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Returning 35 results for 'can't weapons riding'.
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Magic Items
Dungeon Master’s Guide
(harmlessly) remove its horns and use them as weapons. One horn becomes a Lance, +1;+1 Lance, and the other becomes a Longsword, +2;+2 Longsword. Removing a horn requires a Magic action, and the
weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must
Monsters
Guildmasters’ Guide to Ravnica
0 hit points while riding its mount, the mount is reduced to 0 hit points as well.Multiattack. The archon makes two Hammer of Justice attacks.
Hammer of Justice. Melee Weapon Attack: +10
on a DC 18 Wisdom saving throw, or else the target drops any weapons it is holding, ends its concentration on any spells or other effects, and becomes charmed by the archon for 1 minute. The charmed
Monsters
Mordenkainen Presents: Monsters of the Multiverse
early on the mount immediately after it attacks.Kavalrachni are duergar cavalry trained to fight while riding female steeder;female steeders or other Underdark creatures as mounts.
Duergar
Duergar
and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others
Figurine of Wondrous Power
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding
functions differently from the others. Their properties are as follows:
The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Grassland Encounters (Levels 6–10) d100 Encounter 01 1d3 gorgons 02 1d4 cyclopes 03–04 1d3 gnoll fangs of Yeenoghu 05–06 1 chimera 07–09 1d4 + 1 veterans on riding horses 10–11 A tornado that
1d4 ogres and 1d4 orogs 85–87 A hot wind that carries the stench of rot 88–90 1d3 weretigers 91–92 1 bulette 93–94 A tribe of 2d20 + 20 nomads (tribal warriors) on riding horses following a herd of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Grassland Encounters (Levels 6–10) d100 Encounter 01 1d3 gorgons 02 1d4 cyclopes 03–04 1d3 gnoll fangs of Yeenoghu 05–06 1 chimera 07–09 1d4 + 1 veterans on riding horses 10–11 A tornado that
1d4 ogres and 1d4 orogs 85–87 A hot wind that carries the stench of rot 88–90 1d3 weretigers 91–92 1 bulette 93–94 A tribe of 2d20 + 20 nomads (tribal warriors) on riding horses following a herd of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
adventurers arrive at its lair with summoned angel allies or enslaved demons, by breaking through the floor, by teleporting or riding dinosaurs, or girded with layers of magical defenses and armed with
advanced weapons. In any case, the beholder’s reaction is calculated, because it has thought about what it and its minions must do in response to every situation.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
adventurers arrive at its lair with summoned angel allies or enslaved demons, by breaking through the floor, by teleporting or riding dinosaurs, or girded with layers of magical defenses and armed with
advanced weapons. In any case, the beholder’s reaction is calculated, because it has thought about what it and its minions must do in response to every situation.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns
saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the end of each
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it
again until 30 days have passed. The goat of terror becomes a giant goat for up to 3 hours. The goat can’t attack, but you can remove its horns and use them as weapons. One horn becomes a lance, +1
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, with horns for handle bars. What the vehicle lacks in weapons, it makes up for with speed and maneuverability. Devil’s Ride
Large vehicle (500 lb.)
Creature Capacity 1 Medium creature
Cargo
check fails by 5 or more, the Devil’s Ride and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop.
Action Stations
Helm (Requires 1 Crew and Grants Half
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
properties are as follows: The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1
goat can’t attack, but you can remove its horns and use them as weapons. One horn becomes a lance, +1, and the other becomes a longsword, +2. Removing a horn requires an action, and the weapons
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns
saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the end of each
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
properties are as follows: The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1
goat can’t attack, but you can remove its horns and use them as weapons. One horn becomes a lance, +1, and the other becomes a longsword, +2. Removing a horn requires an action, and the weapons
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, with horns for handle bars. What the vehicle lacks in weapons, it makes up for with speed and maneuverability. Devil’s Ride
Large vehicle (500 lb.)
Creature Capacity 1 Medium creature
Cargo
check fails by 5 or more, the Devil’s Ride and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop.
Action Stations
Helm (Requires 1 Crew and Grants Half
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it
again until 30 days have passed. The goat of terror becomes a giant goat for up to 3 hours. The goat can’t attack, but you can remove its horns and use them as weapons. One horn becomes a lance, +1
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
:
Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. The goat can’t attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the
other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
:
Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. The goat can’t attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the
other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Kypris and Mykale, who are inside. Nykaia is the group’s glib and calculating leader, Kypris is their unflappable engineer and driver, and Mykale is their overeager weapons specialist. The three devils
two harpoon guns and an infernal screamer, which is a writhing humanoid torso made of melting wax with a barbed hand crank between its shoulder blades. The weapons are mounted to the vehicle’s exterior
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
riding behind Stalagma on the gorgon.)
Xorn. Three xorn under Stalagma’s command are gathered around a broken mine cart filled with coins.
