Weapon (greatclub), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Push. If you hit a creature with this weapon, you can…
Weapon (greatclub), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Push. If you hit a creature with this weapon, you can…
Weapon (greatclub), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Push. If you hit a creature with this weapon, you can push…
Weapon (club), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Club allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Slow. If you hit a creature with this weapon and deal damage to…
Weapon (club), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Club allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Slow. If you hit a creature with this weapon and deal damage to…
Giants even among their own intimidating kind, abominable yetis are stronger and bloodthirstier than their kin. They claim whole regions as their hunting grounds, and they might track trespassers for days. On sighting prey, abominable yetis fling boulders of ice and snow before closing to finish foes. In addition to their icy claws and gaze, they can exhale a blast of arctic cold. Abominable…
From the moment they are born, urdefhans prepare for war. Urdefhan warriors are among the least powerful urdefhans one might encounter outside of their eerie underground cities.
Some drow pursue arcane study, summoning Fiends from the Abyss in Lolth’s name.
This ratling stands head-and-shoulders over the others and has black-brown fur and a wicked grin; some of his frontmost teeth are delerium crystals. He wears scavenged bits of light armor, tattered dark blue rags, and a gold crown, which is slightly too small for his head. This fearsome ratling ringleader has self-styled himself as the Rat Prince. Dwelling amongst the Rat’s Nest Tavern burrow,…
A stoneborn creature is a creation of the daelkyr Orlassk. The most common stoneborn creatures are pre-existing statues that are animated by the power of the Still Lord; any mundane statue could potentially become a stoneborn. However, stoneborn creatures can also emerge spontaneously, forming from mud or clay. The level of precision varies based on the source of the statue; it could be a…
Pack Tactics. The hobgoblin bouncer has Advantage on an attack roll against a creature if at least one of the hobgoblin’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition. Actions Longsword. Melee Attack Roll: +3, reach 5 ft. Hit: 12 (2d10 + 1) Slashing damage.
Hobgoblin warriors might hunt and raid alone or with trained mastiffs, worgs, goblin gangs, or other allies. They employ simple tactics and exploit every advantage their allies provide. They willingly sacrifice companions in their pursuit of victory. Hobgoblins Hobgoblins embody the primal urge to grow and spread, expressing such drives by bending the world to their whims. Lone hobgoblins claim…
Academic Specialty. The preceptor has Advantage on all ability checks using their chosen specialty and gains Resistance to a type of damage.
Beyond the fringes of the Elemental Planes, primordial forces endlessly clash amid the Elemental Chaos. Within the vastness and violence of this realm rage elemental cataclysms, entities spawned from the raw forces of the multiverse and awash in dissonant elemental powers. These beings of primal conflict annihilate nearly all they encounter and seed the ruins left in their wake with the potential…
Conqueror of Every Horizon Hobgoblin warriors might hunt and raid alone or with trained pets, goblin gangs, or other allies. They employ simple tactics and exploit every advantage their allies provide.
Hobgoblin warriors might hunt and raid alone or with trained mastiffs, worgs, goblin gangs, or other allies. They employ simple tactics and exploit every advantage their allies provide. They willingly sacrifice companions in their pursuit of victory.
Weapon (greatclub), very rare (requires attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the…
Sahuagin warriors are vicious combatants that savage their foes with webbed claws. Once sahuagin draw blood, they usually attack until either they or their foe is slain. Sahuagin Sahuagin are fiendish terrors that prey on creatures above and below the water. Called “sea devils” by residents of coastal communities, sahuagin are ruthless raiders. They ransack ships, fishing villages, and undersea…
Tridrones oversee lesser modrons and lead them in battle. They’re suspicious of any data provided by non-modrons.
Weapon (club), uncommon Attack rolls made using this magic club can score a Critical Hit on a roll of 19 or 20 on the d20. Crafting. Creating a Champion's Club requires an Uncommon Workshop and the following Uncommon Components:
Sally Whitemane was young when the plague of undeath swept through Lordaeron, and she was forced to raise a blade against her family—mother, father, brothers, sisters—as they turned into the Lich King’s mindless pawns. She doesn’t hold the ideals of the Crusade, but she swore to support her childhood friend Renault Mograine’s quest to destroy undead at any cost.
Centaur troopers are knight-like guardians. Many are suspicious of non-Fey creatures.
Medium Monstrosity (Lycanthrope), Neutral Evil AC 14 Initiative +2 (12) HP 77 (14d8 + 14) Speed 30 ft., 40 ft. (wolf form only)
Weapon (dart), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Dart allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Vex. If you hit a creature with this weapon and deal damage to…
Doan was a renowned scholar of purifying magic, particularly cleansing flame. These days, he stews in the monastery’s library, mistrusted by the Crusade’s leaders and longing to prove himself.
A mitflit with the ingenuity to both bully others and cajole loyalty rises to the boss of a mitflit gang.
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