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Returning 35 results for 'contained weapon riding'.
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Magic Items
Dungeon Master’s Guide
1,000 GP each appear at your feet.
Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.
Key. A Rare or rarer magic weapon with
which you are proficient appears on your person. The DM chooses the weapon.
Knight. You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Flyby. The star lancer doesn’t provoke opportunity attack;opportunity attacks when it flies out of an enemy’s reach.Horn. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to
":"piercing"} piercing damage.
Invisibility Cloak (3/Day). The star lancer and one creature riding it (chosen by the star lancer) magically turn invisible. This effect lasts until the star lancer or a
Monsters
Phandelver and Below: The Shattered Obelisk
make it have the charmed or frightened condition.Multiattack. The goblin makes two Unarmed Strike attacks.
Unarmed Strike. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit
other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely contained psychic power.
Psionic goblins
Monsters
Ghosts of Saltmarsh
;s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Toad Rider. The royal has advantage on melee attacks its makes while riding a toad mount.Multiattack
. The royal makes two Spear attacks.
Spear. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spear"} to hit (with advantage if the royal is mounted on a
Monsters
Curse of Strahd
roots. It can replace one of these attacks with a rock attack.
Root. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Root"} to hit, reach 60 ft., one target. Hit: 30
(4d10 + 8);{"diceNotation":"4d10+8","rollType":"damage","rollAction":"Root","rollDamageType":"bludgeoning"} bludgeoning damage.
Rock. Ranged Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
above).Multiattack. Verminaard makes two Nightbringer attacks and uses Malediction.
Nightbringer. Melee Weapon Attack: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Nightbringer
end of another creature’s turn. Verminaard regains spent legendary actions at the start of his turn.
Tactical Movement. Verminaard moves up to his speed or commands a mount he is riding to move
Monsters
Phandelver and Below: The Shattered Obelisk
make it have the charmed or frightened conditions.Multiattack. The goblin makes three Psychic Blade attacks.
Psychic Blade. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to
with other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely contained psychic power.
Psionic
Monsters
Guildmasters’ Guide to Ravnica
0 hit points while riding its mount, the mount is reduced to 0 hit points as well.Multiattack. The archon makes two Hammer of Justice attacks.
Hammer of Justice. Melee Weapon Attack: +10
reaction to make a melee weapon attack.
Detention (Costs 3 Actions). The archon targets a creature it can see within 60 feet of it. The target must succeed on a DC 18 Charisma saving throw or be
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two War Pick attacks.
War Pick. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"War
":"2d4", "rollType":"damage", "rollAction":"War Pick", "rollDamageType":"poison"} poison damage.
Heavy Crossbow. Ranged Weapon Attack: +2;{"diceNotation":"1d20+2", "rollType":"to hit", "rollAction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
moment.Multiattack. The hag makes two Slam or Frost Shard attacks.
Slam. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 10 (2d8
successful or the effect ends for it, the creature is immune to the hag’s Horrific Feast for the next 24 hours.
Spellcasting. While holding or riding the graystaff, the hag casts one of the following
Monsters
Mythic Odysseys of Theros
.
While mounted and not incapacitated, the archon can’t be surprised, and both it and its mount have advantage on Dexterity saving throws. If the archon is reduced to 0 hit points while riding its
radiant spear.
Radiant Spear. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Radiant Spear"} to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5
Monsters
Mythic Odysseys of Theros
and its mount have advantage on Dexterity saving throws. If the ashen rider is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.Multiattack. The ashen
rider makes three attacks with its ashen blade or two attacks with its bolt of ash.
Ashen Blade. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Ashen Blade"} to hit
Monsters
Dragonlance: Shadow of the Dragon Queen
, or sleep.Multiattack. Soth makes three Forsaken Brand attacks.
Forsaken Brand. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Forsaken Brand"} to hit, reach
his turn.
Implacable Maneuver. Soth moves up to his speed or commands a mount he is riding to move up to its speed. The movement from this action doesn’t provoke opportunity attack;opportunity
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creatures telepathically hear each other while connected in this way.Tentacle. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Tentacle"} to hit, reach 30 ft., one
master, which then absorbs the knowledge and experience contained therein. Mind flayers conceive of this oneness with the elder brain as a sacred state akin to an afterlife.
Hive Mind
Elder brains
Magic Items
Princes of the Apocalypse
A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For
is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use.
Air Orb. When this orb detonates, it creates a powerful windstorm
Nightmare
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.
Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10
feet.Hooves. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Hooves"} to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4","rollType":"damage
Magic Items
Lost Laboratory of Kwalish
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a
Crocodile
11
Wolf
12
Riding Horse;Horse
13
Ox
14
Giant frog
15
Poisonous snake
16
Hawk
17
Octopus
18
Cat
19
Rat
20
Rabbit
A creature is
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.
Knight. You gain the service of a 4th-level fighter who appears in a space you choose within
apply it.
The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Riding Horse A character can purchase or sell a healthy riding horse in Phandalin for 75 gp. Riding Horse
Large beast, unaligned
Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 60 ft.
STR
16 (+3)
DEX
10 (+0)
CON
12 (+1)
INT
2 (-4)
WIS
11 (+0)
CHA
7 (-2)
Senses passive Perception 10
Languages —
Challenge 1/4 (50 XP)
Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Riding Horse A character can purchase or sell a healthy riding horse in Phandalin for 75 gp. Riding Horse
Large beast, unaligned
Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 60 ft.
STR
16 (+3)
DEX
10 (+0)
CON
12 (+1)
INT
2 (-4)
WIS
11 (+0)
CHA
7 (-2)
Senses passive Perception 10
Languages —
Challenge 1/4 (50 XP)
Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Riding Horse Riding Horse
Large beast, unaligned
Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 60 ft.
STR
16 (+3)
DEX
10 (+0)
CON
12 (+1)
INT
2 (–4
)
WIS
11 (+0)
CHA
7 (–2)
Senses passive Perception 10
Languages —
Challenge 1/4 (50 XP)
Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Riding Horse Riding Horse
Large beast, unaligned
Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 60 ft.
STR
16 (+3)
DEX
10 (+0)
CON
12 (+1)
INT
2 (−4
)
WIS
11 (+0)
CHA
7 (−2)
Senses passive Perception 10
Languages —
Challenge 1/4 (50 XP)
Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Riding Horse Riding Horse
Large beast, unaligned
Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 60 ft.
STR
16 (+3)
DEX
10 (+0)
CON
12 (+1)
INT
2 (–4
)
WIS
11 (+0)
CHA
7 (–2)
Senses passive Perception 10
Languages —
Challenge 1/4 (50 XP)
Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Riding Horse Riding Horse
Large beast, unaligned
Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 60 ft.
STR
16 (+3)
DEX
10 (+0)
CON
12 (+1)
INT
2 (−4
)
WIS
11 (+0)
CHA
7 (−2)
Senses passive Perception 10
Languages —
Challenge 1/4 (50 XP)
Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the star lancer moved at least 20 feet straight toward the target immediately before the hit, the
target takes an extra 10 (3d6) piercing damage.
Invisibility Cloak (3/Day). The star lancer and one creature riding it (chosen by the star lancer) magically turn invisible. This effect lasts until
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the star lancer moved at least 20 feet straight toward the target immediately before the hit, the
target takes an extra 10 (3d6) piercing damage.
Invisibility Cloak (3/Day). The star lancer and one creature riding it (chosen by the star lancer) magically turn invisible. This effect lasts until
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
impale enemies. Githyanki are fond of using star lancers as mounts, riding them across the Astral Sea in small flocks. A star lancer has the innate ability to turn itself and its rider invisible, making
out of an enemy’s reach.
Actions
Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the star lancer moved at least 20 feet straight toward the
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
impale enemies. Githyanki are fond of using star lancers as mounts, riding them across the Astral Sea in small flocks. A star lancer has the innate ability to turn itself and its rider invisible, making
out of an enemy’s reach.
Actions
Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the star lancer moved at least 20 feet straight toward the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
within 15 feet of the light’s source while the remaining kindori keep their distance. Lassoing and Riding a Kindori A character who has a rope can use an action to try to lasso a kindori, treating the
rope as an improvised ranged weapon. Alternatively, a character within reach of a kindori can to try to climb onto its body as an action, doing so with a successful DC 15 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, appearing to one side or the other. If he is seen riding a white mare (Veiros), then the army will succeed. If he rides a black stallion (Deiros), then defeat is certain. Most often he appears to be riding
code include the following: arm anyone who has need of a weapon; disparage no foe; acquit oneself with bravery; train all for battle; and don’t engage in feuds. Those who poison wells, taint fields
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
within 15 feet of the light’s source while the remaining kindori keep their distance. Lassoing and Riding a Kindori A character who has a rope can use an action to try to lasso a kindori, treating the
rope as an improvised ranged weapon. Alternatively, a character within reach of a kindori can to try to climb onto its body as an action, doing so with a successful DC 15 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Kalaman in the Dragon Queen’s name. To aid in this mission, Kansaldi has ordered the black-robed wizard Lohezet to follow his research to a ruin in the Northern Wastes, where he believes a great weapon
lies in wait. An array of lesser commanders supports Kansaldi’s operations, including her trusted adviser, Belephaion (detailed in chapter 6), and the dragonnel-riding ace known as Red Ruin (see
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
determining its carrying capacity.
Actions
Stomp. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. If the titanothere moved at least 20 feet straight
creature.
Brian Valeza
I have fond memories of riding across an ice sheet on the back of a trusty, thick-furred titanothere I called Woolly. But that was thousands of years ago and many worlds away...
—Diancastra
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
determining its carrying capacity.
Actions
Stomp. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. If the titanothere moved at least 20 feet straight
creature.
Brian Valeza
I have fond memories of riding across an ice sheet on the back of a trusty, thick-furred titanothere I called Woolly. But that was thousands of years ago and many worlds away...
—Diancastra
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
riding it.
Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit