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Returning 35 results for 'changing warriors remaining'.
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Monsters
Quests from the Infinite Staircase
the inside of their left wrist.
Warriors of Madarua recognize and respect the ever-changing complexity of life. In combat, they strive to be as fierce and unpredictable as nature itself.
wielding a melee weapon.Warriors are the foot soldiers of the faction. They thank Madarua for each battle they see and train daily with spears to follow her to victory.
Warriors of Madarua
Members
Monsters
Quests from the Infinite Staircase
, death, and the seasons. Each member bears a small tattoo of a sickle on the inside of their left wrist.
Warriors of Madarua recognize and respect the ever-changing complexity of life. In combat
see the attacker and be wielding a melee weapon.Champions of Madarua represent the most skilled warriors in the faction. Hardened by battle, they lead the charge into the fray and inspire their
Monsters
Mordenkainen Presents: Monsters of the Multiverse
points remaining.
Shortbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Shortbow"} to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2
":"piercing"} piercing damage if the champion has more than half of its total hit points remaining.Champions are mighty warriors who have honed their fighting skills in wars or gladiatorial pits. To soldiers
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 26):
At will: alter self (can become Medium when changing her appearance), detect
collecting souls from the greatest warriors on the Material Plane. She bargains hard, and there is little hope of wriggling out of a pact. However, she expects the best from her servants, so she
Orc
Legacy
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Species
Volo's Guide to Monsters
three gods are a tribe’s raiders and ravagers—often the only part of an orc tribe that its victims ever see.
Deep within the den of a tribe, far away from the war-hearth where warriors
represents both life and the grave. It is her worshipers that raise young orcs to be warriors, and then, at the end of their lives, take them to Yurtrus and Shargaas to be carried into death and the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
a small tattoo of a sickle on the inside of their left wrist. Warriors of Madarua recognize and respect the ever-changing complexity of life. In combat, they strive to be as fierce and unpredictable as nature itself.
Warriors of Madarua Members of the Warriors of Madarua wear bronze masks that depict the determined the face of Madarua, an ancient Cynidicean god of birth, death, and the seasons. Each member bears
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
a small tattoo of a sickle on the inside of their left wrist. Warriors of Madarua recognize and respect the ever-changing complexity of life. In combat, they strive to be as fierce and unpredictable as nature itself.
Warriors of Madarua Members of the Warriors of Madarua wear bronze masks that depict the determined the face of Madarua, an ancient Cynidicean god of birth, death, and the seasons. Each member bears
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, four githyanki warriors (two males and two females) spar with each other to pass the time.
Fresh out of Crèche K’liir, the young githyanki warriors are hostile toward intruders. If two of them fall
, the remaining ones retreat to area 3b or dive into the pit. Creatures that fall into the pit are immediately transported to the Astral Plane (see chapter 2 of the Dungeon Master’s Guide for more
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, four githyanki warriors (two males and two females) spar with each other to pass the time.
Fresh out of Crèche K’liir, the young githyanki warriors are hostile toward intruders. If two of them fall
, the remaining ones retreat to area 3b or dive into the pit. Creatures that fall into the pit are immediately transported to the Astral Plane (see chapter 2 of the Dungeon Master’s Guide for more
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
remaining Dragon Army forces from the field. Run scenario 12 from Dragonlance: Warriors of Krynn to represent this final conflict.
If the characters attain a win or hold during this scenario, Darrett
Combat. If you are using the Dragonlance: Warriors of Krynn game along with this adventure, consult the “Warriors of Krynn: Scenario 12” sidebar. Without Mass Combat. If you aren’t using the Dragonlance
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
remaining Dragon Army forces from the field. Run scenario 12 from Dragonlance: Warriors of Krynn to represent this final conflict.
If the characters attain a win or hold during this scenario, Darrett
Combat. If you are using the Dragonlance: Warriors of Krynn game along with this adventure, consult the “Warriors of Krynn: Scenario 12” sidebar. Without Mass Combat. If you aren’t using the Dragonlance
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
remaining warriors then retreat to area 27. The githyanki knight and the red dragon in area 21a investigate any combat or other disturbance in this area. Treasure. There are five Dragonchess sets here. Each set has transparent crystal pieces and is worth 250 gp.
21. Warrior Quarters Githyanki warriors live and train in this area. 21a. Guard Post A male githyanki knight named Raajna and his mount, a female young red dragon named Smoakcant, are on duty here
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
remaining warriors then retreat to area 27. The githyanki knight and the red dragon in area 21a investigate any combat or other disturbance in this area. Treasure. There are five Dragonchess sets here. Each set has transparent crystal pieces and is worth 250 gp.
21. Warrior Quarters Githyanki warriors live and train in this area. 21a. Guard Post A male githyanki knight named Raajna and his mount, a female young red dragon named Smoakcant, are on duty here
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
their respect for Urlon. They are hostile toward intruders and fight until three or more of them fall, whereupon the remaining warriors retreat to area 7 or dive into the pit. Creatures that fall into
elsewhere, six githyanki warriors (three females and three males) stand guard around the edge of the pit in the squares marked W on map 16.
The warriors speak in Gith about their dislike of Al’chaia and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion After the characters defeat or placate Izel, the remaining salamanders and fire snakes in the region return to the Plane of Fire. Without offerings being made to awaken the region’s other
tlexolotls, the volcanic threats cease, and the characters find their travels back to Etizalan free of volcanic dangers. If the warriors from Etizalan survived, they ask to accompany the characters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
their respect for Urlon. They are hostile toward intruders and fight until three or more of them fall, whereupon the remaining warriors retreat to area 7 or dive into the pit. Creatures that fall into
elsewhere, six githyanki warriors (three females and three males) stand guard around the edge of the pit in the squares marked W on map 16.
