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Returning 35 results for 'build boss diffusing cover ram'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces
of them learn to carry out specialized missions. The names they are given—the ogre battering ram;battering ram, the ogre bolt launcher;bolt launcher, the ogre chain brute;chain brute, and the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
with duties related to that rank, and all are expected to sacrifice themselves to protect the colony’s choldriths. Every chitine has spinnerets and slowly produces webbing that is used to build
tasked to dig pit traps and cover them with fragile webbing disguised with loose dirt to appear as a solid surface.
Monsters
Mythic Odysseys of Theros
mouths. These blank surfaces they cover with distinctive golden masks.
Returned reenter the world blank and undead. No longer possessing the ability to form long-term memories, they generally can
’t build meaningful relationships or establish new lives. Instead, most experience fleeting emotions and follow hollow routines, their existences reduced to shadow plays without weight or substance
Monsters
Mythic Odysseys of Theros
surfaces with empty eye sockets and gaping mouths. These blank surfaces they cover with distinctive golden masks.
Returned reenter the world blank and undead. No longer possessing the ability to form
long-term memories, they generally can’t build meaningful relationships or establish new lives. Instead, most experience fleeting emotions and follow hollow routines, their existences reduced to
Monsters
Mythic Odysseys of Theros
mouths. These blank surfaces they cover with distinctive golden masks.
Returned reenter the world blank and undead. No longer possessing the ability to form long-term memories, they generally can
’t build meaningful relationships or establish new lives. Instead, most experience fleeting emotions and follow hollow routines, their existences reduced to shadow plays without weight or substance
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
":"recharge", "rollAction":"Tendrils of Slumber"}. The nightmare haunt creates spectral tendrils that cover the ground in a 20-foot square that it can see within 30 feet of itself for 1 minute or until it
, Eriette and Ashiok conspire to build a nightmare realm in the ruins of Castle Ardenvale at the heart of the Wicked Slumber, replacing the virtuous court with one composed of sleepwalkers and dreamers
Monsters
Mordenkainen's Fiendish Folio Volume 1
the chosen prize. A giant might undertake a carefully planned robbery, making extensive use of magic to cover their presence. Or it might engage in a brute-force raid that involves tearing off the
roof of a merchant’s home, seizing what they seek, and stalking away before the town watch can rally.
Intricate Networks. Clever, ambitious, and greedy, many fog giants build up whole networks of
Monsters
Mythic Odysseys of Theros
they cover with distinctive golden masks.
Returned reenter the world blank and undead. No longer possessing the ability to form long-term memories, they generally can’t build meaningful
races
Mordenkainen Presents: Monsters of the Multiverse
taper to sharp talons. Feathers cover their bodies—usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles.
Creating Your Character
regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to
races
Mordenkainen Presents: Monsters of the Multiverse
Originating in the Feywild—a realm of pure emotion— satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic
, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Ram action. The gallery roof gives the operators Total Cover against attacks and other effects from above.
Ram Large Object Armor Class: 15 Hit Points: 100 Ram (Requires Position). Melee Attack Roll: +8, reach 5 ft. Hit: 16 (3d10) Bludgeoning damage. A Ram consists of a movable gallery equipped with a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Ram action. The gallery roof gives the operators Total Cover against attacks and other effects from above.
Ram Large Object Armor Class: 15 Hit Points: 100 Ram (Requires Position). Melee Attack Roll: +8, reach 5 ft. Hit: 16 (3d10) Bludgeoning damage. A Ram consists of a movable gallery equipped with a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Ram action. The gallery roof gives the operators Total Cover against attacks and other effects from above.
Ram Large Object Armor Class: 15 Hit Points: 100 Ram (Requires Position). Melee Attack Roll: +8, reach 5 ft. Hit: 16 (3d10) Bludgeoning damage. A Ram consists of a movable gallery equipped with a
races
Sword Coast Adventurer's Guide
horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil
. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red
Tiefling
Legacy
This doesn't reflect the latest rules and lore.
