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Returning 35 results for 'class render grinding to have resort'.
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Monsters
The Book of Many Things
leviathan of screeching gears made up of hundreds of tireless mezzoloths. It is a unique vehicle and Gargantuan object with the following statistics:
Armor Class: 20
Hit Points: 250
Speed: 50 ft
hear an incessant scraping sound in their minds.
Grinding Gears. Constructs within 1 mile of the palanquin move sluggishly. Constructs’ speeds are halved, and they have disadvantage on Dexterity
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
enlarges, and their temperament becomes even more ferocious. Lizardfolk Render
Large humanoid (lizardfolk), neutral
Armor Class 15 (natural armor)
Hit Points 52 (7d10 + 14)
Speed 30 ft., swim 30 ft
Lizardfolk Render A lizardfolk render is a lizardfolk that has undergone terrifying changes as a result of a shamanic ritual or other magic. Their claws grow long and hard as steel, their frame
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
render’s claws grow long and hard as steel, its frame enlarges, and its temperament becomes even more ferocious. Lizardfolk Render
Large humanoid (lizardfolk), neutral
Armor Class 15 (natural armor
Lizardfolk Render Filled with the primal magic of Semuanya, the lizardfolk render undergoes terrifying changes during a days-long ritual performed by a shaman. As seen in Danger at Dunwater, the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
enlarges, and their temperament becomes even more ferocious. Lizardfolk Render
Large humanoid (lizardfolk), neutral
Armor Class 15 (natural armor)
Hit Points 52 (7d10 + 14)
Speed 30 ft., swim 30 ft
Lizardfolk Render A lizardfolk render is a lizardfolk that has undergone terrifying changes as a result of a shamanic ritual or other magic. Their claws grow long and hard as steel, their frame
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
render’s claws grow long and hard as steel, its frame enlarges, and its temperament becomes even more ferocious. Lizardfolk Render
Large humanoid (lizardfolk), neutral
Armor Class 15 (natural armor
Lizardfolk Render Filled with the primal magic of Semuanya, the lizardfolk render undergoes terrifying changes during a days-long ritual performed by a shaman. As seen in Danger at Dunwater, the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Gray Render A curious impulse drives the gray render. Despite its hulking form and terrible appetite, it wants most of all to bond with an intelligent creature and, once bonded, give its life to
their kind. Chaotic Allies. As a side effect of its breeding, each gray render has an overpowering need to bond with an intelligent creature. When it encounters a suitable master, the render sings to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Gray Render A curious impulse drives the gray render. Despite its hulking form and terrible appetite, it wants most of all to bond with an intelligent creature and, once bonded, give its life to
their kind. Chaotic Allies. As a side effect of its breeding, each gray render has an overpowering need to bond with an intelligent creature. When it encounters a suitable master, the render sings to
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Lizardfolk Render Lizardfolk Render
Large humanoid (lizardfolk), neutral
Armor Class 15 (natural armor)
Hit Points 52 (7d10 + 14)
Speed 30 ft., swim 30 ft.
STR
16 (+3)
DEX
10
(700 XP)
Blood Frenzy. The render has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Hold Breath. The render can hold its breath for 15 minutes.
Actions
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Lizardfolk Render Lizardfolk Render
Large humanoid (lizardfolk), neutral
Armor Class 15 (natural armor)
Hit Points 52 (7d10 + 14)
Speed 30 ft., swim 30 ft.
STR
16 (+3)
DEX
10
(700 XP)
Blood Frenzy. The render has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Hold Breath. The render can hold its breath for 15 minutes.
Actions
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
it finds 12 Chases birds, leaping into the air to catch them, heedless of the destruction it causes Gray Render
Large Monstrosity, Typically Chaotic Neutral
Armor Class 19 (natural armor)
Hit
Gray Render A curious impulse drives the gray render. Despite its hulking form and terrible appetite, it wants most of all to bond with an intelligent creature and, once bonded, to give its life to
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
it finds 12 Chases birds, leaping into the air to catch them, heedless of the destruction it causes Gray Render
Large Monstrosity, Typically Chaotic Neutral
Armor Class 19 (natural armor)
Hit
Gray Render A curious impulse drives the gray render. Despite its hulking form and terrible appetite, it wants most of all to bond with an intelligent creature and, once bonded, to give its life to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Animated Armor This empty steel shell clamors as it moves, heavy plates banging and grinding against one another like the vengeful spirit of a fallen knight. Ponderous but persistent, this magical
. Rare suits of animated armor are able to carry on an actual conversation. Animated Armor
Medium construct, unaligned
Armor Class 18 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 25 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Animated Armor This empty steel shell clamors as it moves, heavy plates banging and grinding against one another like the vengeful spirit of a fallen knight. Ponderous but persistent, this magical
. Rare suits of animated armor are able to carry on an actual conversation. Animated Armor
Medium construct, unaligned
Armor Class 18 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 25 ft
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
a workweek of fine food, strong drink, and socializing. A character can attempt to carouse among lower-, middle-, or upper-class folk. A character can carouse with the lower class for 10 gp to cover
expenses, or 50 gp for the middle class. Carousing with the upper class requires 250 gp for the workweek and access to the local nobility. A character with the noble background can mingle with the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
tireless mezzoloths. It is a unique vehicle and Gargantuan object with the following statistics: Armor Class: 20
Hit Points: 250
Speed: 50 ft., burrow 30 ft.
Damage Immunities: poison, psychic
hours within 1 mile of the palanquin hear an incessant scraping sound in their minds. Grinding Gears. Constructs within 1 mile of the palanquin move sluggishly. Constructs’ speeds are halved, and they
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
tireless mezzoloths. It is a unique vehicle and Gargantuan object with the following statistics: Armor Class: 20
Hit Points: 250
Speed: 50 ft., burrow 30 ft.
Damage Immunities: poison, psychic
hours within 1 mile of the palanquin hear an incessant scraping sound in their minds. Grinding Gears. Constructs within 1 mile of the palanquin move sluggishly. Constructs’ speeds are halved, and they
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
a workweek of fine food, strong drink, and socializing. A character can attempt to carouse among lower-, middle-, or upper-class folk. A character can carouse with the lower class for 10 gp to cover
expenses, or 50 gp for the middle class. Carousing with the upper class requires 250 gp for the workweek and access to the local nobility. A character with the noble background can mingle with the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. Integrated
Protection. Your body has built-in defensive layers, which can be enhanced with armor: You gain a +1 bonus to Armor Class. You can don only armor with which you have proficiency. To don armor, you must
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ankheg Ankheg
Large monstrosity, unaligned
Armor Class 14 (natural armor), 11 while prone
Hit Points 39 (6d10 + 6)
Speed 30 ft., burrow 10 ft.
STR
17 (+3)
DEX
11 (+0
burrows upward, waiting below the surface until its antennae detect movement from above. Then it bursts from the earth and seizes prey in its mandibles, crushing and grinding while it secretes acidic
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ankheg Ankheg
Large monstrosity, unaligned
Armor Class 14 (natural armor), 11 while prone
Hit Points 39 (6d10 + 6)
Speed 30 ft., burrow 10 ft.
STR
17 (+3)
DEX
11 (+0
burrows upward, waiting below the surface until its antennae detect movement from above. Then it bursts from the earth and seizes prey in its mandibles, crushing and grinding while it secretes acidic
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. Integrated
Protection. Your body has built-in defensive layers, which can be enhanced with armor: You gain a +1 bonus to Armor Class. You can don only armor with which you have proficiency. To don armor, you must
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
, though they tend to do so only as a last resort, since the acid dissolves and ruins the flesh they crave. A braxat projects an invisible psychic barrier around itself that enhances its natural armor
, and it can amplify this magical energy to create shields of rippling force that deflect incoming attacks and absorb magic missile spells. Braxat
Huge Giant, Typically Neutral
Armor Class 18
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
, though they tend to do so only as a last resort, since the acid dissolves and ruins the flesh they crave. A braxat projects an invisible psychic barrier around itself that enhances its natural armor
, and it can amplify this magical energy to create shields of rippling force that deflect incoming attacks and absorb magic missile spells. Braxat
Huge Giant, Typically Neutral
Armor Class 18
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Oath of Redemption The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath
justice. Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace. Innocence. All people begin life in an innocent state, and it is their environment or
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Oath of Redemption The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath
justice. Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace. Innocence. All people begin life in an innocent state, and it is their environment or
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to one of the awful plagues that oinoloths let loose. Oinoloths solve thorny problems by killing everyone involved. They are typically hired as a last resort when a siege has gone on too long or an
plagues they spread, but the price for such work is high, and the effort turns the creatures they save into debilitated wrecks. Oinoloth
Medium Fiend (Yugoloth), Typically Neutral Evil
Armor Class 17
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to one of the awful plagues that oinoloths let loose. Oinoloths solve thorny problems by killing everyone involved. They are typically hired as a last resort when a siege has gone on too long or an
plagues they spread, but the price for such work is high, and the effort turns the creatures they save into debilitated wrecks. Oinoloth
Medium Fiend (Yugoloth), Typically Neutral Evil
Armor Class 17
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
poisoning the soil where it grew destroys these filaments and prevents the plant from reappearing. Bodytaker Plant
Huge Plant
Armor Class 16 (natural armor)
Hit Points 92 (8d12 + 40)
Speed 10
brought to them by their podling servants. In either case, they drag creatures into their central pod, where potent chemicals render the captive comatose. Over the course of hours, the creature is
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Regardless of a couatl’s task, it prefers to remain hidden, revealing itself only as a last resort. Truth Tellers. A couatl can’t lie, but it can withhold information, answer questions vaguely, or
sought out the mate raises the newborn couatl and instructs it as to its duties, so that it can complete whatever task the parent leaves unfinished. Couatl
Medium celestial, lawful good
Armor Class 19
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
poisoning the soil where it grew destroys these filaments and prevents the plant from reappearing. Bodytaker Plant
Huge Plant
Armor Class 16 (natural armor)
Hit Points 92 (8d12 + 40)
Speed 10
brought to them by their podling servants. In either case, they drag creatures into their central pod, where potent chemicals render the captive comatose. Over the course of hours, the creature is
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Regardless of a couatl’s task, it prefers to remain hidden, revealing itself only as a last resort. Truth Tellers. A couatl can’t lie, but it can withhold information, answer questions vaguely, or
sought out the mate raises the newborn couatl and instructs it as to its duties, so that it can complete whatever task the parent leaves unfinished. Couatl
Medium celestial, lawful good
Armor Class 19
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
whose icy touch can render a foe all but helpless in combat. VARIANT: ICE DEVIL SPEAR
Some ice devils have the following action options.
Multiattack. The devil makes two attacks: one with its spear
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Ice Devil
Large fiend (devil), lawful evil
Armor Class 18 (natural armor)
Hit
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
public appearances, or even frame innocents to secure power. The victims of these plots, and officials who want a fair and honest legal system, must resort to hiring their own agents to unearth
city’s middle ground. Rampant crime, class grudges, foreign threats, and economic pressures leave many Baldurians feeling trapped within their own homes. Flaming Fist patrols react to threats with
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
whose icy touch can render a foe all but helpless in combat. VARIANT: ICE DEVIL SPEAR
Some ice devils have the following action options.
Multiattack. The devil makes two attacks: one with its spear
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Ice Devil
Large fiend (devil), lawful evil
Armor Class 18 (natural armor)
Hit
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
centuries, but the Netherese who mastered the power of the Nether Scrolls became a ruling class, living on great flying cities or taking refuge in remote, subterranean lairs.
Despite their great
came back into use, Netherese arcanists could no longer cast their mightiest spells as they had before, forcing them to resort to traditional wizardry. Four hundred years after Karsus cast his spell