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Returning 35 results for 'collective weapon refugee'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Telepathic Shroud. The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20
creature, often referring to itself using the collective pronouns “we” and “us.”
Some mind flayer colonies use cranium rats as spies. The rats invade communities and act as
Monsters
Mordenkainen Presents: Monsters of the Multiverse
temporary hit points.
Telepathic Shroud. The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.Bites. Melee Weapon Attack: +5
communicating telepathically “speaks” as one creature, often referring to itself using the collective pronouns “we” and “us.”
Some mind flayer colonies use cranium
Monsters
Guildmasters’ Guide to Ravnica
such a creature with an attack.Multiattack. The medusa makes two claw attacks. It can also use Petrifying Gaze before or after making these attacks.
Claw. Melee Weapon Attack: +7;{"diceNotation
guildmaster of the Golgari Swarm. Ludmilla no longer has the collective power of her medusa sisters, so she's been forced to lurk in Ravnica's undercity, surrounded by hundreds of her petrified victims. She
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
hit points equal to 5 times the number of unconscious creatures within 30 feet of itself.Multiattack. The nightmare haunt makes two Claw attacks.
Claw. Melee Weapon Attack: +6;{"diceNotation":"1d20+6
haunts appear as horrifying shadow creatures with forms evocative of their victims’ deepest fears. Due to the collective trauma experienced by the people of Eldraine during the Phyrexian
Monsters
The Book of Many Things
effects.Multiattack. Malaxxix makes two Forge Hammer or Whip attacks in any combination.
Forge Hammer. Melee or Ranged Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Forge
damage, and the target can’t take reactions until the end of Malaxxix’s next turn. Hit or Miss: The hammer then magically returns to Malaxxix’s hand.
Whip. Melee Weapon Attack: +12
Monsters
Eberron: Rising from the Last War
has a creature grappled.
Tentacle Whip. Melee Weapon Attack: +15;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Tentacle Whip"} to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8
fails and is wasted. The corrupted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Extract Brain. Melee Weapon Attack: +15
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
for its members’ weapon of choice for their trademark deed. Similar to an arrow of slaying, a noble knife is a weapon whose magic is focused on killing a specific individual. The crafting of a noble
knife is undertaken by a collective of artisans, and requires a range of exotic materials and components. Additionally, the act of creation takes twenty or more years off the lead artisan’s life. It goes
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
for its members’ weapon of choice for their trademark deed. Similar to an arrow of slaying, a noble knife is a weapon whose magic is focused on killing a specific individual. The crafting of a noble
knife is undertaken by a collective of artisans, and requires a range of exotic materials and components. Additionally, the act of creation takes twenty or more years off the lead artisan’s life. It goes
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Ayik Ur The youthful archer Ayik is the consummate survivor. As the Dragon Armies swarmed over his homeland of Khur, he became a refugee, but not before his leg was injured by a charging warhorse
martial weapons, shields, and all armor.
Actions
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Longbow. Ranged Weapon Attack: +7 to hit
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Ayik Ur The youthful archer Ayik is the consummate survivor. As the Dragon Armies swarmed over his homeland of Khur, he became a refugee, but not before his leg was injured by a charging warhorse
martial weapons, shields, and all armor.
Actions
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Longbow. Ranged Weapon Attack: +7 to hit
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
exist. The Mourning threw Khorvaire into a state of shock. Who could unleash such power? Was this a weapon, and if so, when would those responsible issues their demands? Were its borders stable, or
refugees, and Prince Oargev serves as de facto ruler in the territory now called New Cyre. Despite its grand name, New Cyre is little more than a vast refugee camp. Other refugees are scattered across
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
are from Cyre, they have lost their nation. Do they have any loved ones left? Did they spend time in a refugee camp or in the outpost of New Cyre in Breland? Do they support Prince Oargev as the leader
. 5 One of the adventurers made a promise to a comrade during the war, and achieving the goal of the adventure will fulfill that promise. 6 The adventure revolves around something one of the characters saw during the war: a powerful weapon, an unusual battlefield, or a unique warforged.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
exist. The Mourning threw Khorvaire into a state of shock. Who could unleash such power? Was this a weapon, and if so, when would those responsible issues their demands? Were its borders stable, or
refugees, and Prince Oargev serves as de facto ruler in the territory now called New Cyre. Despite its grand name, New Cyre is little more than a vast refugee camp. Other refugees are scattered across
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
are from Cyre, they have lost their nation. Do they have any loved ones left? Did they spend time in a refugee camp or in the outpost of New Cyre in Breland? Do they support Prince Oargev as the leader
. 5 One of the adventurers made a promise to a comrade during the war, and achieving the goal of the adventure will fulfill that promise. 6 The adventure revolves around something one of the characters saw during the war: a powerful weapon, an unusual battlefield, or a unique warforged.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
elder brain and the rest of the illithids in the colony learn of it immediately. The colony relies on a collective memory, composed from the knowledge, experiences, and skills of all of its members
other than itself. An elder brain has a perfect recollection of its race’s history. Consequently, it views itself as both a refugee and a victim, forced into hiding by barbaric monsters. An elder brain
Compendium
- Sources->Dungeons & Dragons->Rrakkma
hunting party brought together for the explicit purpose of hunting mind flayers. A group of mind flayers have created a weapon of immense power called the Gith Capacitor. They intend to use this artifact
to wipe psionics from the collective minds of the gith peoples and enslave them once more. To activate the Gith Capacitor, the mind flayers must expose it to the unfathomable energies of the Far Realm
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
compromise their principles from time to time. Minor turmoil of this sort rarely leads to civil war or a rapid decline of the clan’s strength. But in the worst cases, a clan’s collective lack of
contribution to the workforce, and they can eke out a comfortable existence for themselves. A group of refugee dwarves seeking residence in a community will do whatever they can to live together, keeping the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
state of shock. Who could unleash such power? Was this a weapon, and if so, when would those responsible issues their demands? Were the borders of the lingering walls of mist stable, or could they
borders to refugees, and Prince Oargev serves as de facto ruler in the area now called New Cyre. Despite its grand name, New Cyre is little more than a vast refugee camp. Other refugees scattered across
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
state of shock. Who could unleash such power? Was this a weapon, and if so, when would those responsible issues their demands? Were the borders of the lingering walls of mist stable, or could they
borders to refugees, and Prince Oargev serves as de facto ruler in the area now called New Cyre. Despite its grand name, New Cyre is little more than a vast refugee camp. Other refugees scattered across
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
magical weapon.
