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Combat & Encounters

The document describes various random encounter tables for wilderness, dungeons, and urban settings. It provides d20 or d8 rolls and corresponding encounter options, such as creatures, landmarks, or events. Examples include a lost animal, a town crier making an announcement, or coming across friendly travelers with goods for sale.

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Diogo Correia
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0% found this document useful (0 votes)
14 views17 pages

Combat & Encounters

The document describes various random encounter tables for wilderness, dungeons, and urban settings. It provides d20 or d8 rolls and corresponding encounter options, such as creatures, landmarks, or events. Examples include a lost animal, a town crier making an announcement, or coming across friendly travelers with goods for sale.

Uploaded by

Diogo Correia
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

ENCOUNTER OCCURRENCE

You decide when a random encounter happens, or you roll. Consider checking for a random
encounter once every hour, once every 4 to 8 hours, or once during the day and once during a long
rest-whatever makes the most sense based on how active the area is.

If you roll, do so with a d20. If the result is 18 or higher, a random encounter occurs. You then roll
on an appropriate random encounter table to determine what the adventurers meet, re-rolling if the
die result doesn't make sense given the circumstances.

If you're not sure how often to schedule random encounters in a 24-hour period, you can leave it to
chance by rolling a d8 and consulting the Number of Wilderness Encounters table.

Number of Wilderness Encounters

d8 Number of Encounters

1 One encounter in the morning (dawn to noon)

2 One encounter in the afternoon (noon to dusk)

3 One encounter in the evening (dusk to midnight)

4 One encounter at night (midnight to dawn)

5-6 Two encounters; roll a d4 on this table to determine when each encounter occurs

7-8 No random encounter

Wilderness Encounter
d8 Encounter
A lone, powerful creature appears! The DM chooses the creature, selecting one wi
1 challenge rating that is 1-3 higher than the group's level. The creature lives in the a
passing through, and it is hostile toward the group only if they provoke it.
Hostile creatures prowl nearby! The DM chooses the creatures, selecting five with
2-4 rating equal to the group's level. These creatures are either monsters native to the a
hostile travelers
A group of friendly travelers crosses the group's path. The travelers have 2d6 good
5-6
that cost 1 gp or less on the Adventuring Gear table in the Player's Handbook
7 The group discovers a monument. Roll on the Monuments table.
8 The group wanders into a strange place. Roll on the Weird Locales table.
Monuments
d20 Monument
1 Sealed burial mound or pyramid
2 Plundered burial mound or pyramid
3 Faces carved into a mountainside or cliff
4 Giant statues carved out of a mountainside or cliff
5-6 intact obelisk etched with a warning, historical lore, dedication, or religious iconography
7-8 Ruined or toppled obelisk
9-10 Intact statue of a person or deity
11-13 Ruined or toppled statue of a person or deity
14 Great stone wall, intact, with tower fortifications spaced at one-mile intervals
15 Great stone wall in ruins
16 Great stone arch
17 Fountain
18 Intact circle of standing stones
19 Ruined or toppled circle of standing stones
20 Pillar carved with elemental or fey symbols

RANDOM ENCOUNTER
Weird Locales
d20 Locale
1-2 Dead magic zone (similar to an antimagic field)
Wild magic zone (roll on the Wild Magic Surge table in the Player's Handbook whenever a sp
3
within the zone)
4 Boulder carved with talking faces
5 Crystal cave that mystically answers questions
6 Ancient tree containing a trapped spirit
7-8 Battlefield where lingering fog occasionally assumes humanoid forms
9-10 A portal to another plane of existence
11 Wishing well
12 Giant crystal shard protruding from the ground
13 Wrecked ship, even if water is nowhere nearby
14-15 Haunted hill or barrow mound
16 River ferry guided by a skeletal captain
17 Field of petrified soldiers or other creatures
18 Forest of petrified or awakened trees
19 Canyon containing a dragons' graveyard
20 Floating earth mote with a tower on it

