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Returning 35 results for 'conjured weapons rooting'.
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Monsters
Spelljammer: Adventures in Space
Instant Tools
This charm allows you to magically conjure a set of artisan’s tools, navigator's tools;navigator's tools, or thieves' tools;thieves' tools. The conjured tools appear either in
fascinating. They puzzle over creatures that wear armor, carry weapons, use tools, and cook food. When a chwinga encounters one or more such creatures, its curiosity compels it to shadow them for a
Cadaver Collector
Legacy
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Monsters
Mordenkainen’s Tome of Foes
. They encase themselves in the armor and weapons of fallen warriors and impale the corpses of those warriors on the lances and other weapons embedded in their salvaged armor.
Conjured Berserkers. Corpses
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
this fifteen-foot-wide hallway. The walls are slick with moisture and set with murals showing animal-headed humanoids in armor, most of which appear to brandish real weapons hanging on the walls. A three
that looks similar to the one in which you stand.
The tarnished weapons hanging on the walls are in poor condition and are held in place with hooks to make it appear as though the painted warriors are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
this fifteen-foot-wide hallway. The walls are slick with moisture and set with murals showing animal-headed humanoids in armor, most of which appear to brandish real weapons hanging on the walls. A three
that looks similar to the one in which you stand.
The tarnished weapons hanging on the walls are in poor condition and are held in place with hooks to make it appear as though the painted warriors are
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the edge of the bridge, and draw their weapons. The robed fellow pulls out a wand.
The figures on the bridge include five thugs (male shield dwarves) and a mercenary mage named Cavil Zaltobar (male
. “Not a bad place to die,” the mage says with mild amusement. The doppelganger posing as Gargosh doesn’t take part in the fight, remaining on the fringes of the battle and rooting for the characters to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the edge of the bridge, and draw their weapons. The robed fellow pulls out a wand.
The figures on the bridge include five thugs (male shield dwarves) and a mercenary mage named Cavil Zaltobar (male
. “Not a bad place to die,” the mage says with mild amusement. The doppelganger posing as Gargosh doesn’t take part in the fight, remaining on the fringes of the battle and rooting for the characters to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Elemental Myrmidons Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as
; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft., passive Perception 10
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Elemental Myrmidons Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as
; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft., passive Perception 10
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
impale the corpses of those warriors on the lances and other weapons embedded in their salvaged armor. Conjured Berserkers. Corpses that accumulate on the construct’s shell aren’t just grisly battle
called to the scene of a great battle — either where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
impale the corpses of those warriors on the lances and other weapons embedded in their salvaged armor. Conjured Berserkers. Corpses that accumulate on the construct’s shell aren’t just grisly battle
called to the scene of a great battle — either where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
master.
3 A lair where it can bring others of its kind.
4 Magic weapons or armor.
5 The right to loot holy sites in places it conquers.
6 Souls, whether as larvae or captured
spirits.
If a mezzoloth’s after ya, just pay it off with whatever’s in your pack. While it’s rooting around looking for a good deal, you hightail it, Chief!
—Morte
Mezzoloth Medium Fiend
Compendium
- Sources->Dungeons & Dragons->Monster Manual
master.
3 A lair where it can bring others of its kind.
4 Magic weapons or armor.
5 The right to loot holy sites in places it conquers.
6 Souls, whether as larvae or captured
spirits.
If a mezzoloth’s after ya, just pay it off with whatever’s in your pack. While it’s rooting around looking for a good deal, you hightail it, Chief!
—Morte
Mezzoloth Medium Fiend
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Elemental Myrmidons Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as
its creator’s choice
Challenge 7 (2,900 XP)
Magic Weapons. The myrmidon’s weapon attacks are magical.
Actions
Multiattack. The myrmidon makes three flail attacks.
Flail. Melee Weapon Attack
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Elemental Myrmidons Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as
its creator’s choice
Challenge 7 (2,900 XP)
Magic Weapons. The myrmidon’s weapon attacks are magical.
Actions
Multiattack. The myrmidon makes three flail attacks.
Flail. Melee Weapon Attack
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
normally avoid other creatures, but they find the trappings of civilization fascinating. They puzzle over creatures that wear armor, carry weapons, use tools, and cook food. When a chwinga encounters
, this charm goes away.
Charm of Instant Tools This charm allows you to magically conjure a set of artisan’s tools, navigator’s tools, or thieves’ tools. The conjured tools appear either in your hand
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
normally avoid other creatures, but they find the trappings of civilization fascinating. They puzzle over creatures that wear armor, carry weapons, use tools, and cook food. When a chwinga encounters
, this charm goes away.
Charm of Instant Tools This charm allows you to magically conjure a set of artisan’s tools, navigator’s tools, or thieves’ tools. The conjured tools appear either in your hand
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
it has. The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage. Guardian Spirit Beginning at 10th level, your
choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
it has. The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage. Guardian Spirit Beginning at 10th level, your
choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-ti as the rulers of a region. Yuan-ti Abominations Mostly ophidian, but with humanlike arms that can wield weapons and use tools, abominations closely resemble the perfect form that the serpent gods
, charmed or trained beasts, and even undead or conjured minions. Regardless of their nature, all are treated as slaves: no creature that is not a yuan-ti is fit for anything other than menial labor and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-ti as the rulers of a region. Yuan-ti Abominations Mostly ophidian, but with humanlike arms that can wield weapons and use tools, abominations closely resemble the perfect form that the serpent gods
, charmed or trained beasts, and even undead or conjured minions. Regardless of their nature, all are treated as slaves: no creature that is not a yuan-ti is fit for anything other than menial labor and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
them the boxed text for their faction. Harpers A Harper named Zelraun Roaringhorn knows a metalsmith who will silver your weapons for free. He also provides some helpful magic. “We strive to protect
the characters’ weapons in silver. The party can have up to six weapons silvered in this manner. Twenty pieces of ammunition count as one weapon for this purpose. About the Harpers. The Harpers is a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
them the boxed text for their faction. Harpers A Harper named Zelraun Roaringhorn knows a metalsmith who will silver your weapons for free. He also provides some helpful magic. “We strive to protect
the characters’ weapons in silver. The party can have up to six weapons silvered in this manner. Twenty pieces of ammunition count as one weapon for this purpose. About the Harpers. The Harpers is a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
missions you undertake for your liege. Sovereign Quests d6 Quest 1 International Espionage. You attempt to steal intelligence, national symbols, or super weapons from an enemy power. 2 Undermine
government, rooting out institutional vices. 4 Subvert Blame. The sovereign is caught in an embarrassing affair. Make it disappear. 5 Test Heir. You prepare the sovereign’s heir for the challenge of taking the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
missions you undertake for your liege. Sovereign Quests d6 Quest 1 International Espionage. You attempt to steal intelligence, national symbols, or super weapons from an enemy power. 2 Undermine
government, rooting out institutional vices. 4 Subvert Blame. The sovereign is caught in an embarrassing affair. Make it disappear. 5 Test Heir. You prepare the sovereign’s heir for the challenge of taking the
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
military supplies. Toletum Crime Organized crime is entrenched throughout the city, with a vibrant black market that resells stolen military armaments. Weapons, magical potions, spell scrolls, and
sympathetic crime syndicates that do not tolerate magic users. As such, fences and dealers exist who can procure illicit substances or dangerous weapons, and maybe even a magical potion or scroll
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
preserve the natural order by rooting out unnatural threats. They struggle to keep civilization and the wilderness from destroying each other, and they help others survive the natural perils of the
, their hearts, and their weapons to bear against villainy. Knights of the order and their loyal squires can be found throughout the North, gathering information on the giants, searching for their lairs
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
preserve the natural order by rooting out unnatural threats. They struggle to keep civilization and the wilderness from destroying each other, and they help others survive the natural perils of the
, their hearts, and their weapons to bear against villainy. Knights of the order and their loyal squires can be found throughout the North, gathering information on the giants, searching for their lairs
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
pink slurry made from humanoid brains, a crate of machine parts, a crate of weapons (see “Treasure” below), and three crates that the gnome squidlings live in. Development. Sounds of combat here
clutter on the table are two magic items (see “Treasure” below), which a character can find only by rooting through the junk. Any creature that does so has a 50 percent chance of knocking two things
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
pink slurry made from humanoid brains, a crate of machine parts, a crate of weapons (see “Treasure” below), and three crates that the gnome squidlings live in. Development. Sounds of combat here
clutter on the table are two magic items (see “Treasure” below), which a character can find only by rooting through the junk. Any creature that does so has a 50 percent chance of knocking two things
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
might agree that it would be fun to use some of the effects of Bigby’s hand for such an attack. Most siege weapons (whether mechanical or magical) require two characters, crew, or skilled hirelings to
operate, and such weapons might be slow to reload or recharge. Headquarters weapons are not particularly effective against small bands of creatures (such as a group of goblins), but they can be useful
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
might agree that it would be fun to use some of the effects of Bigby’s hand for such an attack. Most siege weapons (whether mechanical or magical) require two characters, crew, or skilled hirelings to
operate, and such weapons might be slow to reload or recharge. Headquarters weapons are not particularly effective against small bands of creatures (such as a group of goblins), but they can be useful
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
d4 Abyssal Manifestation 1 The target’s limbs become rubbery and unreliable. It has disadvantage on attack rolls with weapons. 2 The target’s eyes squirm out of its head as worms; the target has the
reconfigures and opens, revealing three armored automatons. They march forward in unison, drawing weapons and readying shields.
This checkpoint is located on Mechanus, a plane of absolute order. The
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
d4 Abyssal Manifestation 1 The target’s limbs become rubbery and unreliable. It has disadvantage on attack rolls with weapons. 2 The target’s eyes squirm out of its head as worms; the target has the
reconfigures and opens, revealing three armored automatons. They march forward in unison, drawing weapons and readying shields.
This checkpoint is located on Mechanus, a plane of absolute order. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
glowing fungus reveals the eastern niche, which holds a pallet of matted furs, a wide wooden board on which a variety of weapons are affixed, and a great cloak of patchy black fur hung on a slender pole
on opposite walls. Torn and burnt pages, bindings, and scrolls form disordered piles in the corners.
Treasure. Rooting around in the wreckage, separate successful DC 15 Wisdom (Perception) checks
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
chief’s chamber is strewn with trophies, including the skulls, bones, hides, and weapons of defeated foes. Amid the mess, a small square of black silk hides a ruby worth 300 gp. It can be found with a
here if they retreated to attack characters who got past them. Treasure. The gricks discarded the inedible portions of their victims in the back of the cave. Rooting through the grisly remains