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Returning 35 results for 'barely because defining continue ram'.
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Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
the sterncastle. In a desperate situation, the ship’s reinforced bow can be used as a piercing ram. Shrike Ship Summary Armor Class: 15 (wood) Cargo: 20 tons Hit Points: 250 Crew: 11 Damage Threshold
ballista, 1 action to aim it, and 1 action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Piercing Ram Armor Class: —
Hit
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
the sterncastle. In a desperate situation, the ship’s reinforced bow can be used as a piercing ram. Shrike Ship Summary Armor Class: 15 (wood) Cargo: 20 tons Hit Points: 250 Crew: 11 Damage Threshold
ballista, 1 action to aim it, and 1 action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Piercing Ram Armor Class: —
Hit
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
the sterncastle. In a desperate situation, the ship’s reinforced bow can be used as a piercing ram. Shrike Ship Summary Armor Class: 15 (wood) Cargo: 20 tons Hit Points: 250 Crew: 11 Damage Threshold
ballista, 1 action to aim it, and 1 action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Piercing Ram Armor Class: —
Hit
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
damage.
Blunt Ram Armor Class: —
Hit Points: —
Cost: — (included in ship cost)
The ship’s spelljammer can make the following attack when the ship runs into another object or into a
Gargantuan creature (see “Crashing” in chapter 2 of Astral Adventurer’s Guide).
Blunt Ram. Melee Weapon Attack: +8 to hit, range 0 ft., one object or Gargantuan creature. Hit: 88 (16d10) bludgeoning damage
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
: 16 (3d10) piercing damage.
Blunt Ram Armor Class: —
Hit Points: —
Cost: — (included in ship cost)
The ship’s spelljammer can make the following attack when the ship runs into another
object or into a Gargantuan creature (see “Crashing” earlier in the chapter).
Blunt Ram. Melee Weapon Attack: +8 to hit, range 0 ft., one object or Gargantuan creature. Hit: 88 (16d10) bludgeoning
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
17. Old Streambed The stream flowing from area 10 to area 18 used to continue through this low passage, eventually emptying out into area 16. This passageway is barely four feet high and is
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
: 27 (5d10) bludgeoning damage.
Piercing Ram Armor Class: —
Hit Points: —
Cost: — (included in ship cost)
The ship’s spelljammer can make the following attack when the ship runs into another
object or into a Gargantuan creature (see “Crashing” earlier in the chapter).
Piercing Ram. Melee Weapon Attack: +8 to hit, range 0 ft., one object or Gargantuan creature. Hit: 88 (16d10) piercing
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
: 27 (5d10) bludgeoning damage.
Piercing Ram Armor Class: —
Hit Points: —
Cost: — (included in ship cost)
The ship’s spelljammer can make the following attack when the ship runs into another
object or into a Gargantuan creature (see “Crashing” earlier in the chapter).
Piercing Ram. Melee Weapon Attack: +8 to hit, range 0 ft., one object or Gargantuan creature. Hit: 88 (16d10) piercing
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
damage.
Blunt Ram Armor Class: —
Hit Points: —
Cost: — (included in ship cost)
The ship’s spelljammer can make the following attack when the ship runs into another object or into a
Gargantuan creature (see “Crashing” in chapter 2 of Astral Adventurer’s Guide).
Blunt Ram. Melee Weapon Attack: +8 to hit, range 0 ft., one object or Gargantuan creature. Hit: 88 (16d10) bludgeoning damage
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
: 16 (3d10) piercing damage.
Blunt Ram Armor Class: —
Hit Points: —
Cost: — (included in ship cost)
The ship’s spelljammer can make the following attack when the ship runs into another
object or into a Gargantuan creature (see “Crashing” earlier in the chapter).
Blunt Ram. Melee Weapon Attack: +8 to hit, range 0 ft., one object or Gargantuan creature. Hit: 88 (16d10) bludgeoning
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
: 27 (5d10) bludgeoning damage.
Piercing Ram Armor Class: —
Hit Points: —
Cost: — (included in ship cost)
The ship’s spelljammer can make the following attack when the ship runs into another
object or into a Gargantuan creature (see “Crashing” earlier in the chapter).
Piercing Ram. Melee Weapon Attack: +8 to hit, range 0 ft., one object or Gargantuan creature. Hit: 88 (16d10) piercing
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
: 16 (3d10) piercing damage.
Blunt Ram Armor Class: —
Hit Points: —
Cost: — (included in ship cost)
The ship’s spelljammer can make the following attack when the ship runs into another
object or into a Gargantuan creature (see “Crashing” earlier in the chapter).
Blunt Ram. Melee Weapon Attack: +8 to hit, range 0 ft., one object or Gargantuan creature. Hit: 88 (16d10) bludgeoning
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
damage.