The warriors speak in Gith about their dislike of Al’chaia and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion After the characters defeat or placate Izel, the remaining salamanders and fire snakes in the region return to the Plane of Fire. Without offerings being made to awaken the region’s other
tlexolotls, the volcanic threats cease, and the characters find their travels back to Etizalan free of volcanic dangers. If the warriors from Etizalan survived, they ask to accompany the characters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Champion Champions are mighty warriors who honed their fighting skills in gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their
ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.
Shortbow. Ranged Weapon Attack: +6 to hit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Champion Champions are mighty warriors who honed their fighting skills in gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their
ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.
Shortbow. Ranged Weapon Attack: +6 to hit
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
githyanki warriors (each with 30 hit points remaining) have Miken (an apprentice wizard with 2 hit points remaining and at-will spells only) in custody. One of them grapples Miken while the other one uses
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
githyanki warriors (each with 30 hit points remaining) have Miken (an apprentice wizard with 2 hit points remaining and at-will spells only) in custody. One of them grapples Miken while the other one uses
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
General Layout Map 2.11 depicts a typical Reghed camp, which consists of an inner circle of large tents called the chief’s circle and an outer ring of smaller tents called the warriors’ circle
other important tribe members such as its shaman, its most honored hunter, its greatest warrior, and the tribe’s children. The tents in the outer circle house the clan’s remaining members, which
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
damage from a single attack that deals more than half its remaining hit points, it withdraws from combat on its next turn. If it hasn’t already tried to summon another yugoloth, it does so immediately. If
—one that not only exceeds what the cult is paying but covers the damage to reputation that comes from changing sides in the middle of battle. A good starting offer is 10,000 gp, or 2,000 gp per
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
General Layout Map 2.11 depicts a typical Reghed camp, which consists of an inner circle of large tents called the chief’s circle and an outer ring of smaller tents called the warriors’ circle
other important tribe members such as its shaman, its most honored hunter, its greatest warrior, and the tribe’s children. The tents in the outer circle house the clan’s remaining members, which
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
damage from a single attack that deals more than half its remaining hit points, it withdraws from combat on its next turn. If it hasn’t already tried to summon another yugoloth, it does so immediately. If
— one that not only exceeds what the cult is paying but covers the damage to reputation that comes from changing sides in the middle of battle. A good starting offer is 10,000 gp, or 2,000 gp per
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
damage from a single attack that deals more than half its remaining hit points, it withdraws from combat on its next turn. If it hasn’t already tried to summon another yugoloth, it does so immediately. If
—one that not only exceeds what the cult is paying but covers the damage to reputation that comes from changing sides in the middle of battle. A good starting offer is 10,000 gp, or 2,000 gp per
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
damage from a single attack that deals more than half its remaining hit points, it withdraws from combat on its next turn. If it hasn’t already tried to summon another yugoloth, it does so immediately. If
— one that not only exceeds what the cult is paying but covers the damage to reputation that comes from changing sides in the middle of battle. A good starting offer is 10,000 gp, or 2,000 gp per
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
encounter 11+ Special encounter Minor Encounter d4 Encounter 1 1 Thayan apprentice (B), 4 Thayan warriors (B), and 2d4 prisoners (commoners) 2–3 1 wight 4 1 wight and 2d4 skeletons or zombies Dread
Legion Patrol d4 Encounter 1 2d4 gnolls 2 1 dread warrior (B) and 2d6 zombies 3 2d4 orcs 4 1 troll Thayan Patrol 2d4 Encounter 2 1 deathlock wight (B), 2d4 Thayan warriors (B), and 2d4
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
encounter 11+ Special encounter Minor Encounter d4 Encounter 1 1 Thayan apprentice (B), 4 Thayan warriors (B), and 2d4 prisoners (commoners) 2–3 1 wight 4 1 wight and 2d4 skeletons or zombies Dread
Legion Patrol d4 Encounter 1 2d4 gnolls 2 1 dread warrior (B) and 2d6 zombies 3 2d4 orcs 4 1 troll Thayan Patrol 2d4 Encounter 2 1 deathlock wight (B), 2d4 Thayan warriors (B), and 2d4
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Champion Champions are mighty warriors who honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and
: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Champion Champions are mighty warriors who honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and
: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
.
—Mordenkainen
Champions are mighty warriors who have honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as
remaining.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
remaining kobolds try to flee. Any captured kobold explains the situation. Kobold Supplicants. If the characters continue on their way without pursuing the kobolds, twelve Kobold Warriors (including any
Warriors (Neutral) who demand that the merchant surrender his goods. In combat, the kobolds shout things like “For the Winged God!” and “Fight to reclaim our home!” If four of them fall in battle, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
remaining kobolds try to flee. Any captured kobold explains the situation. Kobold Supplicants. If the characters continue on their way without pursuing the kobolds, twelve Kobold Warriors (including any
Warriors (Neutral) who demand that the merchant surrender his goods. In combat, the kobolds shout things like “For the Winged God!” and “Fight to reclaim our home!” If four of them fall in battle, the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
.
—Mordenkainen
Champions are mighty warriors who have honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as
remaining.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit