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Returning 35 results for 'coming weapons readily'.
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combine weapons reality
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Minotaur
Legacy
This doesn't reflect the latest rules and lore.
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Species
Guildmasters’ Guide to Ravnica
from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage.
Manes of shaggy
tails, but minotaurs of the Ordruun clan (and some others) have their tails docked as part of a coming-of-age ceremony; they find the heavy armor of the Boros legion much more comfortable without a long
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s rise in status came at the expense of Bel, her pit fiend predecessor. Zariel and Bel hate each other. To keep Bel busy and out of her sight, Zariel tasks him with forging weapons, armor, and
dangerous.Zariel’s Lair
Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams coming from burned victims chained to the stronghold
Zariel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Devil's Sight. Magical darkness doesn’t impede Zariel’s darkvision.
Fiery Weapons. Zariel’s weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36
(8d8);{"diceNotation":"8d8","rollType":"damage","rollAction":"Fiery Weapons","rollDamageType":"fire"} fire damage (included in the weapon attacks below).
Innate Spellcasting. Zariel’s innate
Triton
Legacy
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Species
Volo's Guide to Monsters
to escape so easily. A great conclave of tritons chose volunteers skilled in weapons and magic as part of an expeditionary force to enter the Material Plane and seek out their enemies.
Those tritons
. The tritons’ limited view of the world leaves them ignorant of the kingdoms, wars, and other struggles of the surface world. Tritons readily see such concerns as minor events, a sideshow to
Eye and Hand of Vecna
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
power, Vecna couldn’t escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.
Orcus, the demon prince of undeath, taught Vecna a ritual that
melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.
You can use an action to cast wish. This property can’t be
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Lizardfolk Lair The lizardfolk in this colony use well-made weapons and readily ally with other races when necessity dictates.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Lizardfolk Lair The lizardfolk in this colony use well-made weapons and readily ally with other races when necessity dictates.
Druid
Legacy
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Classes
Basic Rules (2014)
nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that
.
Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it
Goblin
Legacy
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Species
Volo's Guide to Monsters
.
Hunters. The families of goblins that are skilled in the use of weapons but not privy to any other special knowledge have the second highest status in the tribe. Hunters are often the best wolf riders
of farming of which goblins are capable and are charged with checking traps for captured people or beasts. Gatherers aren’t usually armed with weapons more deadly than a sling or a knife, but
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
A9. Stirge in the Smithy Standing before two blackened hearths are a pair of rusty anvils, which dwarves once used to fashion and repair their armor and weapons. A fluttering noise can be heard
coming from the southernmost fireplace, indicating the presence of a stirge near the bottom of the 200-foot-high chimney. If anyone shines a light up there, the stirge panics, flies out, and attacks the nearest character or sidekick. It ignores the characters otherwise.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
A9. Stirge in the Smithy Standing before two blackened hearths are a pair of rusty anvils, which dwarves once used to fashion and repair their armor and weapons. A fluttering noise can be heard
coming from the southernmost fireplace, indicating the presence of a stirge near the bottom of the 200-foot-high chimney. If anyone shines a light up there, the stirge panics, flies out, and attacks the nearest character or sidekick. It ignores the characters otherwise.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
don’t want to attract attention while coming or going from the entrance tunnel. The stone door to the east has no lock. It slides open smoothly. Beyond it, a passage of dressed stone slopes downward
torches were extinguished by being thrust into the sand. They are hard to light but readily burn if lit with an existing fire. The coffer contains flint and steel, as well as six dry torches.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Savikas at Candlekeep. If invited to join the characters on their journey to Candlekeep, Reya and Falaster readily accept. Falaster has a modest dwelling in Little Calimshan, a walled neighborhood in
the Outer City, and suggests making a brief stop there so he can equip himself with weapons before continuing the journey to Candlekeep.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
don’t want to attract attention while coming or going from the entrance tunnel. The stone door to the east has no lock. It slides open smoothly. Beyond it, a passage of dressed stone slopes downward
torches were extinguished by being thrust into the sand. They are hard to light but readily burn if lit with an existing fire. The coffer contains flint and steel, as well as six dry torches.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. They have no concern for the implications of their actions, which could be a precursor to war. The smugglers currently run weapons for a clan of lizardfolk living near Saltmarsh whose queen, Othokent
, is preparing her clan for battle against a terrible enemy: the sahuagin. The peaceful town of Saltmarsh knows nothing of the coming war, or the fact that a sahuagin invasion threatens them as much as the lizardfolk do.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. They have no concern for the implications of their actions, which could be a precursor to war. The smugglers currently run weapons for a clan of lizardfolk living near Saltmarsh whose queen, Othokent
, is preparing her clan for battle against a terrible enemy: the sahuagin. The peaceful town of Saltmarsh knows nothing of the coming war, or the fact that a sahuagin invasion threatens them as much as the lizardfolk do.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Savikas at Candlekeep. If invited to join the characters on their journey to Candlekeep, Reya and Falaster readily accept. Falaster has a modest dwelling in Little Calimshan, a walled neighborhood in
the Outer City, and suggests making a brief stop there so he can equip himself with weapons before continuing the journey to Candlekeep.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
the coming battle. There is one invisible stalker per two members of the party, including sidekicks. The encounter begins when the characters hear the captain yell from his cabin as he is attacked
. The stalkers fight to the death. Storm Galas Windrage creates a storm to distract the characters and their allies before the coming battle. When the storm begins, read the following boxed text aloud
Compendium
- Sources->Dungeons & Dragons->Divine Contention
the coming battle. There is one invisible stalker per two members of the party, including sidekicks. The encounter begins when the characters hear the captain yell from his cabin as he is attacked
. The stalkers fight to the death. Storm Galas Windrage creates a storm to distract the characters and their allies before the coming battle. When the storm begins, read the following boxed text aloud
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Arrival in Red Larch Red Larch is a town on the Long Road, a few days’ travel north of Waterdeep and a few days’ travel south of Triboar. It’s a way stop for caravans coming to or from the cities of
Highsun (area 3) is a large tavern across the street from the inn. Locals gather at Gaelkur’s store (area 17) or the tavern to gossip. Ironhead Arms (area 13) is the best place to buy weapons and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
flowers
Monks walk a path of contradiction. They study their art as a wizard does, and like a wizard, they wear no armor and typically eschew weapons. Yet they are deadly combatants, their
abilities on a par with those of a raging barbarian or a superbly trained fighter. Monks embrace this seeming contradiction, for it speaks to the core of all monastic study. By coming to know oneself
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Kentigern and his six companions. Ilhara convinced her siblings to betray their sire and take the adventurers under their wing. Morakesh and Citrolach formed powerful magic weapons that could pierce
come when Gormadraug awakens to wreak his vengeance across Etharis. The Primordials and mortals continually seek to prevent this from happening. Yet with the appearance of coldfire, it seems the Prismatic Wyrm’s resurrection is coming ever closer.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Arrival in Red Larch Red Larch is a town on the Long Road, a few days’ travel north of Waterdeep and a few days’ travel south of Triboar. It’s a way stop for caravans coming to or from the cities of
Highsun (area 3) is a large tavern across the street from the inn. Locals gather at Gaelkur’s store (area 17) or the tavern to gossip. Ironhead Arms (area 13) is the best place to buy weapons and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
flowers
Monks walk a path of contradiction. They study their art as a wizard does, and like a wizard, they wear no armor and typically eschew weapons. Yet they are deadly combatants, their
abilities on a par with those of a raging barbarian or a superbly trained fighter. Monks embrace this seeming contradiction, for it speaks to the core of all monastic study. By coming to know oneself
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the characters fail to provide a satisfactory reason for their visit, the warden sees that their weapons and animals are returned to them before throwing them out. Legitimate reasons for coming to
guard room (area R3). These guards insist on confiscating the characters’ weapons. In addition, one guard searches each character for concealed weapons. A character can conceal a dagger or similarly
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the characters fail to provide a satisfactory reason for their visit, the warden sees that their weapons and animals are returned to them before throwing them out. Legitimate reasons for coming to
guard room (area R3). These guards insist on confiscating the characters’ weapons. In addition, one guard searches each character for concealed weapons. A character can conceal a dagger or similarly
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
goblins and ogres, and they are trying to remain as quiet as possible for reasons that might not be readily apparent to the characters. Directly below this cavern is another similarly sized cavern
pit descends through 20 feet of solid rock before opening into the lower cavern, which is 30 feet deep. Nightstone Villagers Boss Hark stripped the villagers of their weapons before herding them into
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
communicate with the lizardfolk, even during battle, consider halting the combat and allowing the characters to exercise their social skills. The queen needs allies in the coming war and prefers to avoid
are doing in their lair. They jab their weapons toward the characters threateningly and attack within 2 rounds unless the characters can convey their nonhostile intentions. If the characters can’t
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
communicate with the lizardfolk, even during battle, consider halting the combat and allowing the characters to exercise their social skills. The queen needs allies in the coming war and prefers to avoid
are doing in their lair. They jab their weapons toward the characters threateningly and attack within 2 rounds unless the characters can convey their nonhostile intentions. If the characters can’t
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
goblins and ogres, and they are trying to remain as quiet as possible for reasons that might not be readily apparent to the characters. Directly below this cavern is another similarly sized cavern
pit descends through 20 feet of solid rock before opening into the lower cavern, which is 30 feet deep. Nightstone Villagers Boss Hark stripped the villagers of their weapons before herding them into
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
exterior, however, an androsphinx has a noble heart. It has no wish to lie or deceive, but it doesn’t give away information readily, choosing its words as wisely as it guards its secrets. An
refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.
Magic Weapons. The sphinx’s weapon attacks are magical.
Spellcasting. The sphinx is a 12th
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
of them take readily to life in the outside world and don’t come back on schedule, returning to the burrow only after spending years or decades away as a member of an adventuring party. The Pull of
cautious, brings a sense of duty rather than a sense of humor to an adventuring group. With their grit and iron will, deep gnomes meet adversity with hammers, picks, and their dour, dry wit — or no wit at all — as their weapons of choice.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
exterior, however, an androsphinx has a noble heart. It has no wish to lie or deceive, but it doesn’t give away information readily, choosing its words as wisely as it guards its secrets. An
refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.
Magic Weapons. The sphinx’s weapon attacks are magical.
Spellcasting. The sphinx is a 12th
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
warriors of Dhakaan are preparing to reclaim their stolen lands, and the nations of Khorvaire have no idea what’s coming. During the struggle with the daelkyr, some Dhakaani leaders saw the madness
(Bladebearers) believe that leadership is best achieved through force of arms. The Kech Volaar (Wordbearers) believe that knowledge is the greater weapon, and they seek to recover artifacts and weapons that were
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
scrap metal.
Builders. Four scaladar (see appendix A) are hauling new pieces of metal to the arch and attaching them to it. The cavern is dark aside from the intermittent light of welding sparks coming
, and immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t made of adamantine. Destroying the arch all but dooms the project, since Zox lacks the resolve to start