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Returning 11 results for 'both before decades cautious ram'.
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Monsters
Mythic Odysseys of Theros
Amphibious. The hippocamp can breathe air and water.
Charge. If the hippocamp moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an
","rollType":"damage","rollAction":"Hooves","rollDamageType":"bludgeoning"} bludgeoning damage.
Ram. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Ram"} to hit
Monsters
Mythic Odysseys of Theros
Charge. If the sentinel moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 10 (3d6);{"diceNotation":"3d6","rollType
no effect on the sentinel and instead targets the caster.Multiattack. The sentinel makes two ram attacks.
Ram. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Ram
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Hippocamp Noble steeds of the sea, hippocamps feature in countless tales as guides and mounts to tritons and other ocean-faring heroes. While these curious but cautious aquatic equines naturally
hippocamp can breathe air and water.
Charge. If the hippocamp moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
sentinel often operates without a master, stalking the high places of the mortal world or waiting, still as a statue, for what could be decades before reanimating to carry out their mysterious purpose
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->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Innocent Prisoner Valder (neutral, human Mercykiller bloodhound; see Morte’s Planar Parade) is an ex-Mercykiller in hiding from his former faction. Decades ago, he disobeyed the Mercykillers by
Fellik to move on to his rightful afterlife in Mount Celestia. Fellik is good natured but cautious and indecisive. He’s wary of the characters and won’t do anything they say unless a character does it
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
of them take readily to life in the outside world and don’t come back on schedule, returning to the burrow only after spending years or decades away as a member of an adventuring party. The Pull of
cautious, brings a sense of duty rather than a sense of humor to an adventuring group. With their grit and iron will, deep gnomes meet adversity with hammers, picks, and their dour, dry wit — or no wit at all — as their weapons of choice.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
in a direction they want to go anyway. For several decades, that position has been held by the mighty cyclops Borborygmos, chief of the Burning Tree clan. His nihilistic anger inspires the rest of the
all are cautious when entering areas with elevated ruins. The home ground of the Slizt clan is the Husk, an area at the center of a vast rubblebelt featuring many large, ancient structures that have
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Since then, thousands of crabs have taken up residence in the crumbling remains. Crabbers from Saltmarsh are cautious about the cove, as more than one overeager fisher has disappeared into the clacking
Saltmarsh decades ago when his sealed coffin was brought to town by a trader and opened. A cleric of St. Cuthbert confronted him, but she wasn’t able to destroy him. Instead, she trapped him here by
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
increases the chaos, as bodies get exhumed and reburied wherever it’s convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery’s cliff into the river below
cold-storage facility where he’s using pieces harvested from victims and livestock to construct a ram-headed flesh golem. Little Calimshan Generations ago, a fleet of Calishite refugees fleeing war in
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it’s convenient. Most significantly, a major landslide decades ago dropped a large
spends entirely too much time in the cult’s trophy locker, a cold-storage facility where he’s using pieces harvested from victims and livestock to construct a ram-headed flesh golem. Little Calimshan
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
important to allow them to take rests. However, if the players become overly cautious and attempt to take a long rest after every encounter, have wandering monsters interrupt their attempts to sleep
from decades ago. After locating a gate to a demiplane of filth, the Masked Lord attempted to build a sewer system that could empty the city’s waste into that plane. It worked well, and plans were made






