Boss fights: lair actions, cooldowns and legendary actions
Combat · guide 3 of 3
A boss fight has more to remember: lair actions, abilities that recharge, and legendary actions. Critsmith keeps count of all of it, so you can focus on the drama.
Lair actions
On the boss's card, press Set as lair holder. The card is tagged lair holder, and its lair actions appear inside it.
Lair actions come from the NPC's page or a homebrew monster, so they're ready in every fight. Or add some just for this one, under Lair actions for this fight.
Each can be always available, only once the boss is bloodied, or only from a set round. Until then, it's greyed out and says when it unlocks.
Once the fight starts, the tracker counts the turns to the lair action at initiative 20, so you never forget it.
Abilities that recharge
Abilities with a recharge, like Ember Breath, show as ready. Press it when the boss uses it, and it's marked used.
At the start of the boss's turn, press Roll recharge. Critsmith rolls the d6 and tells you whether it's back.
Cooldowns
Cooldown abilities you've written on an NPC or homebrew monster work by rounds. Press one when it's used, and it counts down each round until it's ready again.
Legendary actions
Legendary actions show how many are left this round. Press one to spend it, and when they run out, the buttons switch off.
They come back by themselves at the start of the boss's turn, or press Give them back.
Every recharge and countdown is tracked, so you never lose the thread.
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