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Raiders use guerrilla tactics to ambush warehouses and beat down opponents. These skilled fistfighters work in tandem to claim goods and territory for Daask.
MonkeyDM Publishing accepts no liability for injury, loss of limb, mutilation, beheading, loss of sanity, or entrapment in madness caused by joining the hunts described in this book. Any attempt at curing the scourge, communing with Old Ones, or understanding the Eldritch Truth is not cautioned by MonkeyDM Publishing or any of their partners.
You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn. On your later turns, you can take a Magic action to teleport the Cube up to 30 feet. Using aโฆ
โZoolโ (after Zuul from Ghostbusters) As we moved over the rollinโ scrub, we came across somethinโ remarkable. A lone dinosaur feeding on scrub, entirely oblivious to us. Few times in my life had I ever come across such an unyieldinโ amount of muscle and armour. When I first saw this thing, I knew it was built for one thing and one thing only โ defence. We studied it in detail. Armoured back,โฆ
For many years it was assumed that ankylosaurs used their clubs exclusively to fight off predators. However, recent studies of Zuul โs holotype have revealed that several healed injuries were likely the result of tail-club attacks from other Zuul. This indicates that it engaged in intraspecific combat, although its club was undoubtedly also used as a defensive weapon. Additionally, anโฆ
Weapon (glaive, greatsword, longsword, rapier, scimitar, or shortsword), rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isnโt a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken. Weapons Name
You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured. Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. Aโฆ
Weapon (longsword), legendary (requires attunement) You gain a +3 bonus to attack rolls and damage rolls made with this sword. In addition, while you hold the sword, you can take a Reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have Advantage on the attack roll, and any damage dealt with this special attack ignores any Immunity orโฆ
Weapon (longsword), rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isnโt a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken. Proficiency with a Longsword allows you to add your proficiency bonus to the attack roll forโฆ
Resembling a monstrous crow, the corvodaemonโs sleek and twisted form soars on elongated wings tipped with razor-sharp, finger-like claws, its six amber eyes constantly seeking for prey. Insatiable hunger for both flesh and soulsโalong with their accumulated secretsโgnaws at these Fiends. Their mimicry lets them take on the voice of those known and trusted by their would-be meals, luring theโฆ
Weapon (any simple or martial), common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. Weapons Name Simple Melee Weapons Silvered Club | 1d4 Bludgeoning | Light | Slow Silvered Dagger | 1d4 Piercing | Finesse, Light, Thrown (Range 20/60) | Nick โฆ
Weapon (any simple or martial), rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weaponโs type if the target is a Dragon. Weapons Name Simple Melee Weapons Dragon Slayer Club | 1d4 Bludgeoning | Light | Slow Dragon Slayer Dagger | 1d4 Piercing | Finesse, Light, Thrown (Range 20/60) | Nick โฆ
Weapon (light hammer), uncommon (requires attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesnโt wake a subject from magically induced sleep. Supernatural Readiness. Each subject hasโฆ
Weapon (any simple or martial), varies (requires attunement) Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge toโฆ
Weapon (shortsword), rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isnโt a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken. Proficiency with a Shortsword allows you to add your proficiency bonus to the attack rollโฆ
List of Stat Block from the Dr Dhrolinโs Dictionary of Dinosaurs.
Bone devils are gaunt, nightmarish Fiends with pallid skin stretched tight over frames that combine human and insectile features. Also known as osyluths, these Fiends command weaker devils and other beings aligned with infernal legions. Bone devils ensure that the commands of hellish sovereigns are exacted efficiently and that non-devils fulfill their commitments to the Nine Hells. They slayโฆ
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An adventure for level 3 characters โEnter the Deadminesโ is a D&D; Encounters Celebration adventure that serves as an event play experience at the beginning of the Season of Champions. It is designed to fill a three-hour session.
Doppelgangers are supernatural beings with the ability to shape-shift into any humanlike form. Their mind-reading abilities aid them in creating near-perfect disguises and plucking secrets from unguarded minds. Occasionally, doppelgangers use their shape-shifting ability in more overt ways, transforming into unsettling forms to frighten foes. A doppelgangerโs agenda might relate to its mysteriousโฆ
Armor (scale mail), varies (requires attunement) Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The level of the spell bound into the armorโฆ
Jeholrak Infiltrators are specialist members of Jeholrak society, hired by Jeholrak Politicians to eliminate other politicians. They are, in essence, master assassins whose primary purpose is to act as a wedge in the complex interplay of Jeholrak politics. The assassination of a particular politician is usually requested by another who has less influence, intending to clear space for theirโฆ
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