The power also recharges after a short rest. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. The attacks often deal different damage, with a different bonus to hit, and against different defenses. 8-9 (–1): Has trouble following trains of thought, forgets most unimportant things. dragon can breathe both air and water. A clay golem has an action called Haste that is thematically similar to the spell of the same name but mechanically rather different:. This ring stores spells cast into it, holding them until the attuned wearer uses them. The 5e entry for demiliches suggests that one would “hide its earthly remains and treasures in a labyrinthine tomb guarded by monsters and traps. You roll a d6. , one target. Potion of Fire Breath Potion, uncommon After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. Lightning Breath (Recharge 5-6): The Behir exhales a line of lightning that is 20 feet long and 5 feet wide. The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. You mean this: (Recharge 5–6) The “(Recharge 5–6)” is just what is displayed and has absolutely nothing mechanical attached to it whatsoever. (Most wands and staves recharge in a like manner). Spell slots will be of a certain kind ( level 1-9 ), and a certain number, and these will be determined by your class. What is in the parentheses is the damage you would roll. Meanwhile, the Magic Initiate feat establishes the idea that you don’t need to be a wizard or warlock to know a cantrip or two. The ability also recharges when the monster finishes a short or long rest. The staff regains 1d6 + 4 expended charges daily at dawn. The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Step 1: Pick a color or dragon type. There are lots of ways to make a half-dragon, either through “magic” or the old-fashion way of producing offspring. Lightning Breath (Recharge 5–6) In addition to that, it has Legendary Actions, which is a special trait that grants it some extra options to perform under the listed circumstances: The dragon can take 3 legendary actions, choosing from the options below. Melee Weapon Attack: +15 to hit, reach 5 ft. Unlike a one-hour short rest that serves as a break from adventuring, a long rest takes eight hours, most often representing a party's need to sleep. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Poison Breath (Recharge 5-6). recharge of 6. Also monsters are meant to be fully unleashed in each encounter. If you roll a 5 or a 6, they regain the ability, if you roll a 1-4, you have to wait to try again next turn. . Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. Then again on the next turn it rolls for recharge, on 1-2 it doesn't recharge the two more powerful abilities and uses the least powerful ability. At the start of each of the monster's turns, roll a d6. Web Sense. Recharge 5-6 means you roll a d6 at the start of each of the creature’s turns after using the ability for the first time in combat. The Liar lets out an angry shriek. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. 2nd/3rd level would recharge on a 3-6 after casting once. Each target must make a DC 17 Wisdom saving throw against this magic. It just means that they can’t take an action of any kind. Creatures in the area must make a DC 22.