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Returning 35 results for 'armor of growing'.
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armor of glowing
Classes
Player’s Handbook
world more than any principles of honor, courage, and justice. They often adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment
Monsters
Candlekeep Mysteries
Mei is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.Multiattack. Bak Mei attacks three times: twice with Thunder Strike and once with his staff of striking.
Thunder
distant homeland to the east of Faerûn. As he grew older, learned more about the world, and began to feel the weight of old age, his worldview changed dramatically. Motivated by his growing fear of
Oath of the Ancients
Legacy
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Classes
Player’s Handbook (2014)
, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Golgari Swarm MILIVOJ CERAN A small crowd of pale elves and humans stepped into the light. Bits of bone and detritus woven into their matted hair clicked lightly. Their chitinous armor swarmed with
tiny, riotous insects that moved in and out of the sheen of moss growing on their shoulders — a bed for sprouting fungi. Whether it was the Golgari themselves who had made the chittering sound or
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Golgari Swarm MILIVOJ CERAN A small crowd of pale elves and humans stepped into the light. Bits of bone and detritus woven into their matted hair clicked lightly. Their chitinous armor swarmed with
tiny, riotous insects that moved in and out of the sheen of moss growing on their shoulders — a bed for sprouting fungi. Whether it was the Golgari themselves who had made the chittering sound or
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Encounters on the Way The characters have the following encounters as they travel to the Wayside Inn. Armor of Talos. When the characters get to the point where the bad weather starts, the soldier
who stayed behind to observe is being attacked by the three suits of armor. (The characters might remember the armor from the Wayside Inn on their previous visit.) Use the following read-aloud text to
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Encounters on the Way The characters have the following encounters as they travel to the Wayside Inn. Armor of Talos. When the characters get to the point where the bad weather starts, the soldier
who stayed behind to observe is being attacked by the three suits of armor. (The characters might remember the armor from the Wayside Inn on their previous visit.) Use the following read-aloud text to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it. Assassin Vine
Large plant
, unaligned
Armor Class 13 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 5 ft., climb 5 ft.
STR
18 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
1 (-5)
WIS
10 (+0
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
carved crystal that stands twenty feet tall. A ten-foot-high berm hugging the circle’s eastern edge has evergreens growing around and atop it, sheltering what looks like a sarcophagus buried under snow
encounter the moose in area E6. Awakened White Moose
Large beast, neutral evil
Armor Class 11 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 40 ft.
STR
19 (+4)
DEX
11 (+0)
CON
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it. Assassin Vine
Large plant
, unaligned
Armor Class 13 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 5 ft., climb 5 ft.
STR
18 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
1 (–5)
WIS
10 (+0
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it. Assassin Vine
Large plant
, unaligned
Armor Class 13 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 5 ft., climb 5 ft.
STR
18 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
1 (–5)
WIS
10 (+0
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it. Assassin Vine
Large plant
, unaligned
Armor Class 13 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 5 ft., climb 5 ft.
STR
18 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
1 (-5)
WIS
10 (+0
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
carved crystal that stands twenty feet tall. A ten-foot-high berm hugging the circle’s eastern edge has evergreens growing around and atop it, sheltering what looks like a sarcophagus buried under snow
encounter the moose in area E6. Awakened White Moose
Large beast, neutral evil
Armor Class 11 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 40 ft.
STR
19 (+4)
DEX
11 (+0)
CON
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
span in width. From that time onward, they struggle to survive at all costs, growing throughout their lives. Those ixitxachitl that master the secrets of survival gain powers of regeneration and feed
with the merrow over which of them are the greatest and most favored servants of the Prince of Demons. Ixitxachitl
Small aberration, chaotic evil
Armor Class 15 (natural armor)
Hit Points 18 (4d6
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
span in width. From that time onward, they struggle to survive at all costs, growing throughout their lives. Those ixitxachitl that master the secrets of survival gain powers of regeneration and feed
with the merrow over which of them are the greatest and most favored servants of the Prince of Demons. Ixitxachitl
Small aberration, chaotic evil
Armor Class 15 (natural armor)
Hit Points 18 (4d6
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Darklake. The drow sell weapons, armor, magic scrolls and potions, and fine works of art. The duergar trade mainly in fine steel, and demand high prices to do so. Deep gnomes come to market with gems
, certain fungi only they are capable of growing, and salt, which much of the Underdark has little ready supply of. The surface folk bring wines, ales, and spirits, cloth, wood, paper, and a great many
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Darklake. The drow sell weapons, armor, magic scrolls and potions, and fine works of art. The duergar trade mainly in fine steel, and demand high prices to do so. Deep gnomes come to market with gems
, certain fungi only they are capable of growing, and salt, which much of the Underdark has little ready supply of. The surface folk bring wines, ales, and spirits, cloth, wood, paper, and a great many
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the Wandering Crypt, she carried within her a growing level of psionic power. She can’t help but read others’ minds, but finds that wearing a diamond earring helps tamp that unwitting ability down
her full precognitive potential. Auspicia Dran
Medium humanoid (half-elf), neutral good
Armor Class 15 (chain shirt)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
16 (+3)
DEX
14
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the Wandering Crypt, she carried within her a growing level of psionic power. She can’t help but read others’ minds, but finds that wearing a diamond earring helps tamp that unwitting ability down
her full precognitive potential. Auspicia Dran
Medium humanoid (half-elf), neutral good
Armor Class 15 (chain shirt)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
16 (+3)
DEX
14
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
clad in fearsome plate armor. Beneath its helmet, one can see the knight’s skull with malevolent pinpoints of light burning in its eye sockets. Eldritch Power. The death knight retains the ability to
undead, chaotic evil
Armor Class 20 (plate, shield)
Hit Points 180 (19d8 + 95)
Speed 30 ft.
