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Returning 35 results for 'both being defeated class remote'.
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both being defeat class remote
Monsters
Waterdeep: Dungeon of the Mad Mage
, stoneskin and mage armor spells on itself before combat.Staff of Power. He wields a staff of power, with 20 charges, that grants him a +2 bonus to Armor Class, spell attack rolls, and saving throws. His
arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic
Adult Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action
mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon
Ancient Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
otherwise replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary
abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver
Monsters
Storm King's Thunder
retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target’s statistics, except the target’s knowledge, class features
said that the Forgotten God journeyed to the Elemental Plane of Earth and, through guile and deception, defeated the Grand Khan of the dao. The price of that defeat was harsh: the dao were forced to
Monsters
Storm King's Thunder
retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target’s statistics, except the target’s knowledge, class features
enslave dao for a time. It is said that the Forgotten God journeyed to the Elemental Plane of Earth and, through guile and deception, defeated the Grand Khan of the dao. The price of that defeat was harsh
Monsters
Icewind Dale: Rime of the Frostmaiden
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
, heroes must reduce each of her forms to 0 hit points one after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however
Backgrounds
Guildmasters’ Guide to Ravnica
light of the surface world, so your journey isn’t guaranteed to be safe.
Golgari Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Golgari Guild
Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Golgari Guild Spells
Triton
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
spread across the world’s oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their
remote even merfolk and sea elves rarely encounter them.
Haughty Nobles
As a result of their isolation and limited understanding of the Material Plane, tritons can come across as haughty and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
world’s oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their foes when they found
stewardship over the sea floor from their initial settlements and built outposts to create trade with other races. Despite this expansion, few folk know of them. Their settlements are so remote even merfolk and sea elves rarely encounter them.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
world’s oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their foes when they found
stewardship over the sea floor from their initial settlements and built outposts to create trade with other races. Despite this expansion, few folk know of them. Their settlements are so remote even merfolk and sea elves rarely encounter them.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
world’s oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their foes when they found
stewardship over the sea floor from their initial settlements and built outposts to create trade with other races. Despite this expansion, few folk know of them. Their settlements are so remote even merfolk and sea elves rarely encounter them.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Flying Snake A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls
wrapped in their coils. Flying Snake
Tiny beast, unaligned
Armor Class 14
Hit Points 5 (2d4)
Speed 30 ft., fly 60 ft., swim 30 ft.
STR
4 (−3)
DEX
18 (+4)
CON
11 (+0
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Flying Snake A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls
wrapped in their coils. Flying Snake
Tiny beast, unaligned
Armor Class 14
Hit Points 5 (2d4)
Speed 30 ft., fly 60 ft., swim 30 ft.
STR
4 (−3)
DEX
18 (+4)
CON
11 (+0
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Flying Snake A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls
wrapped in their coils. Flying Snake
Tiny beast, unaligned
Armor Class 14
Hit Points 5 (2d4)
Speed 30 ft., fly 60 ft., swim 30 ft.
STR
4 (−3)
DEX
18 (+4)
CON
11 (+0
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Champion One of the most remote locations inside White Plume Mountain is the hideout of a band of criminals led by the fallen champion Sir Bluto, an alleged mass murderer and a fugitive. Sir Bluto
and his companions will do everything in their power to ensure that anyone who happens upon their sanctum doesn’t live to tell of it. Champion Medium humanoid (any race), any alignment
Armor Class 18
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Champion One of the most remote locations inside White Plume Mountain is the hideout of a band of criminals led by the fallen champion Sir Bluto, an alleged mass murderer and a fugitive. Sir Bluto
and his companions will do everything in their power to ensure that anyone who happens upon their sanctum doesn’t live to tell of it. Champion Medium humanoid (any race), any alignment
Armor Class 18
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Champion One of the most remote locations inside White Plume Mountain is the hideout of a band of criminals led by the fallen champion Sir Bluto, an alleged mass murderer and a fugitive. Sir Bluto
and his companions will do everything in their power to ensure that anyone who happens upon their sanctum doesn’t live to tell of it. Champion Medium humanoid (any race), any alignment
Armor Class 18
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
appropriately, and those clothes aren’t in this entry. Equipment mentioned outside the Gear entry is considered to be supernatural or highly specialized, and it is unusable when the monster is defeated
items as noted in “Equipment”. A monster with a class tag after its creature type is considered a member of that class for Attunement purposes.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
appropriately, and those clothes aren’t in this entry. Equipment mentioned outside the Gear entry is considered to be supernatural or highly specialized, and it is unusable when the monster is defeated
items as noted in “Equipment”. A monster with a class tag after its creature type is considered a member of that class for Attunement purposes.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
appropriately, and those clothes aren’t in this entry. Equipment mentioned outside the Gear entry is considered to be supernatural or highly specialized, and it is unusable when the monster is defeated
items as noted in “Equipment”. A monster with a class tag after its creature type is considered a member of that class for Attunement purposes.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
covered in thick, shaggy hide, often in vibrant colors, such as sky blue or deep violet. Giant Ox Huge Fey, Unaligned
Armor Class 12 (natural armor)
Hit Points 105 (10d12 + 40)
Speed 40 ft
primeval world tucked away in a remote valley or demiplane somewhere. “Look, that goose laid a golden egg!” “Look, that ox is blue!” “Look, this ram’s magic fleece is so soft!” Then a tick that’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual
appropriately, and those clothes aren’t in this entry. Equipment mentioned outside the Gear entry is considered to be supernatural or highly specialized, and it is unusable when the monster is defeated
have Attunement with magic items as noted in the Player’s Handbook. A monster with a class tag after its creature type is considered a member of that class for Attunement purposes.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
appropriately, and those clothes aren’t in this entry. Equipment mentioned outside the Gear entry is considered to be supernatural or highly specialized, and it is unusable when the monster is defeated
have Attunement with magic items as noted in the Player’s Handbook. A monster with a class tag after its creature type is considered a member of that class for Attunement purposes.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
appropriately, and those clothes aren’t in this entry. Equipment mentioned outside the Gear entry is considered to be supernatural or highly specialized, and it is unusable when the monster is defeated
have Attunement with magic items as noted in the Player’s Handbook. A monster with a class tag after its creature type is considered a member of that class for Attunement purposes.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sahuagin Blademaster A cunning veteran of countless campaigns, the sahuagin blademaster decorates its armor with the bones of its defeated foes. As demonstrated in The Final Enemy, sahuagin
blademasters often serve as officers in the sahuagin army. Sahuagin Blademaster
Medium humanoid (sahuagin), lawful evil
Armor Class 20 (plate armor and shield)
Hit Points 97 (15d8 + 30)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Sahuagin Blademaster A cunning veteran of countless campaigns, the sahuagin blademaster decorates its armor with the bones of its defeated foes. As demonstrated in The Final Enemy, sahuagin
blademasters often serve as officers in the sahuagin army. Sahuagin Blademaster
Medium humanoid (sahuagin), lawful evil
Armor Class 20 (plate armor and shield)
Hit Points 97 (15d8 + 30)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Sahuagin Blademaster A cunning veteran of countless campaigns, the sahuagin blademaster decorates its armor with the bones of its defeated foes. As demonstrated in The Final Enemy, sahuagin
blademasters often serve as officers in the sahuagin army. Sahuagin Blademaster
Medium humanoid (sahuagin), lawful evil
Armor Class 20 (plate armor and shield)
Hit Points 97 (15d8 + 30)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
covered in thick, shaggy hide, often in vibrant colors, such as sky blue or deep violet. Giant Ox Huge Fey, Unaligned
Armor Class 12 (natural armor)
Hit Points 105 (10d12 + 40)
Speed 40 ft
primeval world tucked away in a remote valley or demiplane somewhere. “Look, that goose laid a golden egg!” “Look, that ox is blue!” “Look, this ram’s magic fleece is so soft!” Then a tick that’s
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
covered in thick, shaggy hide, often in vibrant colors, such as sky blue or deep violet. Giant Ox Huge Fey, Unaligned
Armor Class 12 (natural armor)
Hit Points 105 (10d12 + 40)
Speed 40 ft
primeval world tucked away in a remote valley or demiplane somewhere. “Look, that goose laid a golden egg!” “Look, that ox is blue!” “Look, this ram’s magic fleece is so soft!” Then a tick that’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage’s
abode has numerous magical wards and guardians to discourage interlopers. Archmage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage’s
abode has numerous magical wards and guardians to discourage interlopers. Archmage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage’s
abode has numerous magical wards and guardians to discourage interlopers. Archmage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sahuagin Blademaster A cunning veteran of countless campaigns, the sahuagin blademaster decorates its armor with the bones of its defeated foes. As demonstrated in The Final Enemy, sahuagin
blademasters often serve as officers in the sahuagin army. Sahuagin Blademaster
Medium humanoid (sahuagin), lawful evil
Armor Class 20 (plate armor and shield)
Hit Points 97 (15d8 + 30)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sahuagin Blademaster A cunning veteran of countless campaigns, the sahuagin blademaster decorates its armor with the bones of its defeated foes. As demonstrated in The Final Enemy, sahuagin
blademasters often serve as officers in the sahuagin army. Sahuagin Blademaster
Medium humanoid (sahuagin), lawful evil
Armor Class 20 (plate armor and shield)
Hit Points 97 (15d8 + 30)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Sahuagin Blademaster A cunning veteran of countless campaigns, the sahuagin blademaster decorates its armor with the bones of its defeated foes. As demonstrated in The Final Enemy, sahuagin
blademasters often serve as officers in the sahuagin army. Sahuagin Blademaster
Medium humanoid (sahuagin), lawful evil
Armor Class 20 (plate armor and shield)
Hit Points 97 (15d8 + 30)
Speed 30 ft