Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 12 results for 'canine wearing religions'.
Other Suggestions:
canine weaving religion
candle wearing religions
canine waking religious
canine waking religion
canine weaving religious
Monsters
Planescape: Adventures in the Multiverse
, continual flame
Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.Hound archons are the foot soldiers of
Mount Celestia, tasked with protecting the innocent and helpless. Loyal defenders, these bipedal warriors wield blades of shining radiance and can assume canine forms, allowing them to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
assume canine forms, allowing them to inconspicuously guard peaceable communities as dogs and wolves. Hound Archon Medium Celestial, Typically Lawful Good
Armor Class 15 (natural armor)
Hit Points
ability:
At will: detect evil and good
1/day each: aid, continual flame
Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
assume canine forms, allowing them to inconspicuously guard peaceable communities as dogs and wolves. Hound Archon Medium Celestial, Typically Lawful Good
Armor Class 15 (natural armor)
Hit Points
ability:
At will: detect evil and good
1/day each: aid, continual flame
Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
cults that reject the oppression of authority by returning to nature. Inductees often mistake these cults for druidic circles or totemic religions whose ceremonies involve entering a labyrinth while
wearing a ceremonial animal mask. Within these bounded environments, cultists hunt, kill, and eat wild beasts, indulging their basest primal urges. In the end, however, sacrificial animals are exchanged
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
cults that reject the oppression of authority by returning to nature. Inductees often mistake these cults for druidic circles or totemic religions whose ceremonies involve entering a labyrinth while
wearing a ceremonial animal mask. Within these bounded environments, cultists hunt, kill, and eat wild beasts, indulging their basest primal urges. In the end, however, sacrificial animals are exchanged
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the ability to assume its true form: that of a large, fiendish canine. The mission of every barghest, implanted in it by the General of Gehenna, is to consume seventeen goblinoid souls by devouring the
goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The barghest reverts to its true
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the ability to assume its true form: that of a large, fiendish canine. The mission of every barghest, implanted in it by the General of Gehenna, is to consume seventeen goblinoid souls by devouring the
goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The barghest reverts to its true
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
make a DC 12 Wisdom (Survival) check. On a success, the character finds boot prints and large canine paw prints circling the area. These are prints from Armin Whisperwind and his mastiff, now found
wearing gleaming plate mail and an empty scabbard. Vision of the Past. The first time a character stays in this area longer than 1 minute at night, the character must succeed on a DC 12 Wisdom saving
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
make a DC 12 Wisdom (Survival) check. On a success, the character finds boot prints and large canine paw prints circling the area. These are prints from Armin Whisperwind and his mastiff, now found
wearing gleaming plate mail and an empty scabbard. Vision of the Past. The first time a character stays in this area longer than 1 minute at night, the character must succeed on a DC 12 Wisdom saving
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Such clerics carry a staff, but they are forbidden from wearing armor or using weapons other than that staff. To reflect this, you could remove the armor and weapon proficiencies for clerics of this
who specialize in that school are gnomes. Different human cultures produce warlocks with different pacts, and so on. Similarly, different cleric domains might reflect entirely separate religions
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Such clerics carry a staff, but they are forbidden from wearing armor or using weapons other than that staff. To reflect this, you could remove the armor and weapon proficiencies for clerics of this
who specialize in that school are gnomes. Different human cultures produce warlocks with different pacts, and so on. Similarly, different cleric domains might reflect entirely separate religions
compendium
- Sources->Dungeons & Dragons->Stranger Things: Welcome to the Hellfire Club
, the target has the Grappled condition (escape DC 13) from all four tentacles.
Artist: Phil Stone
Demodog Faceless, Unnatural Canine
Demodogs are sinister, quadrupedal predators that spawn
form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
Artist: Phil Stone
Korex Former Adventurer Warped by Rat Magic