STR
20 (+5)
DEX
11 (+0)
CON
20 (+5)
INT
12 (+1)
WIS
16 (+3
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
covers the ground, which kills all ordinary plants growing within 3 miles of the lair. Haunting Moan. A haunting sound gets louder or fainter (dragon’s choice) the closer one gets to the lair. The moan is
course of 1d10 days, allowing plant life in the area to recover. Adult Lunar Dragon Huge Dragon, Typically Neutral Evil
Armor Class 17 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 40 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
collected sentient creatures and magic at the aboleths’ command. Chuuls were designed to endure the ages of the world, growing in size and strength as the eons passed. When the aboleths’ empire
their compulsions to the service of the aboleths’ sinister purposes. Chuul
Large aberration, chaotic evil
Armor Class 16 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 30 ft., swim 30 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
gargoyle doesn’t require air, food, drink, or sleep. Gargoyle
Medium elemental, chaotic evil
Armor Class 15 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft., fly 60 ft.
STR
15 (+2
essence of the elemental prince, growing over long years into vaguely humanoid rock formations that resolve at last into the hard, cruel shapes of gargoyles.
Ogrémoch doesn’t create gargoyles
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. They prowl subterranean passages, using their rudimentary psionic abilities to search out and incapacitate brains to sate their constant hunger, growing ever more vicious. These creatures can spray
and organize hunting parties to exterminate any of these murderous worms they learn of. Neothelid
Gargantuan Aberration, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 232 (15d20
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. They prowl subterranean passages, using their rudimentary psionic abilities to search out and incapacitate brains to sate their constant hunger, growing ever more vicious. These creatures can spray
and organize hunting parties to exterminate any of these murderous worms they learn of. Neothelid
Gargantuan Aberration, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 232 (15d20
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in search of more brains to sate its constant hunger, growing ever more vicious. Neothelid
Gargantuan aberration, chaotic evil
Armor Class 16 (natural armor)
Hit Points 325 (21d20 + 105
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
gargoyle doesn’t require air, food, drink, or sleep. Gargoyle
Medium elemental, chaotic evil
Armor Class 15 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft., fly 60 ft.
STR
15 (+2
essence of the elemental prince, growing over long years into vaguely humanoid rock formations that resolve at last into the hard, cruel shapes of gargoyles.
Ogrémoch doesn’t create gargoyles
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in search of more brains to sate its constant hunger, growing ever more vicious. Neothelid
Gargantuan aberration, chaotic evil
Armor Class 16 (natural armor)
Hit Points 325 (21d20 + 105
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
clad in fearsome plate armor. Beneath its helmet, one can see the knight’s skull with malevolent pinpoints of light burning in its eye sockets. Eldritch Power. The death knight retains the ability to
undead, chaotic evil
Armor Class 20 (plate, shield)
Hit Points 180 (19d8 + 95)
Speed 30 ft.
STR
20 (+5)
DEX
11 (+0)
CON
20 (+5)
INT
12 (+1)
WIS
16 (+3
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
covers the ground, which kills all ordinary plants growing within 3 miles of the lair. Haunting Moan. A haunting sound gets louder or fainter (dragon’s choice) the closer one gets to the lair. The moan is
course of 1d10 days, allowing plant life in the area to recover. Adult Lunar Dragon Huge Dragon, Typically Neutral Evil
Armor Class 17 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 40 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
collected sentient creatures and magic at the aboleths’ command. Chuuls were designed to endure the ages of the world, growing in size and strength as the eons passed. When the aboleths’ empire
their compulsions to the service of the aboleths’ sinister purposes. Chuul
Large aberration, chaotic evil
Armor Class 16 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 30 ft., swim 30 ft
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Walnut Dankgrass The war ever rages. Growing up in an all-female clan of druids, healers, and rangers, Walnut Dankgrass was drawn to the role of protector from her earliest years. Dedicated to
Dankgrass
Medium humanoid (elf), lawful neutral
Armor Class 14 (leather armor)
Hit Points 52 (8d8 + 16)
Speed 35 ft.
STR
8 (−1)
DEX
16 (+3)
CON
14 (+2)
INT
10
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Walnut Dankgrass The war ever rages. Growing up in an all-female clan of druids, healers, and rangers, Walnut Dankgrass was drawn to the role of protector from her earliest years. Dedicated to
Dankgrass
Medium humanoid (elf), lawful neutral
Armor Class 14 (leather armor)
Hit Points 52 (8d8 + 16)
Speed 35 ft.
STR
8 (−1)
DEX
16 (+3)
CON
14 (+2)
INT
10
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
time, a growing faction within the Simic believes that an all-out war among the guilds is inevitable, given the growing unrest in the city. These members, the Adaptationists, believe that the guilds
crabs, fish, jellyfish, and a variety of other creatures to give them natural armor and weapons, gills, venomous stings, and other combat-focused adaptations.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
time, a growing faction within the Simic believes that an all-out war among the guilds is inevitable, given the growing unrest in the city. These members, the Adaptationists, believe that the guilds
crabs, fish, jellyfish, and a variety of other creatures to give them natural armor and weapons, gills, venomous stings, and other combat-focused adaptations.