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Returning 33 results for 'before both designed continues ram'.
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before both designs continue ram
before both designed continue ram
before both designs continued ram
before both design continues ram
before both destined continue ram
Monsters
Icewind Dale: Rime of the Frostmaiden
golems bear weaknesses inherent in their materials or the power of the elemental spirit bound within them, iron golems were designed to be nearly invulnerable. Their iron bodies imprison the spirits
. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently — or
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Wildspace Battle As your ship steers clear of the asteroids, another ship appears. Its sleek frame is painted in a wild shade of pink and is designed to resemble an immense squid. Starlight reflects
front of the ship also acts as a devastating ram. Provide the players with that handout for easy reference. Hammerhead Ship Summary Armor Class 15 (wood) Cargo: 30 tons Hit Points: 400 Crew: 15
Compendium
- Sources->Dungeons & Dragons->Divine Contention
drums from its oar deck. The death knight dreadnaught can perceive through the magical fog, but its crew cannot. If the dreadnaught sights an unknown ship, it tries to ambush and ram the vessel. The
attack is designed to strike terror into its enemies: first by striking their main deck with a blast from its Hellfire Orb, and then by ramming into their flank so to the dreadnaught’s skeletal figurehead
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Siege Equipment Siege weapons are designed to assail castles and other walled fortifications. They see much use in campaigns that feature war. Most siege weapons don’t move around a battlefield on
it), one target. Hit: 27 (5d10) bludgeoning damage. Ram Large object Armor Class: 15 Hit Points: 100 Damage Immunities: poison, psychic A ram consists of a movable gallery equipped with a heavy log
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure
, designed to collapse under the weight of any creature heavier than a kobold. On occasion, the route through a kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
created the orcs and continues to direct their destiny. He is aided and abetted by the other warrior deities, Bahgtru and Ilneval, who bring strength and cunning to the battlefield. The followers of all
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->Princes of the Apocalypse
Setup This adventure is designed for a party of 11th-level characters. Yartar is an ideal starting point because it’s a gathering point for allies of the Lords’ Alliance. Gargosh approaches the
than I could overcome with my wits and talents. There, I said it. I’m just not good enough to try it by myself.
“Everyone else thinks this is a fool’s errand,” he continues. “The king’s tomb, where
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
splendor continues to develop. Burnished Hart
Medium construct, unaligned
Armor Class 14 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 50 ft.
STR
17 (+3)
DEX
14 (+2)
CON
target and then hits it with a ram attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
.
Double bronze doors stand in the eastern end of the south wall. Down the hall to the west is an archway carved in the form of twining serpents. Beyond it, the corridor continues on into shadow
.
The hallway extends only 5 feet beyond the arch. The western wall is a cleverly painted mural designed to give the illusion of depth and reality, and the obscuring effect of the poison gas contributes
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, in area S11. The Eagle. The eagle is a battering ram. If released using a lever near the doors to area S4, the ram attacks an area that starts at the doors to area S4, extending 30 feet along a 5
with the ram, pushed out of the hall onto the drawbridge, and knocked prone. The eagle resets when it swings back, locking back into place and resetting its activation lever. S3. Weapons Locker The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure, designed to collapse under the weight of any creature
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
explore more of the coast of the Azure Sea. Ghosts of Saltmarsh continues that tradition, presenting a portion of the coastal lands of Keoland, a kingdom in the Greyhawk setting. Each adventure notes where
that story might unfold in the region around Saltmarsh, providing a shared setting for them all. Although these seven adventures weren’t designed to create a single overarching narrative, the tools
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Poison, basic (vial) 100 gp - Pole (10-foot) 5 cp 7 lb. Pot, iron 2 gp 10 lb. Potion of healing 50 gp 1/2 lb. Pouch 5 sp 1 lb. Quiver 1 gp 1 lb. Ram, portable 4 gp 35 lb. Rations (1 day) 5 sp 2 lb
, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item--designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, stone bridges arc over chasms, their surfaces embellished with fine carvings and intricate patterns. The great stone doors leading outside can withstand a battering ram when secured, but glide open
. Dwarves use a variety of approaches and devices in setting their defenses. The strongholds of many clans are honeycombed with secret passages designed to enable the dwarves to ambush and flank enemies
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
out missions designed to tax the characters’ resources and test their loyalty to Waterdeep. Characters who complete these missions won’t gain enough renown to join Force Grey yet, but they will gain
something valuable: the Blackstaff’s patronage. Vajra continues to take an interest in their adventuring careers, helping out when she can. Force Grey (Gray Hands) Missions Party Level Mission Brief
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Stonky Noptopper (a rock gnome master sage; see "Sages and Master Sages" for his stat block) and three cult fanatics (Pig Wheat, Ram Sugar, and Sheep Sweet Corn). Eager to get to their assigned spots in
. (The cultists don’t know precisely when the launch is set to occur.) Stonky and three senior members of the Livestock (Pig Wheat, Ram Sugar, and Sheep Sweet Corn) are in the underlevel, making final
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Additional Encounters The Rise of Tiamat is an open-framework adventure designed for higher-level characters. As such, not all your game sessions need to stick to the main track of the adventure
might use commune to discover the spy. The succubus has gained another victim by that point—a knight of the Order of the Gauntlet who regularly goes to meet her at her slum dwelling in the Field Ward of Waterdeep. This pattern of murder and suicide continues unless the spy’s true identity is discovered.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Priest’s Pack 29 lb. 33 GP Quiver 1 lb. 1 GP Ram, Portable 35 lb. 4 GP Rations 2 lb. 5 SP Robe 4 lb. 1 GP Rope 5 lb. 1 GP Sack 1/2 lb. 1 CP Scholar’s Pack 22 lb. 40 GP Shovel 5 lb. 2 GP Signal
. Some events and locations admit only people wearing these clothes. Clothes, Traveler’s (2 GP) Traveler’s Clothes are resilient garments designed for travel in various environments. Component Pouch (25
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
1/4 lb.
