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Returning 35 results for 'arts con armadura'.
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area con armadura
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Martial Arts Adept Martial arts adepts are disciplined monks who have extensive training in hand-to-hand combat. Some protect monasteries; others travel the world seeking enlightenment or new forms
of combat to master. A few become bodyguards, trading their combat prowess and loyalty for food and lodging. Martial Arts Adept
Medium humanoid (any race), any alignment
Armor Class 16
Hit
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Martial Arts Adept Martial arts adepts are disciplined monks with extensive training in hand-to-hand combat. Some protect monasteries; others travel the world seeking enlightenment or new forms of
memorialize profound lessons, triumphs, or defeats. You may roll on the Martial Arts Adept Tattoos table to determine what sort of tattoo an adept bears. Martial Arts Adept Tattoos d8 Tattoo 1
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Martial Arts Adept Martial arts adepts are disciplined monks with extensive training in hand-to-hand combat. Some protect monasteries; others travel the world seeking enlightenment or new forms of
memorialize profound lessons, triumphs, or defeats. You may roll on the Martial Arts Adept Tattoos table to determine what sort of tattoo an adept bears. Martial Arts Adept Tattoos d8 Tattoo 1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Martial Arts Adept Martial arts adepts are disciplined monks who have extensive training in hand-to-hand combat. Some protect monasteries; others travel the world seeking enlightenment or new forms
of combat to master. A few become bodyguards, trading their combat prowess and loyalty for food and lodging. Martial Arts Adept
Medium humanoid (any race), any alignment
Armor Class 16
Hit
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Martial Arts Adept Within a lavish chamber inside The Hidden Shrine of Tamoachan, two dust-covered bodies are found reclining. If their rest is disturbed, the bodies awaken from a state of suspended
animation and reveal themselves to be monks of considerable capability. Martial Arts Adept Medium humanoid (any race), any alignment
Armor Class 16
Hit Points 60 (11d8 + 11)
Speed 40 ft.
STR
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Martial Arts Adept Within a lavish chamber inside The Hidden Shrine of Tamoachan, two dust-covered bodies are found reclining. If their rest is disturbed, the bodies awaken from a state of suspended
animation and reveal themselves to be monks of considerable capability. Martial Arts Adept Medium humanoid (any race), any alignment
Armor Class 16
Hit Points 60 (11d8 + 11)
Speed 40 ft.
STR
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Rock Gnome Recluse Rock gnome recluses are skilled in the arcane arts. They use their magical talents to create all kinds of wondrous inventions, very few of which work as intended. Rock Gnome
Recluse
Small humanoid (gnome), chaotic neutral
Armor Class 10 (13 with mage armor)
Hit Points 7 (2d6)
Speed 25 ft.
STR
6 (-2)
DEX
11 (+0)
CON
10 (+0)
INT
15 (+2
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Rock Gnome Recluse Rock gnome recluses are skilled in the arcane arts. They use their magical talents to create all kinds of wondrous inventions, very few of which work as intended. Rock Gnome
Recluse
Small humanoid (gnome), chaotic neutral
Armor Class 10 (13 with mage armor)
Hit Points 7 (2d6)
Speed 25 ft.
STR
6 (-2)
DEX
11 (+0)
CON
10 (+0)
INT
15 (+2
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Archmage Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue
)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
20 (+5)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws Int +9, Wis +6
Skills Arcana +13, History +13
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Archmage Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue
)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
20 (+5)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws Int +9, Wis +6
Skills Arcana +13, History +13
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
series of tests designed to reveal any potential for treachery. Those who fail are slain, while those who pass receive secret training in the arts of magic and stealth. This indoctrination is a slow
.
STR
14 (+2)
DEX
16 (+3)
CON
15 (+2)
INT
14 (+2)
WIS
15 (+2)
CHA
11 (+0)
Skills Acrobatics +5, Athletics +4, Stealth +5
Senses darkvision 60 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
with a natural affinity for the arcane arts may also become drow mages, although they are much less common. Drow Mage
Medium humanoid (elf), neutral evil
Armor Class 12 (15 with mage armor)
Hit
Points 45 (10d8)
Speed 30 ft.
STR
9 (−1)
DEX
14 (+2)
CON
10 (+0)
INT
17 (+3)
WIS
13 (+1)
CHA
12 (+1)
Skills Arcana +6, Deception +5, Perception
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Ammalia Cassalanter The vainglorious lady of House Cassalanter is schooled in the arcane arts. Like her husband Victoro, she worships Asmodeus. When they were young, Ammalia and Victoro signed a
)
Hit Points 45 (10d8)
Speed 30 ft.
STR
9(−1)
DEX
14(+2)
CON
11(+0)
INT
17(+3)
WIS
12(+1)
CHA
15(+2)
Saving Throws Int +6, Wis +4
Skills Arcana
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
series of tests designed to reveal any potential for treachery. Those who fail are slain, while those who pass receive secret training in the arts of magic and stealth. This indoctrination is a slow
.
STR
14 (+2)
DEX
16 (+3)
CON
15 (+2)
INT
14 (+2)
WIS
15 (+2)
CHA
11 (+0)
Skills Acrobatics +5, Athletics +4, Stealth +5
Senses darkvision 60 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
with a natural affinity for the arcane arts may also become drow mages, although they are much less common. Drow Mage
Medium humanoid (elf), neutral evil
Armor Class 12 (15 with mage armor)
Hit
Points 45 (10d8)
Speed 30 ft.
STR
9 (−1)
DEX
14 (+2)
CON
10 (+0)
INT
17 (+3)
WIS
13 (+1)
CHA
12 (+1)
Skills Arcana +6, Deception +5, Perception
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Ammalia Cassalanter The vainglorious lady of House Cassalanter is schooled in the arcane arts. Like her husband Victoro, she worships Asmodeus. When they were young, Ammalia and Victoro signed a
)
Hit Points 45 (10d8)
Speed 30 ft.
STR
9(−1)
DEX
14(+2)
CON
11(+0)
INT
17(+3)
WIS
12(+1)
CHA
15(+2)
Saving Throws Int +6, Wis +4
Skills Arcana
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Class 16 (chain mail)
Hit Points 93 (11d8 + 44)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
11 (+0)
WIS
11 (+0)
CHA
16 (+3)
Saving
Throws Str +6, Con +6, Wis +2
Skills Intimidation +5
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 4 (1,100 XP)
Aggressive. As a bonus action, the orc can move
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Muiral Muiral was an accomplished human warrior who long served as Halaster’s bodyguard. His descent into madness began when he asked the Mad Mage to tutor him in the wizardly arts. Muiral learned
insane. Muiral
Large monstrosity, chaotic evil
Armor Class 16 (natural armor)
Hit Points 195 (23d10 + 69)
Speed 50 ft.
STR
19(+4)
DEX
11(+0)
CON
16(+3)
INT
18(+4
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Class 16 (chain mail)
Hit Points 93 (11d8 + 44)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
11 (+0)
WIS
11 (+0)
CHA
16 (+3)
Saving
Throws Str +6, Con +6, Wis +2
Skills Intimidation +5
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 4 (1,100 XP)
Aggressive. As a bonus action, the orc can move
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Muiral Muiral was an accomplished human warrior who long served as Halaster’s bodyguard. His descent into madness began when he asked the Mad Mage to tutor him in the wizardly arts. Muiral learned
insane. Muiral
Large monstrosity, chaotic evil
Armor Class 16 (natural armor)
Hit Points 195 (23d10 + 69)
Speed 50 ft.
STR
19(+4)
DEX
11(+0)
CON
16(+3)
INT
18(+4
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to every foe around them. Far from being cloistered academics, hobgoblin devastators are masters of the battlefield. In addition to tactical applications of the magical arts, they learn the basics of
leather)
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
14 (+2)
INT
16 (+3)
WIS
13 (+1)
CHA
11 (+0)
Skills Arcana +5
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to every foe around them. Far from being cloistered academics, hobgoblin devastators are masters of the battlefield. In addition to tactical applications of the magical arts, they learn the basics of
leather)
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
14 (+2)
INT
16 (+3)
WIS
13 (+1)
CHA
11 (+0)
Skills Arcana +5
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Monk
Medium humanoid (gith), lawful neutral
Armor Class 14
Hit Points 38 (7d8 + 7)
Speed 30 ft.
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
13 (+1)
WIS
surroundings, because the githzerai will it. Each monastery is overseen by monks that impose a strict schedule of chants, meals, martial arts training, and devotions according to their own philosophy. Behind
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Monk
Medium humanoid (gith), lawful neutral
Armor Class 14
Hit Points 38 (7d8 + 7)
Speed 30 ft.
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
13 (+1)
WIS
surroundings, because the githzerai will it. Each monastery is overseen by monks that impose a strict schedule of chants, meals, martial arts training, and devotions according to their own philosophy. Behind
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
+ 14)
Speed 30 ft.