DUNGEON ENCOUNTERS

d6 Encounter
A lone, powerful creature appears! You choose the creature, selecting one with a challenge rating that is 1–3
1 higher than the level of the player characters. The creature lives in the dungeon or is passing through, and it
is hostile toward the group only if they provoke it.
Hostile creatures prowl nearby! You choose the creatures, selecting five with a challenge rating equal to the
2-4
level of the player characters. These creatures are either monsters native to the dungeon or hostile explorers.
5 A patch of brown mold, green slime, or yellow mold lies nearby.
6 A group of friendly explorers crosses the player characters' path. The explorers have 2d4 goods for sale that
d6 Encounter
cost 1 gp or less, which you can select from the Adventuring Gear table in the Player's Handbook.

Random Urban Encounters


d12 + d8 Encounter
2 Animals on the loose
3 Announcement
4 Brawl
5 Bullies
6 Companion
7 Contest
8 Corpse
9 Draft
10 Drunk
11 Fire
12 Found trinket
13 Guard harassment
14 Pickpocket
15 Procession
16 Protest
17 Runaway cart
18 Shady transaction
19 Spectacle
20 Urchin
ANIMALS ON THE LOOSEP114
The characters see one or more unexpected animals loose in the street. This challenge could be
anything from a pack of baboons to an escaped circus bear, tiger, or elephant.
ANNOUNCEMENTP114
A herald, town crier, mad person, or other individual makes an announcement on a street corner for
all to hear. The announcement might foreshadow some upcoming event (such as a public execution),
communicate important information to the general masses (such as a new royal decree), or convey a
dire omen or warning.
BRAWLP114
A brawl erupts near the adventurers. It could be a tavern brawl; a battle between rival factions,
families, or gangs in the city; or a struggle between city guards and criminals. The characters could
be witnesses, hit by stray arrow fire, or mistaken for members of one group and attacked by the
other.
BULLIESP116
The characters witness 1d4 + 2 bullies harassing an out-of-towner (use the commoner statistics in the
Monster Manual for all of them). A bully flees as soon as he or she takes any amount of damage.
COMPANIONP116
One or more characters are approached by a local who takes a friendly interest in the party's
activities. As a twist, the would-be companion might be a spy sent to gather information on the
adventurers.
CONTESTP116
The adventurers are drawn into an impromptu contest-anything from an intellectual test to a drinking
competition-or witness a duel.
CORPSEP116
The adventurers find a humanoid corpse.
DRAFTP116
The characters are drafted by a member of the city or town watch, who needs their help to deal with
an immediate problem. As a twist, the member of the watch might be a disguised criminal trying to
lure the party into an ambush (use the thug statistics in the Monster Manual for the criminal and his
or her cohorts).
DRUNKP116
A tipsy drunk staggers toward a random party member, mistaking him or her for someone else.
FIREP116
A fire breaks out, and the characters have a chance to help put out the flames before it spreads.
FOUND TRINKETP116
The characters find a random trinket.
You can determine the trinket by rolling on the Trinkets table in the Player's Handbook.

GUARD HARASSMENTP116
The adventurers are cornered by 1d4 + 1 guards eager to throw their weight around. If threatened,
the guards call out for help and might attract the attention of other guards or citizens nearby.
PICKPOCKETP116
A thief (use the spy statistics in the Monster Manual) tries to steal from a random character.
Characters whose passive Wisdom (Perception) scores are equal to or greater than the thief's
Dexterity (Sleight of Hand) check total catch the theft in progress.

PROCESSIONP116
The adventurers encounter a group of citizens either parading in celebration or forming a funeral
procession.
PROTESTP116
The adventurers see a group of citizens peacefully protesting a new law or decree. A handful of
guards maintain order.
RUNAWAY CARTP116
A team of horses pulling a wagon races through the city streets. The adventurers must avoid the
horses. If they stop the wagon, the owner (who is running behind the cart) is grateful.
SHADY TRANSACTIONP116
The characters witness a shady transaction between two cloaked figures.
SPECTACLEP116
The characters witness a form of public entertainment, such as a talented bard's impersonation of a
royal personage, a street circus, a puppet show, a flashy magic act, a royal visit, or a public
execution.
URCHINP116
A street urchin gloms onto the adventurers and follows them around until frightened off.

ENCOUNTER AWARENESS
If neither side is being stealthy, creatures automatically notice each other once they are within sight
or hearing range of one another.
Otherwise, if at least one creature from one side notices creatures from the other and wants a surprise
attack, everyone from the attacking side compares their Dexterity (Stealth) check results with the
passive Wisdom (Perception) scores of the other group, making this check with advantage if they’re
unseen and more than 30 feet away.
NOTICING OTHER CREATURES
While exploring, characters might encounter other creatures. An important question in such a
situation is who notices whom.

Indoors, whether the sides can see one another usually depends on the configuration of rooms and
passageways. Vision might also be limited by light sources. Outdoor visibility can be hampered by
terrain, weather, and time of day. Creatures can be more likely to hear one another before they see
anything.

If neither side is being stealthy, creatures automatically notice each other once they are within sight
or hearing range of one another. Otherwise, compare the Dexterity (Stealth) check results of the
creatures in the group that is hiding with the passive Wisdom (Perception) scores of the other group,
as explained in the Player's Handbook.

MARCHING ORDER
The adventurers should establish a marching order.

A marching order makes it easier to determine which characters are


affected by traps, which ones can spot hidden enemies, and which ones
are the closest to those enemies when a fight breaks out.

A character might occupy the front rank, one or more middle ranks, or
the back rank. Characters in the front and back ranks need enough room
to travel side by side with others in their rank. When space is too tight,
the marching order must change, usually by moving characters to a
middle rank.

Fewer Than Three Ranks.

If an adventuring party arranges its marching order with only two ranks,
they are a front rank and a back rank. If there's only one rank, it's
considered a front rank.

STEALTH
While traveling at a slow pace, the characters can move stealthily. As
long as they're not in the open, they can try to surprise or sneak by other
creatures they encounter. See the rules for hiding in chapter 7.
Travel Pace
Distance Distance Distance
Pace Traveled per Traveled Traveled Effect
Minute per Hour per Day

-5 penalty to passive Wisdom


Fast 400 feet 4 miles 30 miles
(Perception) scores

Normal 300 feet 3 miles 24 miles -

Slow 200 feet 2 miles 18 miles Able to use stealth


NOTICING THREATS
Use the passive Wisdom (Perception) scores of the characters to
determine whether anyone in the group notices a hidden threat. The DM
might decide that a threat can be noticed only by characters in a
particular rank. For example, as the characters are exploring a maze of
tunnels, the DM might decide that only those characters in the back rank
have a chance to hear or spot a stealthy creature following the group,
while characters in the front and middle ranks cannot.

While traveling at a fast pace, characters take a -5 penalty to their


passive Wisdom (Perception) scores to notice hidden threats.

Surprising Foes.

If the adventurers encounter a hostile creature or group, the DM determines whether the adventurers
or their foes might be surprised when combat erupts.
HIDING
The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are
discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for
signs of your presence.

You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or
knocking over a vase. An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.

In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you.
However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to
gain advantage on an attack roll before you are seen.

PASSIVE PERCEPTION
When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you,
the DM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 + the creature's
Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.

For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and a proficiency in Perception,
he or she has a passive Wisdom (Perception) of 14.
WHAT CAN YOU SEE?
One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be
lightly or heavily obscured, as explained in chapter 8.

VISION AND LIGHT


The most fundamental tasks of adventuring—noticing danger, finding hidden objects, hitting an
enemy in combat, and targeting a spell, to name just a few—rely heavily on a character's ability to
see. Darkness and other effects that obscure vision can prove a significant hindrance.

A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light,
patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that
rely on sight.

A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A
creature effectively suffers from the blinded condition when trying to see something in that area.
The presence or absence of light in an environment creates three categories of illumination: bright
light, dim light, and darkness.

Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches,
lanterns, fires, and other sources of illumination within a specific radius.

Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a
boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light
of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land
in dim light.

Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most
moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of
magical darkness.

BLINDSIGHT
A creature with blindsight can perceive its surroundings without relying on sight, within a specific
radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses,
such as bats and true dragons, have this sense.
DARKVISION
Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision.
Within a specified range, a creature with darkvision can see in dim light as if it were bright light and
in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that
creature is concerned. However, the creature can't discern color in that darkness, only shades of gray.
TRUESIGHT
A creature with truesight can, out to a specific range, see in normal and magical darkness,
see invisible creatures and objects, automatically detect visual illusions and succeed on saving
throws against them, and perceives the original form of a shapechanger or a creature that is
transformed by magic. Furthermore, the creature can see into the Ethereal Plane.

VISIBILITY OUTDOORS
Terrain Encounter Distance
Arctic, desert, farmland, or grassland 6d6 × 10 (210) feet
Forest, swamp, or woodland 2d8 × 10 (90) feet
Hills or wastelands 2d10 × 10 (110) feet
Jungle 2d6 × 10 (70) feet
Mountains 4d10 × 10 (220) feet
Audible Distance
Trying to be quiet 2d6 × 5 (35) feet
Normal noise level 2d6 × 10 (70) feet
Very loud 2d6 × 50 (350) feet
Visibility Outdoors
Clear day, no obstructions 2 miles (10560 feet)
Rain 1 mile (5280 feet)
Heavy Rain 50 yards (150 feet)
Fog 100 to 300 feet (200 feet)
Thick Fog 20 feet
Visibility Outdoors
From a height × 20

Source Bright Dim Duration


Mundane
Candle 5’r +5’r 1 hour
Campfire (HR) 10'r - 40'r 10'r - 40'r
Lamp 15'r +30'r 6 hours
Lantern, Bullseye 60’c +60'c 6 hours
Lantern, Hooded 30'r +30'r 6 hours
Torch 20'r +20'r 1 hour
Magic
Branding Smite 5'r - Up to 1 min
Continual Flame 20'r +20'r Until Disp.
Control Flames 2x mundane light source -
Crown of Stars 30'r +30'r 1 hour
Crown of Stars <4m - 30'r 1 hour
Dancing Lights - 10'r Up to 1 min
Daylight 60'r +60' 1 hour
Dawn 30'r, 40' h - Up to 1 min
Faerie Fire - 10'r Up to 1 min
Fire Shield 10'r +10'r 10 min
Flame Blade 10'r +10'r Up to 10 min
Flaming Sphere 20'r +20'r Up to 1 min
Guiding Bolt 5'r - 1 Round
Holy Aura 5'r - Up to 1 min
Holy weapon 30'r +30'r Up to 1
Immolation 30'r +30'r Up to 1
Investiture of Flame 30'r +30'r Up to 10
Light 20'r +20'r 1 hour
Moonbeam - 5'r, 40' h Up to 1
Prismatic Wall 100' +100' 10 mins
Produce Flame 10'r +10'r Up to 10 min
Sunbeam 30'r +30'r Up to 1
Sunburst 60'r - 1 Turn
Symbol 60'r - 10 mins
Wall of Light 120' +120' Up to 10 min

SURPRISE 189 P

The DM determines who might be surprised. If neither side tries to be stealthy, they automatically
notice each other. Otherwise, the DM compares the Dexterity (Stealth) checks of anyone hiding with
the passive Wisdom (Perception) score of each creature on the opposing side. Any character or
monster that doesn't notice a threat is surprised at the start of the encounter.
If you're surprised, you can't move or take an action on your first turn of the combat, and you can't
take a reaction until that turn ends. A member of a group can be surprised even if the other members
aren't.

ENCOUNTER EVASION
Once awareness is established and attitudes assessed, if both groups
show disinterest in engaging, the encounter is avoided. If one group goes
entirely unnoticed and doesn’t intend to engage, they Escape.

If one group notices the other and wants to engage nonviolently,


regardless of the other group’s attitude or awareness, all Surprise ends
and a Social Interaction starts. If both groups notice each other, and one
wants to engage violently while the other wants to Escape, a Chase
starts. If none of these previous scenarios happen or succeed, Combat
starts, even though a Chase, Social Interaction or Escape can still be
attempted later.

ENCOUNTER ALTERNATIVES
SOCIAL INTERACTION
1. Starting Attitude: Is the monster friendly, indifferent, or hostile to the adventurers?
Friendly monsters will be genial, indifferent ones might help or hinder a party
depending on their whims, and a hostile creature is unhelpful but doesn’t necessarily
attack on sight.
2. Conversation: What do the characters discover when speaking with the monster? The
players will hopefully put their best diplomats forward to try to shift the monster’s
attitude, if necessary. If roleplay slows down, Dungeon Masters can ask characters to
make successful Wisdom (Insight) checks to discern the monster’s personality trait,
ideal, bond, and flaw.
3. Charisma Check: This is where the party reveals what they want from the monster.
Depending on the preceding conversation, a Charisma (Persuasion, Deception,
or Intimidation) check might apply. The difficulty of the check would depend on the
creature’s current attitude toward the party. Characters who made significant
contributions to the conversation can aid each other on the check to grant advantage as
necessary, but the characters might also have disadvantage if they offended the
monster! Certain situations might also require a group ability check.
4. Repeat? If the characters fail their checks and the monster doesn’t outright attack them
or leave the area, repeat the previous steps, if permitted.

Hostile | Indifferent | Friendly

Conversation DC
Reaction
Opposes the 0 n/a n/a
adventurers’
actions and might
take risks to do
so.

Offers no help but 10 0 n/a


does no harm.

Does as asked as 20 10 0
long as no risks
or sacrifices are
involved.

Accepts a minor n/a 20 10


risk or sacrifice to
do as asked.

Accepts a n/a n/a 20


significant risk or
sacrifice to do as
asked.

Adventurers can research what a creature is likely to desire, to have advantage in ability checks
made to communicate with it. The Monster Research table suggests which skills can be used to learn
about a creature of a particular type. The DC for a relevant ability check equals 10 + the creature's
challenge rating.

