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Returning 35 results for 'clutching well rin'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Legendary Resistance (3/Day). If the ki-rin fails a saving throw, it can choose to succeed instead.
Magic Resistance. The ki-rin has advantage on saving throws against spells and other magical
effects.Multiattack. The ki-rin makes two Hoof attacks and one Horn attack, or it makes two Sacred Fire attacks.
Hoof. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction
Monsters
Curse of Strahd
. Vladimir wields a weapon, +2; +2 greatsword with a hilt sculpted to resemble silver dragon wings and a pommel shaped like a silver dragon's head clutching a black opal between its teeth
Turn Immunity
feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well. Vladimir continued to wage the hopeless war, even as Strahd tightened his grip on the valley
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Ki-rin Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, a
ki-rin is celebrated far and wide as a harbinger of destiny, a guardian of the sacred, and a counterbalance to the forces of evil. Good Personified. Ki-rins are the embodiment of good, and simply
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Ki-rin Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki
fear or awe in an observer. A typical ki-rin looks like a muscular stag, covered in golden scales lined in some places with golden fur. It has a long mane and tail, coppery cloven hooves, and a spiral
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Ki-rin Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki
fear or awe in an observer. A typical ki-rin looks like a muscular stag, covered in golden scales lined in some places with golden fur. It has a long mane and tail, coppery cloven hooves, and a spiral
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Ki-rin Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, a
ki-rin is celebrated far and wide as a harbinger of destiny, a guardian of the sacred, and a counterbalance to the forces of evil. Good Personified. Ki-rins are the embodiment of good, and simply
Ranger
Legacy
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Classes
Basic Rules (2014)
Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind
defense. This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
H19. Orc War Chief’s Lair Kra, the orc war chief, dwelled here until Cryovain ate him. All that remains of Kra is a severed right hand still clutching the haft of an elegant-looking nonmagical
room are furs, antlers, the rotting heads of Kra’s enemies (dwarves, humans, and rival orcs mostly), as well as other trophies. Treasure. Characters who search the room find an ornate wooden chair
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
H19. Orc War Chief’s Lair Kra, the orc war chief, dwelled here until Cryovain ate him. All that remains of Kra is a severed right hand still clutching the haft of an elegant-looking nonmagical
room are furs, antlers, the rotting heads of Kra’s enemies (dwarves, humans, and rival orcs mostly), as well as other trophies. Treasure. Characters who search the room find an ornate wooden chair
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
eyeless helm and clutching a battle standard.
The demons and the devils are too focused on one another to concern themselves with adventurers who keep their distance. The devils are commanded by
themselves off as fiends of a sort. Particularly clever plans should be allowed to automatically succeed. Otherwise, you can call for ability checks to determine how well a plan is executed; use the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
eyeless helm and clutching a battle standard.
