Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'changelings weapons released'.
Other Suggestions:
changelings weapon related
channeling weapons related
changelings wagons related
changelings weapons related
changelings weapons release
Monsters
Tomb of Annihilation
damage and instead regains a number of hit points equal to the lightning damage dealt.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons
together into a muscled brute imbued with formidable strength. Powerful enchantments protect it, deflecting spells and all but the most potent weapons.
Adventurers who have perished inside the tomb
Monsters
Princes of the Apocalypse
Attacks. Yan-C-Bin’s slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.
Innate Spellcasting. Yan-C-Bin’s innate spellcasting
;{"diceNotation":"3d6","rollType":"roll","rollAction":"Air Control"} × 10 feet through the air. A creature smashed into a solid object or released in mid-air takes 1d6;{"diceNotation":"1d6","rollType
spells
expended to cast the spell. When the spell ends, the weapons are released.
Using a Higher-Level Spell Slot. You can trap an additional weapon for each spell slot level above 4.
against your spell save DC, freeing the weapon on a success. The creature can also release the weapon to end the Grappled condition.
You can trap a number of weapons equal to the number of Hit Dice
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Artifacts Miraculous relics fill the tales of Theros. Among these legendary items, none are more renowned than the weapons of the gods themselves. These artifacts embody divine will and the power of
Nyx. Where they appear, these weapons change the tide of wars and the course of history. Typically a deity bestows their weapon only on a favored champion or devotee. Depending on the champion’s piety
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Artifacts Miraculous relics fill the tales of Theros. Among these legendary items, none are more renowned than the weapons of the gods themselves. These artifacts embody divine will and the power of
Nyx. Where they appear, these weapons change the tide of wars and the course of history. Typically a deity bestows their weapon only on a favored champion or devotee. Depending on the champion’s piety
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
treasure chests in area 13, and how his weapons have been taken to the chapel (area 14) and worked into the altar there. Tarnhem uses the balor stat block with the following changes: While held, Tarnhem
is incapacitated but can still speak. Until he recovers his weapons from the chapel, his Longsword and Whip actions are replaced by the following action option: Fist of Retribution. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
treasure chests in area 13, and how his weapons have been taken to the chapel (area 14) and worked into the altar there. Tarnhem uses the balor stat block with the following changes: While held, Tarnhem
is incapacitated but can still speak. Until he recovers his weapons from the chapel, his Longsword and Whip actions are replaced by the following action option: Fist of Retribution. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
disadvantage on their initiative rolls as they adjust to the sudden uproar and their new surroundings. The rocks scattered around the arena floor are big enough for the b’rohgs to use as ranged weapons. Match 2
a moment to assess their foe—a space guppy (see Boo’s Astral Menagerie)—before Vocath realizes, to his dismay, that he has released the wrong creature. Realizing his mistake, Vocath throws his arms
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
disadvantage on their initiative rolls as they adjust to the sudden uproar and their new surroundings. The rocks scattered around the arena floor are big enough for the b’rohgs to use as ranged weapons. Match 2
a moment to assess their foe—a space guppy (see Boo’s Astral Menagerie)—before Vocath realizes, to his dismay, that he has released the wrong creature. Realizing his mistake, Vocath throws his arms
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Customizing the Giants If you want to add some variability to the encounters in these adventures, a good way to do this is by modifying the armor and weapons the giants use. In particular, the
servants and the young that are found among the giants might not be outfitted with the gear described in the statistics used for them. Servants could use improvised weapons, such as giant-sized tools and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Customizing the Giants If you want to add some variability to the encounters in these adventures, a good way to do this is by modifying the armor and weapons the giants use. In particular, the
servants and the young that are found among the giants might not be outfitted with the gear described in the statistics used for them. Servants could use improvised weapons, such as giant-sized tools and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
area: Thoughtful Moa warns that adamantine or magic weapons are needed to harm a clay golem. Bossy Papazotl insists that someone stand on the third plinth. (“It must be empty for a reason!”) God Statues
fill the empty space. When a statue that has been turned is released, it grinds back to its starting position. The clay golem has orders to attack any creature that it sees and can reach. If the golem
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
area: Thoughtful Moa warns that adamantine or magic weapons are needed to harm a clay golem. Bossy Papazotl insists that someone stand on the third plinth. (“It must be empty for a reason!”) God Statues
fill the empty space. When a statue that has been turned is released, it grinds back to its starting position. The clay golem has orders to attack any creature that it sees and can reach. If the golem
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
springs to mind, use a captured member of the Order of the Gauntlet named Zalder Faelrond (LG male Tethyrian human knight of Torm, with no armor or weapons). Zalder’s story is that he was kidnapped by
attacks until they are set free. They speak Undercommon and demand to be released. The night hag Widow Groat (see area 71) carries the keys to the nothics’ shackles, which can also be picked with a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the spectator’s employment. If the deception succeeds, the spectator believes it is released from its obligations, and it disappears and returns to its home plane. Brazier of Green Flame. A successful
motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
them as are going in), the door will slam shut behind them. No tools, weapons, or magic available to the adventurers will open the door or prevent it from closing. Only the proper key inserted in the
hold person and a false key. Sphere 8. The actual key and a silver ring. When the ring is released from the sphere, it speaks to the characters telepathically: “Stop before you put me on. I confer the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
them as are going in), the door will slam shut behind them. No tools, weapons, or magic available to the adventurers will open the door or prevent it from closing. Only the proper key inserted in the
hold person and a false key. Sphere 8. The actual key and a silver ring. When the ring is released from the sphere, it speaks to the characters telepathically: “Stop before you put me on. I confer the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the spectator’s employment. If the deception succeeds, the spectator believes it is released from its obligations, and it disappears and returns to its home plane. Brazier of Green Flame. A successful
motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
springs to mind, use a captured member of the Order of the Gauntlet named Zalder Faelrond (LG male Tethyrian human knight of Torm, with no armor or weapons). Zalder’s story is that he was kidnapped by
attacks until they are set free. They speak Undercommon and demand to be released. The night hag Widow Groat (see area 71) carries the keys to the nothics’ shackles, which can also be picked with a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Dexterity check made using thieves’ tools opens each lock. If released from captivity, the goblinoids arm themselves with improvised weapons and flee to area 17a by way of the south tunnel. The
male drow elite warrior relax here, but they quickly snatch up their weapons at the first sign of trouble. The drow are named Alybbrin, Chasmas, Jarkorl, K’yordred, Szorth, and Xebrek. The drow elite
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Dexterity check made using thieves’ tools opens each lock. If released from captivity, the goblinoids arm themselves with improvised weapons and flee to area 17a by way of the south tunnel. The
male drow elite warrior relax here, but they quickly snatch up their weapons at the first sign of trouble. The drow are named Alybbrin, Chasmas, Jarkorl, K’yordred, Szorth, and Xebrek. The drow elite
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, in area S11. The Eagle. The eagle is a battering ram. If released using a lever near the doors to area S4, the ram attacks an area that starts at the doors to area S4, extending 30 feet along a 5
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->Princes of the Apocalypse
, in area S11. The Eagle. The eagle is a battering ram. If released using a lever near the doors to area S4, the ram attacks an area that starts at the doors to area S4, extending 30 feet along a 5
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->Out of the Abyss
character can claim a total of 350 gp worth of equipment, including weapons, armor, and common potions and scrolls. Development If the characters refuse Errde’s offer after being arrested, they spend a few
when confronted, and should keep them hidden otherwise. They are then released without fanfare. Errde knows about the stone giants’ invitation if the characters spared the two-headed giant’s life
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
top of the dais, the altar there released a clay golem that attacked them (see area 15b). Four duergar were smashed to a pulp before Skella realized that their weapons were having no effect on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the ceiling of this hall and cracked in two on the floor. The block was released when someone stepped on a hidden pressure plate in the floor. (The trap failed to hit its intended target and no
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
top of the dais, the altar there released a clay golem that attacked them (see area 15b). Four duergar were smashed to a pulp before Skella realized that their weapons were having no effect on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the ceiling of this hall and cracked in two on the floor. The block was released when someone stepped on a hidden pressure plate in the floor. (The trap failed to hit its intended target and no
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
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
character can claim a total of 350 gp worth of equipment, including weapons, armor, and common potions and scrolls. Development If the characters refuse Errde’s offer after being arrested, they spend a few
when confronted, and should keep them hidden otherwise. They are then released without fanfare. Errde knows about the stone giants’ invitation if the characters spared the two-headed giant’s life
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
. Vocath’s BaseView Player Version 1: Arena The arena is a 60-foot-high octagonal chamber with a crystal dome overhead. The floor is blanketed in sand, with a few broken, unusable weapons and chunks of
clowns,* and one space guppy.* (Creatures marked with an asterisk are described in Boo’s Astral Menagerie.) Creatures released in this manner materialize in unoccupied spaces on the arena floor as close
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
. Vocath’s BaseView Player Version 1: Arena The arena is a 60-foot-high octagonal chamber with a crystal dome overhead. The floor is blanketed in sand, with a few broken, unusable weapons and chunks of
clowns,* and one space guppy.* (Creatures marked with an asterisk are described in Boo’s Astral Menagerie.) Creatures released in this manner materialize in unoccupied spaces on the arena floor as close
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
weapons to create openings in enemy formations.
Bulwarks. The wild attack of a group of thugs is often followed by the charge of one or more bulwarks. A bugbear bulwark carries a spiked shield
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
weapons to create openings in enemy formations.
Bulwarks. The wild attack of a group of thugs is often followed by the charge of one or more bulwarks. A bugbear bulwark carries a spiked shield
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-Towns, Kapanuk was of little use to his captors. If released, Kapanuk tries to acquire some weapons and armor. He also invites the characters to return with him to Wyrmdoom Crag, where his kin will
pairs of snowshoes. The northeast room contains piles of weapons, including six war picks, nine warhammers, a dozen javelins, ten heavy crossbows, and a nicked greataxe that belongs to the goliath
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-Towns, Kapanuk was of little use to his captors. If released, Kapanuk tries to acquire some weapons and armor. He also invites the characters to return with him to Wyrmdoom Crag, where his kin will
pairs of snowshoes. The northeast room contains piles of weapons, including six war picks, nine warhammers, a dozen javelins, ten heavy crossbows, and a nicked greataxe that belongs to the goliath