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Returning 35 results for 'bearing both down class refuses'.
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Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Ogre howdahs are most often seen bearing goblins equipped with bows and spears into battle, but they could just as easily transport kobolds, deep gnomes, or other humanoids of similar size. Vile and
violent though they be, ogres prove to be tractable minions for those unafraid to be brutal masters. I prefer giants, however. Ogre Howdah
Large giant, chaotic evil
Armor Class 13 (breastplate
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Skum Several poor souls around the Styes have succumbed to an aboleth’s magic through its disease-bearing touch. Transformed into creatures called skum, they barely resemble their past forms, their
whim. Skum
Medium aberration, lawful evil
Armor Class 14 (natural armor)
Hit Points 93 (11d8 + 44)
Speed 20 ft., swim 40 ft.
STR
19 (+4)
DEX
11 (+0)
CON
18 (+4
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Vegepygmy Chief As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies become chiefs. A vegepygmy chief can expel its spores in a burst, infecting
nearby creatures. Vegepygmy Chief
Small plant, neutral
Armor Class 14 (natural armor)
Hit Points 33 (6d6 + 12)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Mirror Shade When the spirit of a malevolent trickster or callous rogue refuses to enter the afterlife, the spirit sometimes becomes a mirror shade instead. Mirror shades are incorporeal Undead that
Mirror Shade Medium Undead, Typically Chaotic Evil
Armor Class 13
Hit Points 91 (14d8 + 28)
Speed 40 ft.
STR
8 (−1)
DEX
17 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
13 (+1)
CHA
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
), Any Alignment
Armor Class 15 (natural armor)
Hit Points 220 (21d12 + 84)
Speed 40 ft.
STR
21 (+5)
DEX
8 (−1)
CON
19 (+4)
INT
9 (−1)
WIS
18 (+4)
CHA
10 (+0)
Saving
hill rune inscribed on a rock or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Stone Avalanche action and Hill Rebuff reaction.
The
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
emit brilliantly colored, intense beams of light than can sear flesh and inhibit enemies. Stone Giant Rockspeaker Huge Giant (Wizard), Any Alignment
Armor Class 19 (natural armor)
Hit Points 276
fails a saving throw, it can choose to succeed instead.
Stone Rune. The giant has a stone rune inscribed on a mineral object in its possession. While holding or wearing the object bearing the rune
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
refuses to do so. Alignment. Lawful good. Personality Trait. “As long as I have the strength in my bones to fight evil, that is what I will do.” Ideal. “One who stands idle as evil remains unchecked is no
. Having been trained in his youth to fight ogres and trolls, he’s much more dangerous against creatures that are significantly bigger than he is. Elkhorn
Medium Humanoid (Dwarf), Lawful Good
Armor Class
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
ice shards. Frost Giant Ice Shaper Huge Giant (Cleric), Any Alignment
Armor Class 16 (chain mail)
Hit Points 310 (27d12 + 135)
Speed 40 ft.
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5
the object bearing the rune, the giant can use its Ice Wolves action and Ice Armor reaction.
The object bearing the rune has AC 16; 40 hit points; and immunity to necrotic, poison, and psychic
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Armor Class 17 (natural armor)
Hit Points 310 (27d12 + 135)
Speed 50 ft., fly 50 ft. (hover), swim 50 ft.
STR
29 (+9)
DEX
14 (+2)
CON
20 (+5)
INT
21 (+5)
WIS
18 (+4)
CHA
25
crystal ball to cast the scrying spell (save DC 17).
Storm Rune. The giant has a storm rune inscribed on a crystal ball. While the object bearing the rune is embedded in its body, the giant can use
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
to bargain with such supplicants for treasure or service. Gynosphinx
Large monstrosity, lawful neutral
Armor Class 17 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 40 ft., fly 60 ft
Common, Sphinx
Challenge 11 (7,200 XP)
Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
chain around the blackguard’s neck 8 Glaive adorned with a length of cloth bearing the words “I choose violence” Blackguard
Medium Humanoid (Paladin), Typically Neutral Evil
Armor Class 18 (plate
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
shield bearing the emblem of their demonic master. Zakya Rakshasa
Medium fiend, lawful evil
Armor Class 18 (scale mail, shield)
Hit Points 59 (7d8 + 28)
Speed 30 ft.