Poison, basic (vial)
100 gp
-
Pole (10-foot)
5 cp
7 lb.
Pot, iron
2 gp
10 lb.
Potion of healing
50 gp
1/2 lb.
Pouch
5 sp
1 lb.
Quiver
1 gp
1 lb.
Ram
specially constructed staff, a wand-like length of wood, or some similar item — designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, as
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Additional Encounters The Rise of Tiamat is an open-framework adventure designed for higher-level characters. As such, not all your game sessions need to stick to the main track of the adventure
in the Field Ward of Waterdeep. This pattern of murder and suicide continues unless the spy’s true identity is discovered.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Iron 10 lb. 2 GP Potion of Healing 1/2 lb. 50 GP Pouch 1 lb. 5 SP Priest’s Pack 29 lb. 33 GP Quiver 1 lb. 1 GP Ram, Portable 35 lb. 4 GP Rations 2 lb. 5 SP Robe 4 lb. 1 GP Rope 5 lb. 1 GP Sack 1/2 lb
designed for travel in various environments. Component Pouch (25 GP) A Component Pouch is watertight and filled with compartments that hold all the free Material components of your spells. Costume (5
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
laser pistol and platinum key card are nearby. The pistol can fire 10 shots before its energy cell is drained. S63: Wheelie Sleds A wheelie sled—a battery-operated cargo vehicle designed for
the ship’s hull in this area. A dark, narrow tunnel extends from the opening and into the mountainside. If the characters follow the tunnel, it continues for 1 mile before exiting into the Barrier
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
ironclad commitment to Maglubiyet’s will. A candidate for admission undergoes a series of tests designed to reveal any potential for treachery. Those who fail are slain, while those who pass receive secret
ready to wield a deadly combination of unarmed fighting techniques and shadow magic to deceive and defeat her foes. She continues to spy on other hobgoblins, but is now also empowered to conduct
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
18
Languages Understands Draconic but can’t speak
CR 6 (XP 2,300; PB +3)
Actions
Multiattack. The chimera makes one Ram attack, one Bite attack, and one Claw attack. It can replace the Claw
roll.
Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage.
Ram. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d12 + 4) Bludgeoning damage. If the target is a Medium or smaller
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Additional Encounters The Rise of Tiamat is an open-framework adventure designed for higher-level characters. As such, not all your game sessions need to stick to the main track of the adventure
in the Field Ward of Waterdeep. This pattern of murder and suicide continues unless the spy’s true identity is discovered.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
hoards too large to defend, they can store excess treasure in secure vaults beneath the Bank of Abbathor. The guarded rows of armored doors are pure theater, empty repositories designed to comfort
immortal merchants make up the bank’s board of directors, who ensure the institution’s reach continues to widen. They seek power through profit, conquering worlds without armies of their own by
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
pulling the lever a second time. This trap is designed to isolate a single enemy in the western part of the room, blocking it from its allies with the spikes. Creatures can see through the gaps between
frozen ferry in Easthaven. From this new base, the search for chardalyn continues. Long may our father reign over this dark land!
Durth
Nildar Sunblight The characters can visit the ferry or give
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Despair Although the chambers in this zone are referred to as “temples,” they are essentially security rooms designed to destroy the unwary. Doors. All the doors in this zone are locked. Aura. Divine
. Another four-armed gargoyle animates whenever another such door is opened. This process continues for as long as any gargoyles remain in the alcoves. The gargoyles don’t leave the room. Pillars of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
that stretches from floor to ceiling. The cylinder of light continues upward into Landro’s leg.
Within the mushroom patch are two shriekers. The shriekers’ high-pitched screams might attract the
servant (use the stone golem stat block). It is designed to defend Landro from enemy boarders. As soon as a creature disturbs the table’s contents, the table reveals its true nature and attacks
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
youngsters are inspired to act out his epic battles. In this way, the halflings get practical experience in executing measures that are designed to help the halflings defeat kobolds and goblin raiders
Brandobaris does: always on the lookout for the next challenge. Brandobaris continues to wander in search of excitement, and now, as an ascended being, his travels span the planes of existence. His
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
comprehension!” The threat is empty, but the statue continues to levitate for 1 minute before sinking back down to the ledge. The magic resets after 1 hour. While it is levitating, the statue can be easily
, cutting off access to the stairs down to area K15 but leaving characters free to climb up the collapsed staircase to area K17. (The magical floor was designed to prevent a berserk golem from reaching the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
of the cave. A character who makes a successful DC 15 Wisdom (Perception) check discovers the door. On the other side, a worked passage continues up to what appears to be a blank wall, marked with
warrior holds a sword in one hand and a smith’s hammer in the other. The statue is about seven feet tall and stands on a large stone pedestal.
The statue is part of another trap designed to thwart
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
continues to repose in his tomb until hunger finally draws him forth to hunt five days later. By that time, he uses the normal troll statistics, retaining his additional languages. Treasure. The
Underdark. The tunnel leads beyond the scope of this adventure, but it could be a route to a site you have designed. Creatures. If they have not come forth as reinforcements, three kobolds camp here, serving