Type Suggested Skills

Aberration Arcana

Beast Animal Handling, Nature, or Survival

Celestial Arcana or Religion

Construct Arcana

Dragon Arcana, History, or Nature

Elemental Arcana or Nature

Fey Arcana or Nature

Fiend Arcana or Religion

Giant History
Type Suggested Skills

Humanoid History

Monstrosity Nature or Survival

Ooze Arcana or Survival

Plant Nature or Survival

Undead Arcana or Religion

Aberrations

d4 Desired Offering

1 The brain or other organs of a rare creature

2 Flattery and obsequiousness

3 Secrets or lore it doesn't already know

4 Accepting a strange, organic graft onto your body

Beasts

d4 Desired Offering

1 Fresh meat

2 A soothing melody

3 Brightly colored beads, cloth, feathers, or string

4 An old stuffed animal or other soft trinket

Celestials

d4 Desired Offering

1 The tale of a heroic figure

2 An oath to do three charitable deeds before dawn

3 The crown of a defeated tyrant

4 A holy relic or treasured family heirloom


Constructs

d4 Desired Offering

1 Oil to apply to the construct's joints

2 A magic item with charges, to be used as fuel

3 A vessel infused with elemental power

4 Adamantine or mithral components

Dragons

d4 Desired Offering

1 Gold or gems

2 Anything from a draconic rival's hoard

3 An antique passed down at least three generations

4 A flattering artistic depiction of the dragon

Elementals

d4 Desired Offering

1 A gem worth at least 50 gp, which the creature eats

2 An exceedingly pure sample of a favored element

3 A way to return the elemental to its home plane

4 Performing a dance from the elemental's home plane

Fey

d4 Desired Offering

1 The memory of your first kiss

2 The color of your eyes

3 An object of deep sentimental value to you

4 Reciting a sublime poem


Fiends

d4 Desired Offering

1 Your soul

2 A desecrated holy object

3 Blood from a living or recently slain loved one

4 Breaking a sacred promise in the fiend's presence

Giants

d4 Desired Offering

1 A dwarf admitting giant-craft to be superior to dwarf-craft

2 A strong working animal

3 Multiple barrels of ale

4 Treasure stolen from a rival giant

Humanoids

d4 Desired Offering

1 Promising to find a lost item of great importance to their culture

2 Challenging them to a type of friendly contest, such as dancing, singing, or drinking

3 Recovering something they've lost

4 Information on a foe's secrets or weaknesses

Monstrosities

d4 Desired Offering

1 Dislodging the stuck scraps of the creature's last meal

2 The creature's favorite food

3 Driving off the creature's rival

4 Making movements that mimic the monster's mating dance


Oozes

d4 Desired Offering

1 A vial of putrid liquids

2 A cloth bearing a noxious odor

3 Bones or metal, which the ooze promptly absorbs

4 A gallon of any effervescent fluid

Plants

d4 Desired Offering

1 A pound of mulch

2 Water from a spring infused with Feywild energy

3 Clearing invasive vegetation from the creature's territory

4 Destroying all axes and fire-making implements the party carries

Undead
d4 Desired Offering

1 A vial of blood

2 A personal memento from the creature's past

3 Materials, tools, or the skills to sun-proof a crumbling mausoleum

4 Completing a task the creature was unable to finish in life

CHASE
A chase is played out over the course of rounds, during which each chase participant takes a
turn.
Here Are the steps to follow in a chase:

 1. Establish positions. Determine how far apart the quarry and the pursuer are from each
other. The quarry and the pursuer might each be an individual or a group. Over the
course of the chase, the DM keeps track of this distance. You may use a dry-erase hex
map in this kit to track distance. If you do so, you determine how many feet each hex
represents: 5 feet, 10 feet, or more.

 2. Roll initiative. Everyone involved in the chase rolls initiative, determining the order
of their turns in the chase.

 3. Roll for a complication. When your turn starts, roll a d20 and consult the Wilderness
Chase Complications table to see if an unexpected event complicates your turn.
 4. Move And take an action. You can take one action on your turn, and before or after
that action, you can move upto a distance equal to your speed. If you have a bonus action
available, you also take it during your turn, but no more than once on each of your turns.

 5. Begin the next round. When Everyone Involved in the chase has had a turn, the
round ends, and the DM determines whether the chase ends, as detailed in the "Ending a
Chase" section on the other side of this sheet. If the chase doesn't end, repeat steps 3—5
until it does.

Wilderness Chase Complications


d20 Complication
Your path takes you through a rough patch of brush. Make a DC 10 Strength (Athletics) o
1
choice) to get past the brush. On failed check, the brush counts as 5feet of difficult terra
Uneven ground threatens to slow your progress. Make a DC 10 Dexterity (Acrobatics) ch
2
check, the ground counts as 10 feet of difficult terrain.
You run through a swarm of insects (see the Monster Manual For game statistics). The sw
3
against you (+3 to hit; 4d4 piercing damage on a hit).
A stream, ravine, or rock bed blocks your path. Make a DC 10 Strength (Athletics) or Dex
4
to cross the impediment. On a failed check, the impediment counts as 10 feet of difficult
Make a DC 10 Constitution saving throw. Ona failed save, you are blinded by blowing san
5
end of your turn. While blinded in this way, your speed is halved.
A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate
6
fall 1d4 x 5 feet, taking 1d6 bludgeoning damage per 10 feet fallen as normal, and land p
You blunder into a snare. Make a DC 15 Dexterity saving throw. On failed save, you are c
7 an action, you or someone within 5 feet of you can make a DC 10 Strength check, freeing
be destroyed; it has an AC of 10 and 5 hit points, and it is immune to poison and psychic
You are caught in a stampede of spooked animals. Make a DC 10 Dexterity saving throw.
8
about and take 1d4 bludgeoning damage and 1d4 piercing damage.
Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or u
9
to avoid the razorvine. On a failed save, you take 1d10 slashing damage.
One or more creatures in the area chase after you! The DM chooses these pursuers or ro
10 2 brown bears, (2) 2d4 giant toads, (3) 1d4 poisonous snakes, (4) 2d4 wolves, (5) 1 giant
(8) 1d12 giant rats (see the Monster Manual for the creatures' game statistics).
11-20 No complication.
DASHING
Over the course of a chase, you can take the Dash action a limited number of times before you
risk exhaustion. That number equals 3 + your Constitution modifier. Each additional Dash action
you take after that number during the chase requires you to succeed on a DC 10 Constitution check
at the end of your turn or gain 1 level of exhaustion.

You drop out of the chase if your exhaustion reaches level 5, since your speed becomes0. By
finishing a short or long rest, you can remove all the levels of exhaustion you gained by taking
the Dash action additional times during the chase.

REACTIONS
During a chase, you can take reactions as normal, but you can't make opportunity attacks against
other chase participants, since you are all assumed to be moving in the same direction at the same
time. However, chase participants can still be the targets of opportunity attacks from creatures not
participating in the chase. For example, an adventurer who chases a bandit past a wolf in the woods
might provoke an opportunity attack from the wolf.
ENDING A CHASE
A chase ends when one side or the other stops, when the quarry escapes, or when at least one pursuer
is within 5 feet of a quarry.

If neither side gives up the chase, the quarry can make a Dexterity (Stealth) check at the end of each
round, after every participant in the chase has taken a turn. An incapacitated quarry can't make this
check, nor can a quarry without anything to hide behind. The check's total is compared to the passive
Wisdom (Perception) scores of the pursuers. If the quarry consists of multiple creatures, they all
make the check. If the total of a quarry's check is greater than the highest passive score, that quarry
escapes and is no longer in the chase.

The quarry gains advantage or disadvantage on the check based on prevailing circumstances, as
shown in the Escape Factors table. If one or more factors give the quarry both advantage and
disadvantage on its check, the quarry has neither, as usual.

Escape Factors
Factor Check Has.
Quarry has many things to hide behind Advantage
Quarry is in a very crowded or noisy area Advantage
Quarry has few things to hide behind Disadvanta
Quarry is in an uncrowded or quiet area Disadvanta
The lead pursuer is a ranger or has proficiency in Survival Disadvanta
Escape doesn't necessarily mean a quarry has outpaced pursuers. For example, in the mountains,
escape might mean the quarry ducked into a crevice or a hollow log.
If a quarry is caught, an encounter ensues.
SPLITTING UP
Creatures being chased can split up into smaller groups. This tactic forces pursuers to either divide
their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases,
resolve each chase separately. Run a round of one chase, then a round of the next, and so on,
tracking the distances for each separate group.
ROLE REVERSAL
During a chase,it's possible for the pursuers to become the quarry. For example, characters chasing a
bandit through the woods might draw unwanted attention from other bandits. As they pursue the
fleeing bandit, they must also evade the bandits pursuing them. Roll initiative for the new arrivals,
and run both chases simultaneously. In another scenario, the fleeing bandit might run into the
waiting arms of their accomplices. The outnumbered characters might decide to flee with the bandits
in pursuit

ENCOUNTER SETUP
ESTABLISH TERRAIN

ESTABLISH POSITIONS
The DM decides where all the characters and monsters are located. Given the adventurers' marching
order or their stated positions in the room or other location, the DM figures out where the adversaries
are—how far away and in what direction. It also takes into account the appropriate encounter
distance.

ROLL FOR INITIATIVE


Initiative determines the order of turns during combat. When combat starts, every participant makes
a Dexterity check to determine their place in the initiative order. The DM makes one roll for an
entire group of identical creatures, so each member of the group acts at the same time.

The DM ranks the combatants in order from the one with the highest Dexterity check total to the one
with the lowest. This is the order (called the initiative order) in which they act during each round.
The initiative order remains the same from round to round.

If a tie occurs, the DM decides the order among tied DM-controlled creatures, and the players decide
the order among their tied characters. The DM can decide the order if the tie is between a monster
and a player character. Optionally, the DM can have the tied characters and monsters each roll a d20
to determine the order, highest roll going first.

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