STR
18 (+4)
DEX
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
scores can alter a monster’s attack bonus, damage, Armor Class, or Hit Points, which in turn can alter its Challenge Rating. Languages You can change any or all of the languages the creature knows. You
proficiencies. If it has none, you can add one or two. Senses Blindsight, Darkvision, Tremorsense, and Truesight have no bearing on a creature’s Challenge Rating. You can add or remove them freely. Spells If a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
use the proficiency bonus in later steps, so jot it down now or remember it. Step 7. Armor Class A monster’s Armor Class has a direct bearing on its challenge rating, and vice versa. You can
determine your monster’s Armor Class in one of two ways. Use the Table. You can choose an appropriate AC based on the monster’s expected challenge rating, as shown in the Monster Statistics by Challenge
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Tinted glasses so dark that they can’t be seen through 48 8-inch-long glass ant figurine 49 Piece of parchment bearing a child’s drawing of an oni 50 Tiny hourglass without sand in it 51 Empty vial
Mask that helps you remember your dreams if you wear it while you sleep 56 Notebook that shows what’s written on it only when held upside down 57 Wooden top with four sides, each bearing the image of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
using their weapons to force an advancing enemy to halt. Ogre Battering Ram
Large Giant, Typically Chaotic Evil
Armor Class 11 (hide armor)
Hit Points 76 (9d10 + 27)
Speed 40 ft.
STR
19
buildings and launch those when their ammunition runs low. Ogre Bolt Launcher
Large Giant, Typically Chaotic Evil
Armor Class 13 (hide armor)
Hit Points 59 (7d10 + 21)
Speed 40 ft.
STR
19 (+4
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
conjure waves of magma and can fly by jetting magical fire from their legs and body. Fire Giant Forgecaller Huge Giant (Cleric), Any Alignment
Armor Class 18 (plate)
Hit Points 312 (25d12 + 150
saving throw, it can choose to succeed instead.
Fire Rune. The giant has a fire rune inscribed on a medallion or some other object in its possession. While holding or wearing the object bearing the rune
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
who pass its tests may be rewarded with a heroes’ feast. Androsphinx
Large monstrosity, lawful neutral
Armor Class 17 (natural armor)
Hit Points 199 (19d10 + 95)
Speed 40 ft., fly 60 ft
refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.
Magic Weapons. The sphinx’s weapon attacks are magical.
Spellcasting. The sphinx is a 12th
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
with perfect recall, yet always refuses to accept responsibility for its doom. Beauty Hoarders. The vanity that inspired the banshee’s cursed creation persists in undeath. These creatures covet
glimpse of itself is enough to send a banshee into a rage. Undead Nature. A banshee doesn’t require air, food, drink, or sleep. Banshee
Medium undead, chaotic evil
Armor Class 12
Hit Points 58 (13d8
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
refuses to stop moving!” On the flip side, any time a zombie takes radiant damage (such as from the cleric’s sacred flame cantrip), you might describe the creature howling in agony. This can help the
, shambling monsters. The zombies don’t follow them up the path toward Dragon’s Rest. Zombie Medium Undead, Typically Neutral Evil
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
STR
13 (+1
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
.
Cloud Giant Destiny Gambler Huge Giant (Bard), Any Alignment
Armor Class 15 (natural armor)
Hit Points 337 (27d12 + 162)
Speed 40 ft., fly 40 ft. (hover)
STR
27 (+8)
DEX
12 (+1)
CON
possession. While holding or wearing the mask bearing the rune, the giant has truesight within a range of 30 feet and can use its Thunderous Clap action and Negate Spell reaction. The mask bearing the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
conjure waves of magma and can fly by jetting magical fire from their legs and body. Fire Giant Forgecaller Huge Giant (Cleric), Any Alignment
Armor Class 18 (plate)
Hit Points 312 (25d12 + 150
saving throw, it can choose to succeed instead.