STR
13(+1)
DEX
12(+1)
CON
14(+2)
INT
16(+3)
WIS
13(+1)
CHA
11(+0)
Skills Arcana +5
Senses darkvision 60 ft., passive Perception 11
training in the magical and martial arts. This indoctrination is a slow and arduous process; many aspirants don’t finish it, and years might go by during which the Iron Shadows welcome no new members
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
+ 14)
Speed 30 ft.
STR
13(+1)
DEX
12(+1)
CON
14(+2)
INT
16(+3)
WIS
13(+1)
CHA
11(+0)
Skills Arcana +5
Senses darkvision 60 ft., passive Perception 11
training in the magical and martial arts. This indoctrination is a slow and arduous process; many aspirants don’t finish it, and years might go by during which the Iron Shadows welcome no new members
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
) piercing damage.
Martial Arts Adept
Medium humanoid (any race), any alignment
Armor Class 16
Hit Points 60 (11d8 + 11)
Speed 40 ft.
STR
11(+0)
DEX
17(+3)
CON
13(+1
Monsters F - M Froghemoth
Huge monstrosity, unaligned
Armor Class 14 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 30 ft., swim 30 ft.
STR
23(+6)
DEX
13(+1)
CON
20
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
) piercing damage.
Martial Arts Adept
Medium humanoid (any race), any alignment
Armor Class 16
Hit Points 60 (11d8 + 11)
Speed 40 ft.
STR
11(+0)
DEX
17(+3)
CON
13(+1
Monsters F - M Froghemoth
Huge monstrosity, unaligned
Armor Class 14 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 30 ft., swim 30 ft.
STR
23(+6)
DEX
13(+1)
CON
20
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ft.
STR
15 (+2)
DEX
13 (+1)
CON
14 (+2)
INT
8 (−1)
WIS
11 (+0)
CHA
13 (+1)
Skills Intimidation +3, Perception +2
Damage Resistances fire
+ 16)
Speed 30 ft.
STR
12 (+1)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
16 (+3)
Skills Deception +5, Intimidation +5, Religion +2
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ft.
STR
15 (+2)
DEX
13 (+1)
CON
14 (+2)
INT
8 (−1)
WIS
11 (+0)
CHA
13 (+1)
Skills Intimidation +3, Perception +2
Damage Resistances fire
+ 16)
Speed 30 ft.
STR
12 (+1)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
16 (+3)
Skills Deception +5, Intimidation +5, Religion +2
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
)
Hit Points 60 (8d8 + 24)
Speed 30 ft.
STR
17(+3)
DEX
11(+0)
CON
17(+3)
INT
10(+0)
WIS
12(+1)
CHA
14(+2)
Saving Throws Wis +3
Skills Perception +3
the tribe, and most are skilled in the healing arts. The most powerful among Luthic’s disciples are the claws of Luthic, which can use the Cave Mother’s magic to heal, protect, and curse. Orc Claw of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
in the Undying Court. Based in the city of Shae Mordai, the members of the Undying Court spend their time meditating, engaging in research, or continuing to perfect the arts they practiced in life
Armor Class 17 (natural armor)
Hit Points 104 (16d8 + 32)
Speed 30 ft.
STR
16 (+3)
DEX
10 (+0)
CON
14 (+2)
INT
17 (+3)
WIS
21 (+5)
CHA
16 (+3
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
in the Undying Court. Based in the city of Shae Mordai, the members of the Undying Court spend their time meditating, engaging in research, or continuing to perfect the arts they practiced in life
Armor Class 17 (natural armor)
Hit Points 104 (16d8 + 32)
Speed 30 ft.
STR
16 (+3)
DEX
10 (+0)
CON
14 (+2)
INT
17 (+3)
WIS
21 (+5)
CHA
16 (+3
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
)
Hit Points 60 (8d8 + 24)
Speed 30 ft.
STR
17(+3)
DEX
11(+0)
CON
17(+3)
INT
10(+0)
WIS
12(+1)
CHA
14(+2)
Saving Throws Wis +3
Skills Perception +3
the tribe, and most are skilled in the healing arts. The most powerful among Luthic’s disciples are the claws of Luthic, which can use the Cave Mother’s magic to heal, protect, and curse. Orc Claw of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
)
CON
13 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
11 (+0)
Condition Immunities frightened
Senses passive Perception 11
Languages Common
Challenge 1/2 (100 XP)
Tactical
16 (chain mail)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
17 (+3)
DEX
11 (+0)
CON
16 (+3)
INT
12 (+1)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws Wis +4