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Returning 35 results for 'combat wicked refrains'.
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combat wicked remains
combat walked remains
combat winged remains
combat worked remains
Monsters
Planescape: Adventures in the Multiverse
from fiendish incursions and safeguard those threatened by wicked forces. Archons are skilled communicators, able to speak all the languages of the multiverse. When pushed into combat, they prefer to
subdue foes. However, against Fiends, archons are wrathful combatants, manifesting the righteous vengeance of Mount Celestia to strike down the wicked.
Each archon’s form corresponds to its place
Monsters
Planescape: Adventures in the Multiverse
home from fiendish incursions and safeguard those threatened by wicked forces. Archons are skilled communicators, able to speak all the languages of the multiverse. When pushed into combat, they prefer
to subdue foes. However, against Fiends, archons are wrathful combatants, manifesting the righteous vengeance of Mount Celestia to strike down the wicked.
Each archon’s form corresponds to its
Monsters
Planescape: Adventures in the Multiverse
safeguard those threatened by wicked forces. Archons are skilled communicators, able to speak all the languages of the multiverse. When pushed into combat, they prefer to subdue foes. However, against Fiends
, archons are wrathful combatants, manifesting the righteous vengeance of Mount Celestia to strike down the wicked.
Each archon’s form corresponds to its place within the Celestial hierarchy
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
combat, irda seekers can momentarily cloak themselves as they dart around the battlefield.
Irda
The Dragon Queen created the irda long ago. While most irda embraced their wicked creator’s
Monsters
Planescape: Adventures in the Multiverse
forget their combat training, spellcasting abilities, and other skills.
Maelephants strike bargains with wicked spellcasters and entities of the Lower Planes, pledging to guard a site or object for
Backgrounds
Sword Coast Adventurer's Guide
called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and maintains relatively good relations so that they can hire themselves out as warriors. Few city
tales from my military experience relevant to almost every combat situation.
5
I can stare down a hell hound without flinching.
6
I enjoy being strong and like breaking things.
7
I have
monsters
Amorphous. The assassin can move through a space as narrow as 1 inch wide without expending extra movement to do so.
Ambusher. In the first round of a combat, the assassin has Advantage on
control and acts immediately after the assassin’s turn.When a wicked killer dies and becomes a shadow, the undead retains some of the murderous ability the killer mastered while alive.Necrotic
monsters
Alien Mind. The gug has Advantage on saving throws to avoid or end the Charmed or Frightened conditions.
Combat Reflexes. The gug has an extra Reaction that can be used only for Opportunity
.
Although gugs may seem bestial, they have keen and wicked intellects. Gugs lair far underground, but they sometimes come to the surface to hunt during dark nights, either alone or in small groups. As
Equipment
Combat
Utility
Whimsy
7
5
3
Long ago, when the Nakudama ruled the land, it is said that Queen Okumi was tricked by a wicked beast who sought to steal her heart. As they were
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
by wicked forces. Archons are skilled communicators, able to speak all the languages of the multiverse. When pushed into combat, they prefer to subdue foes. However, against Fiends, archons are
wrathful combatants, manifesting the righteous vengeance of Mount Celestia to strike down the wicked. Each archon’s form corresponds to its place within the Celestial hierarchy. When faced in battle, archons radiate the full fury of the Upper Planes, bolstering their allies and cowing their foes.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
by wicked forces. Archons are skilled communicators, able to speak all the languages of the multiverse. When pushed into combat, they prefer to subdue foes. However, against Fiends, archons are
wrathful combatants, manifesting the righteous vengeance of Mount Celestia to strike down the wicked. Each archon’s form corresponds to its place within the Celestial hierarchy. When faced in battle, archons radiate the full fury of the Upper Planes, bolstering their allies and cowing their foes.
Paladin
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god. Paladins train for years to learn the skills of combat, mastering a variety of weapons and
armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god. Paladins train for years to learn the skills of combat, mastering a variety of weapons and
armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god. Paladins train for years to learn the skills of combat, mastering a variety of weapons and
armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god. Paladins train for years to learn the skills of combat, mastering a variety of weapons and
armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
this adventure) are spirits murdered during the Passage of Vultures. They’ve both taken on the lifelike appearances of the artisans they were in life and seek to escape the wicked souls who hold them
captive in death. Their sorrow causes them to fear the characters are allies of the invaders who murdered them. Before the haints can say much, or after 1 round of combat, a wraith that looks like a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
this adventure) are spirits murdered during the Passage of Vultures. They’ve both taken on the lifelike appearances of the artisans they were in life and seek to escape the wicked souls who hold them
captive in death. Their sorrow causes them to fear the characters are allies of the invaders who murdered them. Before the haints can say much, or after 1 round of combat, a wraith that looks like a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the party down to demand a duel by combat. He explains what the characters have really done, and offers to lead the characters back to the woods to right their wrongs if they can be persuaded to. If
the characters defeat the hags, Banrion returns to prominence and drives the rest of the wicked fey out of the woods. Before the characters depart, she asks them to once more use the panel at the clock
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the party down to demand a duel by combat. He explains what the characters have really done, and offers to lead the characters back to the woods to right their wrongs if they can be persuaded to. If
the characters defeat the hags, Banrion returns to prominence and drives the rest of the wicked fey out of the woods. Before the characters depart, she asks them to once more use the panel at the clock
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
moment redcaps awaken, they desire only murder and carnage, and they constantly seek to satisfy these cravings. Redcaps lack subtlety. They live for direct confrontation and the mayhem of mortal combat
the same site could attract the entire group to serve as cohorts, emulating that individual’s murderous handiwork. Some hags and wicked mages know methods to call redcaps out of the Feywild and might
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
moment redcaps awaken, they desire only murder and carnage, and they constantly seek to satisfy these cravings. Redcaps lack subtlety. They live for direct confrontation and the mayhem of mortal combat
the same site could attract the entire group to serve as cohorts, emulating that individual’s murderous handiwork. Some hags and wicked mages know methods to call redcaps out of the Feywild and might
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
combat. Even if a redcap wanted to be stealthy, its iron boots force it to take ponderous, thunderous steps. When a redcap is near to potential prey, though, it can close the distance quickly and get in
makes three attacks with its wicked sickle.
Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 2) slashing damage.
Ironbound Pursuit. The redcap moves up to its
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
combat. Even if a redcap wanted to be stealthy, its iron boots force it to take ponderous, thunderous steps. When a redcap is near to potential prey, though, it can close the distance quickly and get in
makes three attacks with its wicked sickle.
Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 2) slashing damage.
Ironbound Pursuit. The redcap moves up to its
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
pachyderm-like heads. They can exhale toxic fumes that cause foes to temporarily forget their combat training, spellcasting abilities, and other skills. Maelephants strike bargains with wicked spellcasters
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
pachyderm-like heads. They can exhale toxic fumes that cause foes to temporarily forget their combat training, spellcasting abilities, and other skills. Maelephants strike bargains with wicked spellcasters
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
), who seek to use the original Deck of Many Things to destroy the multiverse. Combat Curses and Wicked Magic Decks of Many Things are notoriously resistant to divination magic that would reveal their
endeavor to protect those affected by curses, destroy cursed magic items, and contain evil and destructive artifacts so they can’t cause further harm or be used for wicked ends. The Solar Bastion’s
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
), who seek to use the original Deck of Many Things to destroy the multiverse. Combat Curses and Wicked Magic Decks of Many Things are notoriously resistant to divination magic that would reveal their
endeavor to protect those affected by curses, destroy cursed magic items, and contain evil and destructive artifacts so they can’t cause further harm or be used for wicked ends. The Solar Bastion’s
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
even in combat—only death can separate the Zargonites from their goal. The cultist on the pedestal refrains from joining combat until the ritual is complete; if they are killed, another cultist takes
characters of all levels, though unseasoned adventurers determined to face the Returner in combat are almost certainly doomed to fail. Characters killed by Zargon might be resurrected on the Infinite
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
missions across Khorvaire to provide you with combat experience as well as to further Redcloak goals. Alternatively, your DM might decide to start the campaign with your characters at a higher level and
to Darguun. Few Darguuls remember the skirmish itself, but the “wicked red-cloaked Brelish” have an established place in the goblinoids’ collective memory—and many Redcloaks do remember the event
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
skiff that drifted far out into the Sea of Fallen Stars. Both Fhenimore and Whymsee preferred death to becoming the immortal undead servitors of their wicked masters.
In their last weary moments, an
party’s presence and have prepared to surprise them. While the characters are in combat, they retreat from this chamber into area 10 and take refuge behind a coral outcropping.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
skiff that drifted far out into the Sea of Fallen Stars. Both Fhenimore and Whymsee preferred death to becoming the immortal undead servitors of their wicked masters.
In their last weary moments, an
party’s presence and have prepared to surprise them. While the characters are in combat, they retreat from this chamber into area 10 and take refuge behind a coral outcropping.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
even in combat—only death can separate the Zargonites from their goal. The cultist on the pedestal refrains from joining combat until the ritual is complete; if they are killed, another cultist takes
characters of all levels, though unseasoned adventurers determined to face the Returner in combat are almost certainly doomed to fail. Characters killed by Zargon might be resurrected on the Infinite
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
missions across Khorvaire to provide you with combat experience as well as to further Redcloak goals. Alternatively, your DM might decide to start the campaign with your characters at a higher level and
to Darguun. Few Darguuls remember the skirmish itself, but the “wicked red-cloaked Brelish” have an established place in the goblinoids’ collective memory—and many Redcloaks do remember the event
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Ella doesn’t participate in the combat. Gnolls. The gnolls fight to the death, cackling maniacally all the while. Cart and Dretches. The cart is a Large object with AC 15, 27 hit points, and immunity to
distract enemies in combat. A character who makes a successful DC 12 Wisdom (Animal Handling) check can convince the mastiff to stay out of the fight and find shelter. Hezrou. On its turn, the demon