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Returning 12 results for 'clubs combat'.
Other Suggestions:
class combat
cube combat
cults combat
clouds combat
club combat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
) are hiding out in a secure apartment on the upper floor (area W7). In combat, they wield shovels that deal damage as clubs. Each carries 3d6 gp in a pouch. Volkarr and Urlaster were recently hired by
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Keeper SocietiesHoly Symbol of Ravenkind Beyond Barovia, where the eldest wereraven members of the Keepers of the Feather keep a low profile, Keepers organize into small social clubs with shared
truth and the tools wereravens have long used to combat evil. Among these are spirit boards (detailed in chapter 4), tarokka decks, Mist talismans, and piecemeal occult writings from various domains
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
lightning — and adopting animal forms
d8
Wisdom
Intelligence & Wisdom
Light and medium armor (nonmetal), shields (nonmetal), clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars
, sickles, slings, spears
Fighter
A master of martial combat, skilled with a variety of weapons and armor
d10
Strength or Dexterity
Strength & Constitution
All armor, shields, simple and martial
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hear combat in area 5a, they drop their pickaxes and flee to area 6.)
Webs. The ceiling is covered with webs that conceal a giant spider. It attacks the adventurers from above.
Door. The west door to
with barred doors of rusted iron.
Grimlocks. Six grimlocks terrorize the prisoners in the cells by reaching between the bars with bone clubs. (They don’t have keys to unlock the cells.)
T’rissa
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
clubs, and three great axes are stored in the arsenal, scattered around the place. All are giant-sized. 13. Weapons Room Spears, shields, clubs, and axes are abundant here—no fewer than a dozen of each
enters combat to show off for his admirers. He will not call for help unless his current hit points drop to less than half of his hit point maximum. On the round when this happens, he begins to shout
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
other four hill giants regroup with the ogres and goblins lurking outside Goldenfields. The giants leave behind their greatclubs, since they can’t climb the walls with their clubs in hand. A handful
the abbey (area G7). If either giant is reduced to 15 hit points or fewer, he surrenders (see “Development”). If forced into melee combat, an unarmed hill giant can use its action to make two unarmed
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
fight, as soon as the characters enter. Development. If the characters have avoided combat to this point, the lizardfolk in areas 2 and 3 join the officer in this room when they hear sounds of combat
stacked in wooden racks against the north wall. Three large wooden chests, all closed, line the east wall.
The unlocked chests contain the following weapons: 10 clubs 10 longswords 10 morningstars 7
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
not carrying light sources, they can try to hide from these Barovians, who carry pitchforks (+2 to hit) instead of clubs, dealing 3 (1d6) piercing damage on a hit. Barovian commoners rarely leave
. If they do notice it, the spy’s goal is usually escape, not combat. A secondary goal for a spy might be to acquire some physical object—a possession, an article of clothing, or even some part of a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the bowsprit is a human figure. He appears to be scanning to starboard.
The capstan arms can be removed and used as clubs. They have been left in the capstan by express orders of the captain, who
the combat to defend its master. Combat in this small room is hampered by its size and low ceilings. Melee attacks made with two-handed weapons have disadvantage in this room. Development. If Bimz is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
for a monk. If combat occurs, sleeping monks wake up and stand up during their first turn. They can each take a normal second turn. By day, four monks (the ones who drew night shift) sleep here. M4
at half their normal hit points. If confronted by individuals she believes to be new recruits, Hellenrae calls them out and tests them personally in hand-to-hand combat. She chooses one character at a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
, are armed with clubs, axes, daggers, and various cast-off weapons, as well as seven highly prized crossbows. They obtain food from raids, supplemented by fungus they find in a subterranean cave
. They are not interested in fighting for the hill giants and politely decline combat with intruders unless they are attacked or extorted. Treasure. If characters search through the personal gear, the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
breastplates instead of leather armor, giving them AC 16. They wield stone clubs instead of daggers that deal 4 (1d4 + 2) bludgeoning damage on a hit. The cultists aren’t easily frightened or intimidated
appendix C) of the Sky Pony tribe emerge from the northwest edge of the woods, having been drawn here by sounds of combat. They rush forward and attack. Treasure The cultists’ stone breastplates are treated