Blunt Ram Armor Class: —
Hit Points: —
Cost: — (included in ship cost)
The ship’s spelljammer can make the following attack when the ship runs into another object or into a
Gargantuan creature (see “Crashing” in chapter 2 of Astral Adventurer’s Guide).
Blunt Ram. Melee Weapon Attack: +8 to hit, range 0 ft., one object or Gargantuan creature. Hit: 88 (16d10) bludgeoning damage
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
17. Old Streambed The stream flowing from area 10 to area 18 used to continue through this low passage, eventually emptying out into area 16. This passageway is barely four feet high and is
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
17. Old Streambed The stream flowing from area 10 to area 18 used to continue through this low passage, eventually emptying out into area 16. This passageway is barely four feet high and is
Compendium
- Sources->Dungeons & Dragons->Monster Manual
hands to the fresh appendages of animals or monsters.
Crawling Claw Lone crawling claws can continue killing sprees they perpetrated in life. Some recklessly attack the living, while others pursue
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
hands to the fresh appendages of animals or monsters.
Crawling Claw Lone crawling claws can continue killing sprees they perpetrated in life. Some recklessly attack the living, while others pursue
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
hands to the fresh appendages of animals or monsters.
Crawling Claw Lone crawling claws can continue killing sprees they perpetrated in life. Some recklessly attack the living, while others pursue
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->Spelljammer Academy
: 27 (5d10) bludgeoning damage.
Piercing Ram Armor Class: —
Hit Points: —
Cost: — (included in ship cost)
The ship’s spelljammer can make the following attack when the ship runs into
Adventurer’s Guide).
Piercing Ram. Melee Weapon Attack: +8 to hit, range 0 ft., one object or Gargantuan creature. Hit: 88 (16d10) piercing damage. The squid ship takes half as much damage and
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
: 27 (5d10) bludgeoning damage.
Piercing Ram Armor Class: —
Hit Points: —
Cost: — (included in ship cost)
The ship’s spelljammer can make the following attack when the ship runs into
Adventurer’s Guide).
Piercing Ram. Melee Weapon Attack: +8 to hit, range 0 ft., one object or Gargantuan creature. Hit: 88 (16d10) piercing damage. The squid ship takes half as much damage and
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
: 27 (5d10) bludgeoning damage.
Piercing Ram Armor Class: —
Hit Points: —
Cost: — (included in ship cost)
The ship’s spelljammer can make the following attack when the ship runs into
Adventurer’s Guide).
Piercing Ram. Melee Weapon Attack: +8 to hit, range 0 ft., one object or Gargantuan creature. Hit: 88 (16d10) piercing damage. The squid ship takes half as much damage and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
fleet, she attunes to the spelljamming helm of the Second Wind and pilots the ship with precision, grumbling occasionally about the vessel’s lack of a battering ram. If the characters prefer to
continue without Topolah, she lets out a wistful sigh and hangs her head in disappointment. After giving Krux the directions to Gargenhale’s fleet, she tips her hat at the characters and returns to her tower for a much-needed nap.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
fleet, she attunes to the spelljamming helm of the Second Wind and pilots the ship with precision, grumbling occasionally about the vessel’s lack of a battering ram. If the characters prefer to
continue without Topolah, she lets out a wistful sigh and hangs her head in disappointment. After giving Krux the directions to Gargenhale’s fleet, she tips her hat at the characters and returns to her tower for a much-needed nap.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
fleet, she attunes to the spelljamming helm of the Second Wind and pilots the ship with precision, grumbling occasionally about the vessel’s lack of a battering ram. If the characters prefer to
continue without Topolah, she lets out a wistful sigh and hangs her head in disappointment. After giving Krux the directions to Gargenhale’s fleet, she tips her hat at the characters and returns to her tower for a much-needed nap.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
hewn from the rock leads up along one side of the wall.
The steps leading up to it are barely 5 feet wide and climb 150 feet to a frost-covered shelf that adjoins the main entrance (area X1). Difficult
to Ten-Towns? If they continue their climb to the fortress, continue with the next section; if they pursue the dragon, move on to chapter 4.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
hewn from the rock leads up along one side of the wall.
The steps leading up to it are barely 5 feet wide and climb 150 feet to a frost-covered shelf that adjoins the main entrance (area X1). Difficult
to Ten-Towns? If they continue their climb to the fortress, continue with the next section; if they pursue the dragon, move on to chapter 4.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
hewn from the rock leads up along one side of the wall.
The steps leading up to it are barely 5 feet wide and climb 150 feet to a frost-covered shelf that adjoins the main entrance (area X1). Difficult
to Ten-Towns? If they continue their climb to the fortress, continue with the next section; if they pursue the dragon, move on to chapter 4.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them
. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them
. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them
. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them
. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them
. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
who study its ebb and flow to expect the stalemate to continue. A different view is put forth by the archmage Tzunk, who notes that Maglubiyet has never faced a foe as ferocious and protective as
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them
. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.