The demons and the devils are too focused on one another to concern themselves with adventurers who keep their distance. The devils are commanded by
themselves off as fiends of a sort. Particularly clever plans should be allowed to automatically succeed. Otherwise, you can call for ability checks to determine how well a plan is executed; use the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
three gnome squidlings named Rin, Rix, and Zglarrd. See the “Mind Flayers” entry in appendix C for more information about gnome ceremorphs and squidlings. The illithids are stuck unless they can find a
. Beyond such base hunger, the gnome squidlings don’t know what they want. They have the reasoning and emotional control of toddlers blended with the guile of bored housecats. Rin, Rix, and Zglarrd make
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
three gnome squidlings named Rin, Rix, and Zglarrd. See the “Mind Flayers” entry in appendix C for more information about gnome ceremorphs and squidlings. The illithids are stuck unless they can find a
. Beyond such base hunger, the gnome squidlings don’t know what they want. They have the reasoning and emotional control of toddlers blended with the guile of bored housecats. Rin, Rix, and Zglarrd make
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well. Vladimir continued to wage the hopeless
resemble silver dragon wings and a pommel shaped like a silver dragon’s head clutching a black opal between its teeth. As an action, he can make two attacks with the sword (+9 to hit). It deals 20 (4d6 + 6
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well. Vladimir continued to wage the hopeless
resemble silver dragon wings and a pommel shaped like a silver dragon’s head clutching a black opal between its teeth. As an action, he can make two attacks with the sword (+9 to hit). It deals 20 (4d6 + 6
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
set into the west, south, and east walls. Each panel is a 6-foot-tall, 3-foot-wide, 1-inch-thick rectangle of golden crystal, carved with the bas-relief image of a dwarf warrior clutching a battleaxe
. Removing the lid triggers a magic mouth spell that admonishes interlopers in Dwarvish: “You dishonor our beloved king! May his tomb become yours as well!” After this warning, all ten battleaxes break
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
set into the west, south, and east walls. Each panel is a 6-foot-tall, 3-foot-wide, 1-inch-thick rectangle of golden crystal, carved with the bas-relief image of a dwarf warrior clutching a battleaxe
. Removing the lid triggers a magic mouth spell that admonishes interlopers in Dwarvish: “You dishonor our beloved king! May his tomb become yours as well!” After this warning, all ten battleaxes break
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
as a cloaked woman wielding a dagger in each hand and the other showing Halaster Blackcloak clutching a staff. The statues glare at one another like mortal enemies.
Shadow Dragon Umbraxakar is a Huge
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. His Lightning Breath becomes Shadow Breath, dealing necrotic damage instead of lightning damage. A humanoid reduced to 0
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
as a cloaked woman wielding a dagger in each hand and the other showing Halaster Blackcloak clutching a staff. The statues glare at one another like mortal enemies.
Shadow Dragon Umbraxakar is a Huge
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. His Lightning Breath becomes Shadow Breath, dealing necrotic damage instead of lightning damage. A humanoid reduced to 0
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
then tumbling 20 feet to the floor in area M14. The treacherous fall deals 14 (4d6) bludgeoning damage, and if the orrery is operational, the creature takes lightning damage as well (see area M14 for
items, these objects are contained in drawers at the base of the wardrobe. (Other treasures or items might be here as well, at your discretion.) Hanging on the back interior wall of the wardrobe is a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
then tumbling 20 feet to the floor in area M14. The treacherous fall deals 14 (4d6) bludgeoning damage, and if the orrery is operational, the creature takes lightning damage as well (see area M14 for
items, these objects are contained in drawers at the base of the wardrobe. (Other treasures or items might be here as well, at your discretion.) Hanging on the back interior wall of the wardrobe is a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Lyn Armaal, Level 1 Map 9.1: Lyn Armaal, Level 1 View Player Version 1. Audience Chamber This opulent hall features lapis lazuli tile work and murals depicting castles in the clouds as well as cloud
plumage, and clutching mithral-tipped spears. The statues are harmless sculptures. Set into the floor in front of the throne is a 10-foot-diameter circular hole surrounded by decorative tiles of gold
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Lyn Armaal, Level 1 Map 9.1: Lyn Armaal, Level 1 View Player Version 1. Audience Chamber This opulent hall features lapis lazuli tile work and murals depicting castles in the clouds as well as cloud
plumage, and clutching mithral-tipped spears. The statues are harmless sculptures. Set into the floor in front of the throne is a 10-foot-diameter circular hole surrounded by decorative tiles of gold
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
–38 A human woman and a warforged with a silvered body are walking down the street together. They're too well dressed for this district, and are looking around as if lost. 39–42 A Khoravar half-elf in
!" a priest of the Sovereign Host cries, pointing to a grimy halfling clutching a silver chain and climbing up the side of a tower. 49–50 A young woman using a crutch and missing a leg approaches, asking
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
wall.
The skeleton of a dwarf sprawls on the floor east of the barge, clad in a tattered yellow turban and dusty chain mail, and clutching a bronze shield.
To unlock I’jin’s sarcophagus, eight floor
when it forms, as well as any creature that enters the cloud for the first time on a turn or starts its turn there, takes 44 (8d10) piercing damage. Any creature reduced to 0 hit points by this trap is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
–38 A human woman and a warforged with a silvered body are walking down the street together. They're too well dressed for this district, and are looking around as if lost. 39–42 A Khoravar half-elf in
!" a priest of the Sovereign Host cries, pointing to a grimy halfling clutching a silver chain and climbing up the side of a tower. 49–50 A young woman using a crutch and missing a leg approaches, asking
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
locations of Wyllowwood’s gates and how to activate them (see areas 3b, 6i, and 9), as well as the passages leading down to levels 6 and 7. If the characters slay the cloakers north of her tower (in area 4
clutching shields and spears. The shield of the northern statue features a pine tree, while an oak tree is emblazoned on the shield of the statue to the south.
Frescoes. The walls are carved with
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
wall.
The skeleton of a dwarf sprawls on the floor east of the barge, clad in a tattered yellow turban and dusty chain mail, and clutching a bronze shield.
To unlock I’jin’s sarcophagus, eight floor
when it forms, as well as any creature that enters the cloud for the first time on a turn or starts its turn there, takes 44 (8d10) piercing damage. Any creature reduced to 0 hit points by this trap is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
locations of Wyllowwood’s gates and how to activate them (see areas 3b, 6i, and 9), as well as the passages leading down to levels 6 and 7. If the characters slay the cloakers north of her tower (in area 4
clutching shields and spears. The shield of the northern statue features a pine tree, while an oak tree is emblazoned on the shield of the statue to the south.
Frescoes. The walls are carved with
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
lie strewn upon the tables as well as underneath them. In the center of the hall is the thawing carcass of a mammoth suspended on a giant wooden spit. Three large, empty ale barrels also stand about
of chain Four chests, each one holding 3d6 × 100 cp, 3d6 × 100 sp, and 3d6 × 100 gp A chest containing a dead, frozen shield dwarf (female) clad in adamantine plate armor, clutching a warhammer and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
initiative for their characters, then roll initiative for the gnolls, dretches, giant hyena, mastiff, and hezrou. All the gnolls act on the same initiative count, and all the dretches act together as well
, and pigs scamper through the town, chased by a demon with the lower body of a great serpent and the upper body of a six-armed gnoll clutching a wicked sword in each of its clawed hands.
The terrified
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
initiative for their characters, then roll initiative for the gnolls, dretches, giant hyena, mastiff, and hezrou. All the gnolls act on the same initiative count, and all the dretches act together as well
, and pigs scamper through the town, chased by a demon with the lower body of a great serpent and the upper body of a six-armed gnoll clutching a wicked sword in each of its clawed hands.
The terrified
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
lie strewn upon the tables as well as underneath them. In the center of the hall is the thawing carcass of a mammoth suspended on a giant wooden spit. Three large, empty ale barrels also stand about
of chain Four chests, each one holding 3d6 × 100 cp, 3d6 × 100 sp, and 3d6 × 100 gp A chest containing a dead, frozen shield dwarf (female) clad in adamantine plate armor, clutching a warhammer and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
key attuned to this zone, as well as a skeleton key that unlocks all the doors in this zone. White Gates. Behind the doors to the south is a white gate that leads to the Temples of Turmoil. The
prey. Keys. The Red Wizard has a glyph key attuned to this zone, as well as a skeleton key that unlocks all the doors in this zone. White Gate. Beyond the doors to the west is a white gate that leads to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
key attuned to this zone, as well as a skeleton key that unlocks all the doors in this zone. White Gates. Behind the doors to the south is a white gate that leads to the Temples of Turmoil. The
prey. Keys. The Red Wizard has a glyph key attuned to this zone, as well as a skeleton key that unlocks all the doors in this zone. White Gate. Beyond the doors to the west is a white gate that leads to