The rules for "Grappling", in particular the section "Moving a detected target" in the PHB (Page 195), are:
If you move, you can drag or take the stalled creature, but your speed is halved, unless the creature is two or more sizes smaller than you
I was wondering if monsters like the Kiss of Death (VGM page 124) can hold creatures in long range (in this case 15 feet), move a stuck creature from one field in their reach to another in their range, without pulling it. Is that possible?
I played with Hag Covens and I do not think they are weak or anything else (because they are anything but weak). I just wanted to add a little more shine to a certain hag I have in my world.
I'm curious to see if it's possible for a hag to be separate from several covens and the rules for it, or that three hags make up more than one coven with the same three hags to get more coven spells and the like.
Can you pick up and use an enemy as an improvised weapon?
It does not answer if another enemy does more damage. I know that 5e "rules as written" states that any improvised weapon will cause 1W4 damage, but the logic is that you drop a large stone statue on an enemy's face or a full-grown armored dwarf at a lying, unarmored, half-flying bandit should strike down. it would do more than 1W4 damage. If I dropped a dying bear on the living body of his former rider, it would do more.
Does the damage lie entirely with the DM or is there a table showing how much damage something can do?
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This answer assumes that the only material you use as a reference is PHB, MM, and DMG.
How did I come up with this answer? (I hear people wondering) 1e DMG is, as you said in a comment, counter-intuitive.
They can be found on page 190 of the DMG city meets the following text.
Search for matches every three rounds as usual or otherwise than desired.
Where was the "normal" insured? Nowhere, even though "once per turn" was "normal" for the original game (see below). If we go back on page 38 to keep track of time, we find:
It's important to keep an accurate time track so that the DM can determine when to look for wandering monsters, and to closely monitor the duration of some spells, a long time perhaps overnight … that does not relieve them of occasional Controls on wandering monsters, although the frequency can be somewhat moderated, depending on conditions …
For those who are looking for a concrete answer, a periodicity has been implied on page 174 …
If a random encounter is indicated by the periodic review …
But in this section, there is no fixed rule for random monsters, and it also refers you to your own table / table in this passage. This implies that you are best served by creating your own diagram and periodicity, but this is not required.
The 1e AD & D DMG is as usual and does not give you a hard and fast rule. Do not let that be an obstacle. Throughout 1e AD & D-DMG, the author uses a significant amount of text to provide the following guidelines for the DM, which I will summarize in a simple way: Do what you want, you are the DM,
And it works. (Well, it worked for me for a few years when I was playing and playing in AD & D 1e dungeons.)
Alternative Answer: Throw 1W6 once per turn
Much AD & D was written with the core assumptions of playing Original D & D (three little books in a box, 1974) as an embedded assumption. Volume III, Wilderness and Underworld Adventure, page 10 states:
Wandering monsters: At the end of each round, the referee rolls a six-sided die and checks if a migrating monster has been found. A throw of 6 indicates that a wandering monster has appeared.
Honestly, in the first five years of playing D & D and AD & D (1975-1981), that was "normal" in many dungeon crawls I attended. The OD & D have in many cases transitioned almost seamlessly into AD & D.
Moving Monsters "Moving Things"
None of the above excludes looking for random monsters whenever you think fit. Some of the published adventures have a guide to random monster testing, others do not.
I've read everything about how to create an encounter or "boss" monster for a group of PCs based on the Challenge Score, but I do not see any instructions on how to make a monster to challenge it a specific rating, if it is a 1-on-1 situation.
Essentially, I want a pc (level 5) in a gladiatorial pit to fight for his survival / release from jail, and I want to design / modify an orc as a challenger.
Of course, a CR5 monster would be too hard, but I'm not sure the CR system would help figure out what a serious / deadly challenge a single character would face.
Curious if there are instructions that explain how to create / change a monster for this role.
I am not aware of anything that increases your ability to attack or damage you, but I'm not sure if you're targeting people around you with Bloodthirst (or something similar).
There are some ways to do this with spells and monsters (which may have spells).
I should start with "confusion," the spell. Throw a W10 and get an effect:
1 The creature uses all its movements to move in a random direction. To determine the direction, roll a d8 and assign a direction to each cube face. The creature takes no action this turn. 2-6 The creature does not move this turn and takes no action. 7-8 The creature uses its action to make a melee attack on a randomly selected creature within its range. If no creature is within range, the creature does nothing this turn. 9-10 The creature can act and move normally.
Every "favorite" terrible bunch of mouths, The Gibbering Mouther,
Their general sound is enough to create a confusing effect:
…[snip]Dice with …[snip]… 1 to 4 the creature does nothing. At 5 or 6, the creature takes no action or bonus action and moves with its entire movement in a random direction. 7 or 8, the creature melee attacks a randomly-targeted creature within its reach or does nothing if it can not make such an attack.
And I think the best option is here Crown of madness
…[snip]The enchanted target must use its action before moving in each of its rounds to make a melee attack against a creature you choose in spirit.[snip]…
Property and charm (remote property, in my opinion)
Your options here are rather limited, but they are monsters.
Ghosts (obviously) and Yakfolk from Storm King's Thunder can inhabit and control a body.
Neogi and succubus (Succubi?) Have charm effects that allow them to exercise control over a person. "They attack.", For example.
Special Mention: Berserkeraxt
A really classic cursed item that has the quality (among other things) that:
…[snip]Whenever an enemy creature damages you while the Ax is in your possession, you must cast a DC 15 Wisdom Rescue litter or become angry. While you are angry, you must use your action each turn to attack the creature near you with the ax[snip]…
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