Fire Rune. The giant has a fire rune inscribed on a medallion or some other object in its possession. While holding or wearing the object bearing the rune
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, Any Alignment
Armor Class 18 (plate)
Hit Points 172 (15d12 + 75)
Speed 40 ft.
STR
27 (+8)
DEX
14 (+2)
CON
20 (+5)
INT
18 (+4)
WIS
16 (+3)
CHA
16 (+3)
Saving
rune magic to create a shadowy scythe blade at the end of a staff and to conjure an aura of tormented souls for protection. Death Giant Shrouded One Huge Giant (Wizard), Any Alignment
Armor Class 12
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
clothing as a symbol of their membership, often bearing the emblem of a stag’s head. In the Druid Circle class feature in the Player’s Handbook, Emerald Enclave druids belong to the Circle of the
Circle class feature in the Player’s Handbook, the Circle of the Moon is common for Circle of Swords druids, although some belong to the Circle of the Land (Forest). The Emerald Enclave Less a druid
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
this incoming class! And what a bizarre occurrence. I can’t remember any of those old costume trunks ever bearing a hint of magic—let alone that manner of transmutation. I will be having a word with the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
makes them great sources of information for powerful people traveling the planes. Berbalangs ignore petitioners, however, unless they come bearing a choice secret or the bones of a particularly
Aberration, Typically Neutral Evil
Armor Class 14 (natural armor)
Hit Points 49 (14d8 - 14)
Speed 30 ft., fly 40 ft.
STR
9 (-1)
DEX
16 (+3)
CON
9 (-1)
INT
17
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
education in the ways of magic. Apprentice Wizard
Medium Humanoid, Any Alignment
Armor Class 10 (13 with mage armor)
Hit Points 13 (3d8)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0
Humanoid, Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points 104 (16d8 + 32)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
14 (+2)
INT
18 (+4)
WIS
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
intentions, even if doing so would be beneficial to me.” 21–40 “I have intermittent hallucinations and fits of catatonia.” 41–60 “My mind wanders as I have elaborate fantasies that have no bearing on reality
Class 18 (natural armor)
Hit Points 350 (28d10 + 196)
Speed 40 ft., fly 40 ft.
STR
29(+9)
DEX
12(+1)
CON
25(+7)
INT
26(+8)
WIS
24(+7)
CHA
26(+8
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
documancer, knowing that the city’s power — and its weaknesses — can be fully gleaned only from within. Walnut distrusts most folk she meets, except for those whose bearing reflects the matriarchal
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->Mordenkainen's Tome of Foes
have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream.” 61–80 “I convince myself that things are true, even in the face of
), chaotic evil
Armor Class 18 (natural armor)
Hit Points 337 (27d10 + 189)
Speed 40 ft., fly 40 ft.
STR
29(+9)
DEX
12(+1)
CON
25(+7)
INT
26(+8)
WIS
24(+7
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead. The surest way to rid an area of a ghost
. A ghost doesn’t require air, food, drink, or sleep. Ghost
Medium undead, any alignment
Armor Class 11
Hit Points 45 (10d8)
Speed 0 ft., fly 40 ft. (hover)
STR
7 (−2)
DEX
13
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Deep Crawler Huge Giant, Any Alignment
Armor Class 14 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 30 ft., climb 30 ft.
STR
23 (+6)
DEX
15 (+2)
CON
20 (+5)
INT
9 (−1)
WIS
Chaotic Evil
Armor Class 14 (17 with mage armor)
Hit Points 253 (22d12 + 110)
Speed 30 ft.
STR
23 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
19 (+4)
WIS
14 (+2)
CHA
16 (+3
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. These weaker demons obey the glabrezu for as long as it benefits them to do so. If the first character it approaches refuses to help the glabrezu escape, it makes contact with each of the other party
robes and clutching an adamantine war pick. A sentinel shield bearing the symbol of Dumathoin rests atop the king’s legs. Characters who sever one of the king’s desiccated hands can use it to open the basalt doors in area 15.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
use it in this way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of
binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions
. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting






