u/Ninetynineups

Question on spells and multi turn monsters

I was running a game and had a home brew creature that got to have multiple turns in a round. This is something I saw a YouTuber use, basically they just roll 2 initiative dice and go a full turn on each one. I used this to shake up an otherwise boring encounter and it was exciting. The monster was hard for them to predict and it could dish out consistent damage. I knew they were worried when my border player started using their precious consumables!

One of the players landed a Command spell and used Halt as the command. I wasn’t sure if the monster should lose both its turns or just one. Before I had to decide, the rouge landed a dice tower full of sneak attack damage and we moved on. My question is what do you all think? I was leaning toward the monster does the command with one of its turns and not the other. I’d love to hear your thoughts.

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u/Ninetynineups — 13 hours ago