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races
Basic Rules (2014)
horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil
. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes
— black, red, white, silver, or gold — with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes
— black, red, white, silver, or gold — with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes
— black, red, white, silver, or gold — with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Satyr Traits As a satyr, you have the following racial traits. Creature Type. You are a Fey. Size. You are Medium. Speed. Your walking speed is 35 feet. Ram. You can use your head and horns to make
advantage on saving throws against spells. Mirthful Leaps. Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes
— black, red, white, silver, or gold — with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes
— black, red, white, silver, or gold — with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Satyr Traits As a satyr, you have the following racial traits. Creature Type. You are a Fey. Size. You are Medium. Speed. Your walking speed is 35 feet. Ram. You can use your head and horns to make
advantage on saving throws against spells. Mirthful Leaps. Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Satyr Traits As a satyr, you have the following racial traits. Creature Type. You are a Fey. Size. You are Medium. Speed. Your walking speed is 35 feet. Ram. You can use your head and horns to make
advantage on saving throws against spells. Mirthful Leaps. Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes
— black, red, white, silver, or gold — with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
roof, these operators have total cover against attacks from above. Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one object. Hit: 16 (3d10) bludgeoning damage. Siege Tower Gargantuan object Armor
hit targets behind cover. Before the mangonel can be fired, it must be loaded and aimed. It takes two actions to load the weapon, two actions to aim it, and one action to fire it. A mangonel
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
roof, these operators have total cover against attacks from above. Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one object. Hit: 16 (3d10) bludgeoning damage. Siege Tower Gargantuan object Armor
hit targets behind cover. Before the mangonel can be fired, it must be loaded and aimed. It takes two actions to load the weapon, two actions to aim it, and one action to fire it. A mangonel
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
roof, these operators have total cover against attacks from above. Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one object. Hit: 16 (3d10) bludgeoning damage. Siege Tower Gargantuan object Armor
hit targets behind cover. Before the mangonel can be fired, it must be loaded and aimed. It takes two actions to load the weapon, two actions to aim it, and one action to fire it. A mangonel
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to a three-way intersection where a ladder leads up into a stone shaft capped by a circular metal cover. One of the familiar chalk symbols is marked on a wall nearby, and floating near the symbol is a
Xanathar Guild boss, guards this intersection. Once the characters defeat it, they can press on, following the corridor where the chalk symbol is located; they reach the hideout after following the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to a three-way intersection where a ladder leads up into a stone shaft capped by a circular metal cover. One of the familiar chalk symbols is marked on a wall nearby, and floating near the symbol is a
Xanathar Guild boss, guards this intersection. Once the characters defeat it, they can press on, following the corridor where the chalk symbol is located; they reach the hideout after following the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to a three-way intersection where a ladder leads up into a stone shaft capped by a circular metal cover. One of the familiar chalk symbols is marked on a wall nearby, and floating near the symbol is a
Xanathar Guild boss, guards this intersection. Once the characters defeat it, they can press on, following the corridor where the chalk symbol is located; they reach the hideout after following the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
sea predator. This figurehead serves as the ship’s naval ram. Railing. The forecastle has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters
ballista arrows are stacked and secured near each. Mangonels. Two mangonels (DMG, ch. 8) are attached to the aft of the deck. Ten mangonel stones are stacked and secured near each catapult. Naval Ram
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
sea predator. This figurehead serves as the ship’s naval ram. Railing. The forecastle has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters
ballista arrows are stacked and secured near each. Mangonels. Two mangonels (DMG, ch. 8) are attached to the aft of the deck. Ten mangonel stones are stacked and secured near each catapult. Naval Ram
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
sea predator. This figurehead serves as the ship’s naval ram. Railing. The forecastle has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters
ballista arrows are stacked and secured near each. Mangonels. Two mangonels (DMG, ch. 8) are attached to the aft of the deck. Ten mangonel stones are stacked and secured near each catapult. Naval Ram
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Story Overview Niho Koi, an imposing oni and Daask sub-boss in Sharn, ordered a half-ogre lieutenant named Garra to assemble a team and search the ruins of Old Sharn for arcane relics at the behest
of someone much higher up in the organization. With a lot of ground to cover beneath the City of Towers, Garra kidnapped Caden d’Orien, the only son of Alden d’Orien, forcing Alden to use his position
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
6 A beautifully illuminated treatise on the planes of existence, bound in ebony covers with metal corner caps and a cover boss set with polished gems
7 An etched crystal that projects a star






