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Equipment
A classic design with two loaded barrels, the Double-Barrel Shotgun trades ammo capacity and range for reliability and firepower.
This weapon has the following mastery property. To use this
Monsters
Acquisitions Incorporated
Customizable Storage. A keg robot can hold up to three types of liquid payload totaling 12 gallons within its hollow, barrel-shaped body. A full keg robot can make one liquid attack per gallon before
"} bludgeoning damage.
Acid Squirt. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Acid Squirt"} to hit, range 20/40 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation
Monsters
Storm King's Thunder
","rollDamageType":"bludgeoning"} bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Heavy Crossbow"} to hit, range 100/400 ft., one target
Miros is a retired carnival attraction, dubbed “the Yeti” because of his barrel-shaped body and the thick, white hair covering his arms, chest, back, and head. When Goldenfields suffers
races
Mordenkainen Presents: Monsters of the Multiverse
Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe minotaurs
were first created by the Lady of Pain to patrol the magical mazes that she uses to trap her foes.
Minotaur horns range in size from about 1 foot long to easily three times that length. Minotaurs often
Magic Items
The Book of Many Things
projection is a translucent copy of you that has immunity to all damage and conditions, and you can make attacks and cast spells with a range other than self as if standing in the projection’s space
, continuously hearing whispers that call for you to join them. Whenever you finish a long rest while cursed, you must make a DC 11 Charisma saving throw. On a failed save, your soul is drawn from your body and
Minotaur
Legacy
This doesn't reflect the latest rules and lore.
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races
Guildmasters’ Guide to Ravnica
tactics that make them excellent commanders as well as valuable shock troops.
Horns and Hooves
Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Cave Features The area has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Most cavern ceilings are 30 feet high, and passage ceilings range from 10 to 15
feet high. Light. The Howling Caves are lightless. Wind. Wind continuously moves through the Howling Caves, in whispers or howls. Map 5.2: Howling CavesView Player Version
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Cave Features The area has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Most cavern ceilings are 30 feet high, and passage ceilings range from 10 to 15
feet high. Light. The Howling Caves are lightless. Wind. Wind continuously moves through the Howling Caves, in whispers or howls. Map 5.2: Howling CavesView Player Version
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Cave Features The area has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Most cavern ceilings are 30 feet high, and passage ceilings range from 10 to 15
feet high. Light. The Howling Caves are lightless. Wind. Wind continuously moves through the Howling Caves, in whispers or howls. Map 5.2: Howling CavesView Player Version
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Minotaur Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe
minotaurs were first created by the Lady of Pain to patrol the magical mazes that she uses to trap her foes. Minotaur horns range in size from about 1 foot long to easily three times that length
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
gambling is heavily taxed in the city and limited in its scope. Dura is the place to find a wide range of shadier and more profitable games. Go shopping. The Bazaar of Middle Dura is an excellent
terrible accident. The Sharn Watch ignores much of Lower Dura. Stories circulate continuously about dragonmarked houses and mad wizards conducting dangerous experiments in Lower Dura without interference from the law.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
gambling is heavily taxed in the city and limited in its scope. Dura is the place to find a wide range of shadier and more profitable games. Go shopping. The Bazaar of Middle Dura is an excellent
terrible accident. The Sharn Watch ignores much of Lower Dura. Stories circulate continuously about dragonmarked houses and mad wizards conducting dangerous experiments in Lower Dura without interference from the law.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
gambling is heavily taxed in the city and limited in its scope. Dura is the place to find a wide range of shadier and more profitable games. Go shopping. The Bazaar of Middle Dura is an excellent
terrible accident. The Sharn Watch ignores much of Lower Dura. Stories circulate continuously about dragonmarked houses and mad wizards conducting dangerous experiments in Lower Dura without interference from the law.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Minotaur Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe
minotaurs were first created by the Lady of Pain to patrol the magical mazes that she uses to trap her foes. Minotaur horns range in size from about 1 foot long to easily three times that length
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Minotaur Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe
minotaurs were first created by the Lady of Pain to patrol the magical mazes that she uses to trap her foes. Minotaur horns range in size from about 1 foot long to easily three times that length