Stalagma is Valtagar Steelshadow’s beloved mate, and only
converge on her location with their weapons drawn. The battle cry also awakens the guards sleeping in area 19b, who collect their weapons and investigate. If her gorgon mount is killed or she is taking too
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
riding behind Stalagma on the gorgon.)
Xorn. Three xorn under Stalagma’s command are gathered around a broken mine cart filled with coins.
Stalagma is Valtagar Steelshadow’s beloved mate, and only
converge on her location with their weapons drawn. The battle cry also awakens the guards sleeping in area 19b, who collect their weapons and investigate. If her gorgon mount is killed or she is taking too
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Kypris and Mykale, who are inside. Nykaia is the group’s glib and calculating leader, Kypris is their unflappable engineer and driver, and Mykale is their overeager weapons specialist. The three devils
two harpoon guns and an infernal screamer, which is a writhing humanoid torso made of melting wax with a barbed hand crank between its shoulder blades. The weapons are mounted to the vehicle’s exterior
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
female humans) emerge from three of the surrounding wagons (area N9g) and arrive at the tent with weapons drawn in 2 rounds. Luvash won’t meddle in the characters’ affairs without Strahd’s consent
the item in his possession. If he succeeds, he takes one of the riding horses (area N9d) and delivers the item to Strahd at Castle Ravenloft. N9d. Horses The hilltop is covered with steaming piles of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
female humans) emerge from three of the surrounding wagons (area N9g) and arrive at the tent with weapons drawn in 2 rounds. Luvash won’t meddle in the characters’ affairs without Strahd’s consent
the item in his possession. If he succeeds, he takes one of the riding horses (area N9d) and delivers the item to Strahd at Castle Ravenloft. N9d. Horses The hilltop is covered with steaming piles of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
chain shirts instead of the usual hide armor. Bugbears are never outfitted with ranged weapons (which they refuse to use) or with heavy armor (which compromises their stealthiness). If some bugbears
, a host might attract or press into service many kinds of creatures. Some possibilities: A low, two-wheeled pushcart loaded with small wooden cages containing cockatrices. A hydra with goblins riding
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stalls with straw-covered floors. A harness, riding crop, and saddle hang in each stall. Swinging wooden doors cap either end of each stall, one leading from the tower to the stall and the other from the
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
chain shirts instead of the usual hide armor. Bugbears are never outfitted with ranged weapons (which they refuse to use) or with heavy armor (which compromises their stealthiness). If some bugbears
, a host might attract or press into service many kinds of creatures. Some possibilities: A low, two-wheeled pushcart loaded with small wooden cages containing cockatrices. A hydra with goblins riding
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
time to load and aim the ship’s weapons before the creatures get close. A downside of traveling by airship is that the vessel is easily spotted. Characters can’t surprise hostile creatures while
a storm giant riding a roc. The two are looking for clues to King Hekaton’s whereabouts. The giant concludes that the ship contains nothing of interest and steers the roc away, staying at least a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.
Actions
Multiattack. The archon makes two Hammer of Justice
throw, or else the target drops any weapons it is holding, ends its concentration on any spells or other effects, and becomes charmed by the archon for 1 minute. The charmed creature can repeat the saving
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
can do so except by using a knock spell or similar magic. The door has AC 15, 75 hit points, and immunity to all damage except force damage and damage dealt by adamantine weapons. 14b. North Entrance
north to south, are: A mostly finished statue of a female dwarf priest carrying a stone censer A half-finished statue of a cheery dwarf girl riding on the shoulders of her beaming father, whose lower
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stalls with straw-covered floors. A harness, riding crop, and saddle hang in each stall. Swinging wooden doors cap either end of each stall, one leading from the tower to the stall and the other from the
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->Storm King's Thunder
time to load and aim the ship’s weapons before the creatures get close. A downside of traveling by airship is that the vessel is easily spotted. Characters can’t surprise hostile creatures while
a storm giant riding a roc. The two are looking for clues to King Hekaton’s whereabouts. The giant concludes that the ship contains nothing of interest and steers the roc away, staying at least a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, directing the crew operating the vehicle’s weapons in case enemies appear Lookout, watching for dangers Mechanic, leading the crew battening down the hatches and making repairs Additional characters in a
characters can be filled by crew members, who have a +3 bonus to any ability checks made in this section. Riding out the storm takes place as three distinct events that play out over a few minutes. Event
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.
Actions
Multiattack. The archon makes two Hammer of Justice
throw, or else the target drops any weapons it is holding, ends its concentration on any spells or other effects, and becomes charmed by the archon for 1 minute. The charmed creature can repeat the saving
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
can do so except by using a knock spell or similar magic. The door has AC 15, 75 hit points, and immunity to all damage except force damage and damage dealt by adamantine weapons. 14b. North Entrance
north to south, are: A mostly finished statue of a female dwarf priest carrying a stone censer A half-finished statue of a cheery dwarf girl riding on the shoulders of her beaming father, whose lower