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18

This particular phrase is about the "Actions in Combat" section from the PHB. The "Actions" section from the introduction to the Monster Manual says (p. 10; emphasis mine): 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, such as ...


6

The 'Actions in Combat' section of the PHB; page 192 and 193 This page lists several actions that may be taken in combat. It's not exhaustive, but it does provide a good guideline of what to expect another creature to be able to do. There is even a helpful blurb that explains you can improvise actions; this would apply to NPCs as well. The gist seems to be......


-1

The spell should be cast, with lethargy happening but not interrupting it. The lethargy is explicitly defined as not allowing the player to move or take actions until after their next turn. Actions are explicitly defined in the PHB to the extent that we know an attack action and an attack are different things (e.g. Multiattack modifies the amount of attacks ...


8

Actions can be interrupted. After all, instead of your orc with Combat Patrol, the enemy could have charged across a hidden pit trap and fallen in—definitely not going to continue their charge in that case. In this case, they could not have charged your ally if you had been in that location the whole time. Thus, they cannot charge that ally now that you have ...


-4

It can work however you want Long and short rest mechanics are for characters. If you so choose, these could be extended to monsters and, if they were, lair actions would be unavailable while resting.


6

Lair Actions are used in combat, and are not available while the creature is incapacitated or otherwise unable to take actions. From the introduction to the Monster Manual: If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action ...


1

Great question. As written (I believe), quicken spell states "When you cast a spell..." The fear spell states the only action that you are allowed to take is Dash. RAW flow never allows you to get to the point where you could cast a spell to alter its speed. As a side note, fear does not deprive you from taking actions...it only determines which ...


16

Yes, you can use your bonus action Fear requires you to take the Dash action. You can use your action to do this, or your bonus action (e.g. the Rogue’s Cunning Action), or even a magic item that gives you the Dash action (off the cuff, I’m not aware of any) - you don’t lose your action or bonus action. As such, you are free to use any action or bonus action ...


1

Your fastest possible speed involves using your action to dash as well as your full movement. But unless you have the ability to dash as a bonus action, I would say you can still use the bonus action for other things.


-1

By RAW No, not since the errata to the Ranger Companion feature. Going strictly by RAW any creature can take any actions it wishes from the actions available to all creatures, regardless of awakened status and regardless of the Ranger Companion class feature. Unless, something says it can't: When a monster takes its action, it can choose from the options in ...


20

The Tome of Battle errata never gets as far as searing blade—it starts to correct firesnake (a maneuver in desperate need of errata), but instead of indicating what text you are supposed to add to the maneuver, the file’s contents is overwritten by the errata for Complete Mage. Yes, really. It’s still on Wizards’ web site like that, and it’s still really ...


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