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
lasts) Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
lasts) Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->Monster Manual
cavernous mazes of the Underdark, with its miles-deep trenches and stalactite forests suspended over empty darkness, where they barrel through caves and swing across cavern ceilings. Hook horrors feed
opportunistically on plants, fungi, and any creatures that come close enough to hook. To perceive their surroundings, hook horrors echolocate via a range of noises, from banging on rocks and their own
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
lasts) Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
lasts) Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
lasts) Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
lasts) Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->Monster Manual
cavernous mazes of the Underdark, with its miles-deep trenches and stalactite forests suspended over empty darkness, where they barrel through caves and swing across cavern ceilings. Hook horrors feed
opportunistically on plants, fungi, and any creatures that come close enough to hook. To perceive their surroundings, hook horrors echolocate via a range of noises, from banging on rocks and their own
Compendium
- Sources->Dungeons & Dragons->Monster Manual
cavernous mazes of the Underdark, with its miles-deep trenches and stalactite forests suspended over empty darkness, where they barrel through caves and swing across cavern ceilings. Hook horrors feed
opportunistically on plants, fungi, and any creatures that come close enough to hook. To perceive their surroundings, hook horrors echolocate via a range of noises, from banging on rocks and their own
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, above the fog, is a ring of barrel-topped wagons that surround a large tent with a column of smoke pouring out through a hole in the top. The tent is brightly lit from within. Even at this distance
with saddles. Twenty-four draft horses and six riding horses are tethered here. N9e. Luvash’s Wagon This barrel-topped wagon is nicer that the others. Drapes of golden silk hang in the windows, and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, above the fog, is a ring of barrel-topped wagons that surround a large tent with a column of smoke pouring out through a hole in the top. The tent is brightly lit from within. Even at this distance
with saddles. Twenty-four draft horses and six riding horses are tethered here. N9e. Luvash’s Wagon This barrel-topped wagon is nicer that the others. Drapes of golden silk hang in the windows, and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, above the fog, is a ring of barrel-topped wagons that surround a large tent with a column of smoke pouring out through a hole in the top. The tent is brightly lit from within. Even at this distance
with saddles. Twenty-four draft horses and six riding horses are tethered here. N9e. Luvash’s Wagon This barrel-topped wagon is nicer that the others. Drapes of golden silk hang in the windows, and
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
dripping water echoes continuously. The lower portion of the room (10A) is 15 feet below the ledge. Wooden steps have been built down to the lower floor. As in room 7, the steps are enclosed in a stout
below. The cavern extends into darkness beyond the range of their light. They need to go down the stairs and explore the area directly to discover its full extent. Characters standing along the ledge
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
dripping water echoes continuously. The lower portion of the room (10A) is 15 feet below the ledge. Wooden steps have been built down to the lower floor. As in room 7, the steps are enclosed in a stout
below. The cavern extends into darkness beyond the range of their light. They need to go down the stairs and explore the area directly to discover its full extent. Characters standing along the ledge
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
dripping water echoes continuously.
The lower portion of the room (10A) is 15 feet below the ledge. Wooden steps have been built down to the lower floor. As in room 7, the steps are enclosed in a
below. The cavern extends into darkness beyond the range of their light. They need to go down the stairs and explore the area directly to discover its full extent. Characters standing along the ledge
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
dripping water echoes continuously. The lower portion of the room (10A) is 15 feet below the ledge. Wooden steps have been built down to the lower floor. As in room 7, the steps are enclosed in a stout
below. The cavern extends into darkness beyond the range of their light. They need to go down the stairs and explore the area directly to discover its full extent. Characters standing along the ledge
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
dripping water echoes continuously.
The lower portion of the room (10A) is 15 feet below the ledge. Wooden steps have been built down to the lower floor. As in room 7, the steps are enclosed in a
below. The cavern extends into darkness beyond the range of their light. They need to go down the stairs and explore the area directly to discover its full extent. Characters standing along the ledge