4 Defeat a rival.
5 Open a planar portal.
6 Summon fiends or undead.
7 Overthrow a peer or superior.
8 Cause a riot in the Cogs.
9 Start a war
Callestan in Lower Dura.
4 A Cannith forgehold seized by the villain’s forces.
5 The heart of the High Walls refugee camp in Lower Tavick’s Landing.
6 A festival at the Pavilion of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
enough kuo-toa believe that a god is real, the energy of their collective subconscious can cause that god to manifest as a physical entity. The form a kuo-toa god takes depends on the inspiration for its
sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3
Compendium
- Sources->Dungeons & Dragons->Rrakkma
hunting party brought together for the explicit purpose of hunting mind flayers. A group of mind flayers have created a weapon of immense power called the Gith Capacitor. They intend to use this artifact
to wipe psionics from the collective minds of the gith peoples and enslave them once more. To activate the Gith Capacitor, the mind flayers must expose it to the unfathomable energies of the Far Realm
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
compromise their principles from time to time. Minor turmoil of this sort rarely leads to civil war or a rapid decline of the clan’s strength. But in the worst cases, a clan’s collective lack of
contribution to the workforce, and they can eke out a comfortable existence for themselves. A group of refugee dwarves seeking residence in a community will do whatever they can to live together, keeping the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
enough kuo-toa believe that a god is real, the energy of their collective subconscious can cause that god to manifest as a physical entity. The form a kuo-toa god takes depends on the inspiration for its
sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
effect that would sense its emotions or read its thoughts, as well as to all divination spells.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage
, fear, and other base emotions. A swarm of cranium rats communicating telepathically “speaks” as one creature, often referring to itself using the collective pronouns “we” and “us.” Some mind flayer
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
elder brain and the rest of the illithids in the colony learn of it immediately. The colony relies on a collective memory, composed from the knowledge, experiences, and skills of all of its members
other than itself. An elder brain has a perfect recollection of its race’s history. Consequently, it views itself as both a refugee and a victim, forced into hiding by barbaric monsters. An elder brain
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically “speaks” as one creature, often referring to itself using the collective pronouns “we” and
well as to all divination spells.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Swarm of Cranium Rats
Medium swarm of Tiny beasts, lawful evil
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically “speaks” as one creature, often referring to itself using the collective pronouns “we” and
well as to all divination spells.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Swarm of Cranium Rats
Medium swarm of Tiny beasts, lawful evil
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
effect that would sense its emotions or read its thoughts, as well as to all divination spells.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage
, fear, and other base emotions. A swarm of cranium rats communicating telepathically “speaks” as one creature, often referring to itself using the collective pronouns “we” and “us.” Some mind flayer
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
magical weapon.
4 Defeat a rival.
5 Open a planar portal.
6 Summon fiends or undead.
7 Overthrow a peer or superior.
8 Cause a riot in the Cogs.
9 Start a war
Callestan in Lower Dura.
4 A Cannith forgehold seized by the villain’s forces.
5 The heart of the High Walls refugee camp in Lower Tavick’s Landing.
6 A festival at the Pavilion of
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, the original guildmaster of the Golgari Swarm. Ludmilla no longer has the collective power of her medusa sisters, so she’s been forced to lurk in Ravnica’s undercity, surrounded by hundreds of her
Multiattack. The medusa makes two claw attacks. It can also use Petrifying Gaze before or after making these attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
attack the minds of dreamers afflicted by the Wicked Slumber. Nightmare haunts appear as horrifying shadow creatures with forms evocative of their victims’ deepest fears. Due to the collective trauma
5 times the number of unconscious creatures within 30 feet of itself.
Actions
Multiattack. The nightmare haunt makes two Claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
attack the minds of dreamers afflicted by the Wicked Slumber. Nightmare haunts appear as horrifying shadow creatures with forms evocative of their victims’ deepest fears. Due to the collective trauma
5 times the number of unconscious creatures within 30 feet of itself.
Actions
Multiattack. The nightmare haunt makes two Claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, the original guildmaster of the Golgari Swarm. Ludmilla no longer has the collective power of her medusa sisters, so she’s been forced to lurk in Ravnica’s undercity, surrounded by hundreds of her
Multiattack. The medusa makes two claw attacks. It can also use Petrifying Gaze before or after making these attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive. Since the fall of their empires, illithid collectives on the Material Plane have
, requiring no components:
At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)
Actions
Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature