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Returning 20 results for 'clubs with requiring'.
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claws with requiring
class with repairing
class with requiring
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Magic Items
The Book of Many Things
Q ♥️
Lock
J ♥️
Champion
2 ♥️
Coin*
A ♣️
Vulture*
K ♣️
Chaos
Q ♣️
Order
J ♣️
Beginning
2 ♣️
Mystery
.
Champion. You gain a +1 bonus to weapon attack and damage rolls. This bonus lasts for 8 hours.
Chancellor. Within 8 hours of drawing this card, you can cast Augury once as an action, requiring no
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} bludgeoning damage if the korred is on the ground.
Spellcasting. The korred casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13
their hooves and clubs. Korreds typically flee from other creatures but become aggressive when they feel insulted or are annoyed by the sounds of mining.
No one knows the ways of stone and earth better
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. Korreds typically flee from other creatures but become aggressive when they
, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13):
At will: commune with nature (as an action), meld into stone, stone shape
1/day: Otto’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
mythical romance, and the city has an active literary community with many book clubs. Port Nyanzaru’s most successful novelists and playwrights concoct stirring tales about legendary heroes who pursue their
” column of the Treasure Hoard, Challenge 0–4 table in the Dungeon Master’s Guide. If the room contains jewelry, there is a 50 percent chance it is in a locked jewelry box requiring thieves’ tools and a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
). They often gather with other korreds to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other
(1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground.
Spellcasting. The korred casts one of the following spells, requiring no spell components and using
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
mythical romance, and the city has an active literary community with many book clubs. Port Nyanzaru’s most successful novelists and playwrights concoct stirring tales about legendary heroes who pursue their
” column of the Treasure Hoard, Challenge 0–4 table in the Dungeon Master’s Guide. If the room contains jewelry, there is a 50 percent chance it is in a locked jewelry box requiring thieves’ tools and a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
). They often gather with other korreds to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other
(1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground.
Spellcasting. The korred casts one of the following spells, requiring no spell components and using
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. Korreds typically flee from other creatures but become aggressive when they
, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13):
At will: commune with nature (as an action), meld into stone, stone shape
1/day: Otto’s
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other creatures
. If the rope drops to 0 hit points, it is destroyed.
Innate Spellcasting. The korred's innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other creatures
. If the rope drops to 0 hit points, it is destroyed.
Innate Spellcasting. The korred's innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
neutral alignment. Each child has a Strength score of 14 (+2). They speak Giant, though their vocabulary is limited. They wield wooden toys as clubs, gaining a +4 bonus to hit on their melee weapon
, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15; +7 to hit with spell attacks):
At will: druidcraft, produce flame
2/day each: animal messenger, barkskin
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
skull which is Snurre’s own device, flanked by fire giants with clubs over their shoulders. The northern one of these inlaid giant-images conceals a secret door hidden in the wall; a cresset to the left
without wearing protective clothing is risky, requiring a successful DC 15 Dexterity check. On a failed check, the character is exposed to the poison. Coffer 1 is unlocked and trapped. It contains thirty
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
skull which is Snurre’s own device, flanked by fire giants with clubs over their shoulders. The northern one of these inlaid giant-images conceals a secret door hidden in the wall; a cresset to the left
without wearing protective clothing is risky, requiring a successful DC 15 Dexterity check. On a failed check, the character is exposed to the poison. Coffer 1 is unlocked and trapped. It contains thirty
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. If the players try to keep the special NPCs out of the fight, you can endanger them by having one or more groups of monsters threaten the NPCs directly, thereby requiring the player-controlled NPCs to
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
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
neutral alignment. Each child has a Strength score of 14 (+2). They speak Giant, though their vocabulary is limited. They wield wooden toys as clubs, gaining a +4 bonus to hit on their melee weapon
, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15; +7 to hit with spell attacks):
At will: druidcraft, produce flame
2/day each: animal messenger, barkskin
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. If the players try to keep the special NPCs out of the fight, you can endanger them by having one or more groups of monsters threaten the NPCs directly, thereby requiring the player-controlled NPCs to
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
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
can warn the characters about what lies in areas 15, 16, and 17. 15. Weapons Cave Herein are stored sixty-two throwing rocks, eight shields, fifteen spears, five clubs, and five helmets, all of frost
Fire Giant King). An apparently empty ledge high in the southwest wall is the resting place of an iron box that is invisible, has no magical aura, and is locked (requiring a successful DC 20 Dexterity
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
can warn the characters about what lies in areas 15, 16, and 17. 15. Weapons Cave Herein are stored sixty-two throwing rocks, eight shields, fifteen spears, five clubs, and five helmets, all of frost
Fire Giant King). An apparently empty ledge high in the southwest wall is the resting place of an iron box that is invisible, has no magical aura, and is locked (requiring a successful DC 20 Dexterity
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
in a locked iron box (requiring thieves’ tools and a successful DC 15 Dexterity check to open) Eleven 100 gp gems, four 500 gp gems, and two 1,000 gp gems in a small coffer Seven pieces of jewelry
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
in a locked iron box (requiring thieves’ tools and a successful DC 15 Dexterity check to open) Eleven 100 gp gems, four 500 gp gems, and two 1,000 gp gems in a small coffer Seven pieces of jewelry