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Returning 35 results for 'acts con armadura'.
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arts con armadura
Spells
Player’s Handbook
after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind
number of Hit Dice [d10s] equal to the spell’s level)
Speed 60 ft., Fly 60 ft. (requires level 4+ spell)
Mod
Save
STR
18
+4
+4
DEX
12
+1
+1
CON
Backgrounds
Baldur’s Gate: Descent into Avernus
special joy in hitting its targets first, tipping off its con victims and otherwise frustrating its schemes.
3
It’s always been about money. You’re not paid what you’re worth
arrested or killed with their idiocy.
FEATURE: CRIMINAL CONTACT
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices. Cultist Medium or Small Humanoid, Neutral
AC 12 Initiative
+1 (11)
HP 9 (2d8)
Speed 30 ft.
Ability Score Mod Save
Str 11 +0 +0
Dex 12 +1 +1
Con 10 +0 +0
Ability Score Mod Save
Int 10 +0 +0
Wis 11 +0 +2
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices. Cultist Medium or Small Humanoid, Neutral
AC 12 Initiative
+1 (11)
HP 9 (2d8)
Speed 30 ft.
Ability Score Mod Save
Str 11 +0 +0
Dex 12 +1 +1
Con 10 +0 +0
Ability Score Mod Save
Int 10 +0 +0
Wis 11 +0 +2
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
DEX
10 (+0)
CON
21 (+5)
INT
14 (+2)
WIS
11 (+0)
CHA
19 (+4)
Saving Throws Dex +4, Con +9, Wis +4, Cha +8
Skills Perception +8, Stealth +8
undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon’s control.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
DEX
10 (+0)
CON
21 (+5)
INT
14 (+2)
WIS
11 (+0)
CHA
19 (+4)
Saving Throws Dex +4, Con +9, Wis +4, Cha +8
Skills Perception +8, Stealth +8
undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon’s control.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Tribal Warrior Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest
(+1)
DEX
11 (+0)
CON
12 (+1)
INT
8 (−1)
WIS
11 (+0)
CHA
8 (−1)
Senses passive Perception 10
Languages any one language
Challenge 1/8 (25 XP)
Pack
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Gnoll Pack Lord Rising above other gnolls with their viciousness and physical prowess, gnoll pack lords terrorize weaker gnolls into their service. These brutes drive other gnolls to acts of great
+3 +3
Dex 14 +2 +2
Con 13 +1 +1
Ability Score Mod Save
Int 8 −1 −1
Wis 11 +0 +0
Cha 9 −1 −1
Senses Darkvision 60 ft.; Passive Perception 10
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Homunculus A homunculus is a construct that acts as an extension of its creator, with the two sharing thoughts, senses, and language through a mystical bond. Functioning as a spy, a scout, an
Points 5 (2d4)
Speed 20 ft., fly 40 ft.
STR
4(−3)
DEX
15(+2)
CON
11(+0)
INT
10(+0)
WIS
10(+0)
CHA
7(−2)
Damage Immunities poison
Condition
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
derro believe such acts are sanctioned by their despicable god, Diirinka, who delights in cruelty and destruction. Derro Raider Small Aberration, Typically Chaotic Evil
Armor Class 12 (leather armor
)
Hit Points 16 (3d6 + 6)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
11 (+0)
WIS
5 (−3)
CHA
9 (−1)
Skills Athletics +4, Stealth +3
Senses darkvision 120 ft
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sahuagin Champion Those sahuagin warriors who prove themselves through heroic acts are given both title and status. Sahuagin champions often serve as lieutenants in the sahuagin army, as they do in
(+2)
CON
12 (+1)
INT
12 (+1)
WIS
13 (+1)
CHA
9 (-1)
Skills Perception +5
Senses darkvision 120 ft., passive Perception 15
Languages Sahuagin
Challenge 3
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Nupperibo Mortals whose evil acts in life arose from carelessness and sloth are doomed to become nupperibos. These blind, bloated least devils shuffle mindlessly across the Nine Hells, groping for
16 (+3)
DEX
11 (+0)
CON
13 (+1)
INT
3 (−4)
WIS
8 (−1)
CHA
1 (−5)
Skills Perception +1
Damage Resistances acid, cold; bludgeoning, piercing, and slashing
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Homunculus A homunculus is a construct that acts as an extension of its creator, with the two sharing thoughts, senses, and language through a mystical bond. Functioning as a spy, a scout, an
Points 5 (2d4)
Speed 20 ft., fly 40 ft.
STR
4(−3)
DEX
15(+2)
CON
11(+0)
INT
10(+0)
WIS
10(+0)
CHA
7(−2)
Damage Immunities poison
Condition
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sahuagin Champion Those sahuagin warriors who prove themselves through heroic acts are given both title and status. Sahuagin champions often serve as lieutenants in the sahuagin army, as they do in
(+2)
CON
12 (+1)
INT
12 (+1)
WIS
13 (+1)
CHA
9 (-1)
Skills Perception +5
Senses darkvision 120 ft., passive Perception 15
Languages Sahuagin
Challenge 3
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Tribal Warrior Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest
(+1)
DEX
11 (+0)
CON
12 (+1)
INT
8 (−1)
WIS
11 (+0)
CHA
8 (−1)
Senses passive Perception 10
Languages any one language
Challenge 1/8 (25 XP)
Pack
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Eblis Eblis (pronounced EH-blee) are thought to be reincarnations of evil humans who were punished by gods for acts of larceny and kidnapping. These intelligent, evil cranes loom 8 feet tall and lay
)
DEX
16 (+3)
CON
12 (+1)
INT
12 (+1)
WIS
14 (+2)
CHA
11 (+0)
Skills Perception +4
Senses passive Perception 14
Languages Auran, Common
Challenge 1 (200 XP
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Nupperibo Mortals whose evil acts in life arose from carelessness and sloth are doomed to become nupperibos. These blind, bloated least devils shuffle mindlessly across the Nine Hells, groping for
16 (+3)
DEX
11 (+0)
CON
13 (+1)
INT
3 (−4)
WIS
8 (−1)
CHA
1 (−5)
Skills Perception +1
Damage Resistances acid, cold; bludgeoning, piercing, and slashing
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Gnoll Pack Lord Rising above other gnolls with their viciousness and physical prowess, gnoll pack lords terrorize weaker gnolls into their service. These brutes drive other gnolls to acts of great
+3 +3
Dex 14 +2 +2
Con 13 +1 +1
Ability Score Mod Save
Int 8 −1 −1
Wis 11 +0 +0
Cha 9 −1 −1
Senses Darkvision 60 ft.; Passive Perception 10
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Eblis Eblis (pronounced EH-blee) are thought to be reincarnations of evil humans who were punished by gods for acts of larceny and kidnapping. These intelligent, evil cranes loom 8 feet tall and lay
)
DEX
16 (+3)
CON
12 (+1)
INT
12 (+1)
WIS
14 (+2)
CHA
11 (+0)
Skills Perception +4
Senses passive Perception 14
Languages Auran, Common
Challenge 1 (200 XP
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
derro believe such acts are sanctioned by their despicable god, Diirinka, who delights in cruelty and destruction. Derro Raider Small Aberration, Typically Chaotic Evil
Armor Class 12 (leather armor
)
Hit Points 16 (3d6 + 6)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
11 (+0)
WIS
5 (−3)
CHA
9 (−1)
Skills Athletics +4, Stealth +3
Senses darkvision 120 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Class 16 (scale mail)
Hit Points 71 (13d8 + 13)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
13 (+1)
WIS
17 (+3)
CHA
18 (+4)
Saving
Throws Con +4, Wis +6, Cha +7
Skills Insight +6, Perception +6, Religion +4, Stealth +5
Senses darkvision 120 ft., passive Perception 16
Languages Elvish, Undercommon
Challenge 8 (3,900 XP
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Class 16 (scale mail)
Hit Points 71 (13d8 + 13)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
13 (+1)
WIS
17 (+3)
CHA
18 (+4)
Saving
Throws Con +4, Wis +6, Cha +7
Skills Insight +6, Perception +6, Religion +4, Stealth +5
Senses darkvision 120 ft., passive Perception 16
Languages Elvish, Undercommon
Challenge 8 (3,900 XP
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Crawling Claw Tiny Undead, Neutral Evil
AC 12 Initiative +2 (12)
HP 2 (1d4)
Speed 20 ft., Climb 20 ft.
Ability Score Mod Save
Str 13 +1 +1
Dex 14 +2 +2
Con 11
possible for any creature, any living being, to be inherently evil? Such an assertion may itself facilitate the committing of evil acts. By defining a person as evil, we give them free rein to behave as
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
that magically animates the host corpse, turning it into a yellow musk zombie under the young vine’s control. In addition to protecting the defenseless plant, the zombie acts as fertilizer for the
Medium undead, unaligned
Armor Class 9
Hit Points 33 (6d8 + 6)
Speed 20 ft.
STR
13 (+1)
DEX
9 (–1)
CON
12 (+1)
INT
1 (–5)
WIS
6 (–2)
CHA
3 (–4
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
demesnes from outside threats. Treant
Huge plant, chaotic good
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.
STR
23(+6)
DEX
8(−1)
CON
21(+5)
INT
same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
long con, devils make genuinely good deals with mortals to buy appreciation and trust that can be leveraged during more consequential dealings later on. Civility. Devils like to pretend that they run
remorse, and is prepared to do the most heinous acts to get what it wants. Fear of Demotion. A devil that disappoints a superior can be demoted, whereupon it’s instantly transformed into a lesser form of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
long con, devils make genuinely good deals with mortals to buy appreciation and trust that can be leveraged during more consequential dealings later on. Civility. Devils like to pretend that they run
remorse, and is prepared to do the most heinous acts to get what it wants. Fear of Demotion. A devil that disappoints a superior can be demoted, whereupon it’s instantly transformed into a lesser form of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
that magically animates the host corpse, turning it into a yellow musk zombie under the young vine’s control. In addition to protecting the defenseless plant, the zombie acts as fertilizer for the
Medium undead, unaligned
Armor Class 9
Hit Points 33 (6d8 + 6)
Speed 20 ft.
STR
13 (+1)
DEX
9 (–1)
CON
12 (+1)
INT
1 (–5)
WIS
6 (–2)
CHA
3 (–4
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
undead, unaligned
Armor Class 11 (natural armor)
Hit Points 136 (13d12 + 52)
Speed 40 ft.
STR
25 (+7)
DEX
6 (–2)
CON
19 (+4)
INT
1 (–5)
WIS
3 (–4
, the tyrannosaurus zombie can disgorge a normal zombie, which appears in an unoccupied space within 10 feet of it. The disgorged zombie acts on its own initiative count. After a zombie is disgorged
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
demesnes from outside threats. Treant
Huge plant, chaotic good
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.
STR
23(+6)
DEX
8(−1)
CON
21(+5)
INT
same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Homunculus Shaping a mixture of clay, ash, mandrake root, and blood, one can channel rare ritual magic to create a faithful, squirrel-sized companion. A homunculus is a construct that acts as an
)
DEX
15 (+2)
CON
11 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
7 (−2)
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Crawling Claw Tiny Undead, Neutral Evil
AC 12 Initiative +2 (12)
HP 2 (1d4)
Speed 20 ft., Climb 20 ft.
Ability Score Mod Save
Str 13 +1 +1
Dex 14 +2 +2
Con 11
possible for any creature, any living being, to be inherently evil? Such an assertion may itself facilitate the committing of evil acts. By defining a person as evil, we give them free rein to behave as
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Homunculus Shaping a mixture of clay, ash, mandrake root, and blood, one can channel rare ritual magic to create a faithful, squirrel-sized companion. A homunculus is a construct that acts as an
)
DEX
15 (+2)
CON
11 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
7 (−2)
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
undead, unaligned
Armor Class 11 (natural armor)
Hit Points 136 (13d12 + 52)
Speed 40 ft.
STR
25 (+7)
DEX
6 (–2)
CON
19 (+4)
INT
1 (–5)
WIS
3 (–4
, the tyrannosaurus zombie can disgorge a normal zombie, which appears in an unoccupied space within 10 feet of it. The disgorged zombie acts on its own initiative count. After a zombie is disgorged
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Class 12
Hit Points 127 (15d10 + 45)
Speed 20 ft., climb 20 ft.
STR
14(+2)
DEX
14(+2)
CON
16(+3)
INT
7(−2)
WIS
15(+2)
CHA
3(−4)
Condition Immunities
space. The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in