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Returning 35 results for 'contract weapons resting'.
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Monsters
Baldur’s Gate: Descent into Avernus
, dispel magic, hellish rebuke, invisibility, major image, speak with dead, suggestion
1/day each: banishment, demiplane, dominate person, fly, forcecage, geas, plane shift, true seeing
Magic Weapons
rest. The curse lasts until it is lifted by a remove curse spell or similar magic.
Summon Erinyes (1/Day). Mahadi summons Ilzabet, an erinyes bound to him by an infernal contract. The erinyes appears
Warforged
Legacy
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Species
Eberron: Rising from the Last War
as a new species. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold
designed.
Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids
Giff
Legacy
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Monsters
Mordenkainen’s Tome of Foes
mastery of its weapons enables it to ignore the loading property of muskets and pistols.Multiattack. The giff makes two pistol attacks.
Longsword. Melee Weapon Attack: +6;{"diceNotation":"1d20+6
refuse to fight other giff, and will never agree to a contract unless it stipulates that they can sit out a battle rather than wage war against their kin. A giff prizes the reputation of its unit above its
Monsters
Fizban's Treasury of Dragons
or deep gnomes, relying on these folk to help protect the territory surrounding their lairs.
Martial Hoards
Sapphire dragons’ favorite prizes are weapons and armor, records of military
population, but the galeb duhr are causing trouble for local miners.
4
Two Lolth cultist;cultists seek a magical relic that attracts giant spider;giant spiders, but the relic’s resting place has
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Job at Hand The posted contract explains that any interested parties are to meet with Guildmaster Tabeth at the local guild house. When the characters follow up, Tabeth provides them with the
contact in the region is Major Ursa, who keeps a lighthouse on an island nearby. He will provide additional information to any group that takes on the assignment. Anyone who accepts the contract will be
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
rendered, guests need not fear being trapped within, since Mahadi is very serious about maintaining the contract between host and guest. Each guest must agree to this formal arrangement prior to
establishment fall under a special contract and therefore rank most highly in his esteem. Of course, guests leaving Infernal Rapture are expected to pay their bills in full prior to departure. If a guest
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, whether it be rare jewels, magic weapons, secrets, alliances, or even murder. People visit the city seeking imports from Port Nyanzaru, verdigris-covered treasures dredged from the sea, blackmail
information on political rivals, or custom-brewed poisons. Though the city has laws regarding the sale of stolen property, smuggling, and contract killing, such crimes are rarely reported and even more rarely
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, whether it be rare jewels, magic weapons, secrets, alliances, or even murder. People visit the city seeking imports from Port Nyanzaru, verdigris-covered treasures dredged from the sea, blackmail
information on political rivals, or custom-brewed poisons. Though the city has laws regarding the sale of stolen property, smuggling, and contract killing, such crimes are rarely reported and even more rarely
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rows. Resting in six of them are wounded drow (three females and three males), each with 1d12 hit points remaining. They are still clad in armor, and they keep their weapons within arm’s reach
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
at the characters’ location within a few days — accompanied by a voluminous contract and an extensive list of penalties to be paid if anything should happen to it. The primary focus of the agreement
available to operate the balloon and its weapons alongside the characters. STICKING WITH WHAT THEY’VE GOT
If the characters’ mobile headquarters is something cool enough that they would rather use it
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
them from teleporting. Canoloths confront intruders with swift and terrible force, projecting long, spiny tongues to grab their foes and drag them close. What happens next depends on the contract. Unless
advantage on saving throws against spells and other magical effects.
Magic Weapons. The canoloth’s weapon attacks are magical.
Uncanny Senses. The canoloth can’t be surprised while it isn’t incapacitated
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
area: Thoughtful Moa warns that adamantine or magic weapons are needed to harm a clay golem. Bossy Papazotl insists that someone stand on the third plinth. (“It must be empty for a reason!”) God Statues
weapons. Metal objects sealed in containers are protected. The chest is a Small object with AC 12, 10 hit points, and immunity to poison and psychic damage. Treasure The chest contains two 1-inch-diameter
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Bronze Dragon Treasures A bronze dragon’s hoard is a history of the dragon’s deeds, with trophies from fallen foes and payment from grateful petitioners resting alongside more mundane spoils of war
weapons, armor, and magic items built for the battlefield—the more unique, the better. Stories matter to a bronze dragon, who would rather have the humble spear that felled a tyrant than a jeweled
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
merrenoloths can be coaxed away from the Lower Planes to captain other vessels, affording those ships and crews the same protection. Whenever a merrenoloth takes on a contract to captain a ship, it bonds
Weapons. The merrenoloth’s weapon attacks are magical.
Teleport. As a bonus action, the merrenoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Urban Beast Friends d10 Beast
1 Rat
2 Pigeon
3 Skunk
4 Crow
5 Raccoon
6 Possum
7 Snake
8 Toad
9 Giant beetle
10 Lizard
No Weapons
forbidden from carrying weapons doesn’t slow you down. Whether you channel your enemies’ impending destruction through mundane equipment, thoughtful gifts, or a packed lunch, you and your improvised
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
serving in units composed entirely of giff; a giff hiring itself out individually is unheard of. Giff refuse to fight other giff, and will never agree to a contract unless it stipulates that they can
Whiff of Gunpowder. Muskets and grenades are the favorite weapons of every giff. The bigger the boom, the brighter the flash, and the thicker the smoke it produces, the more giff love a weapon. Their
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
: armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie
. After you rest, you can spend Hit Dice to regain hit points (see “Resting” in the Adventuring section).
Proficiency Bonus The table that appears in your class description shows your proficiency bonus
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
and clearing out the dragon hatchery. Returning to Greenest, resting, and traveling to Elturel account for eight to ten more days. Unless the characters walked to Elturel or lounged for days in
waiting for them in the hands of a Harper agent in Waterdeep. That night, Frume sees that the characters are all equipped with new clothing and gear, and even new weapons if they want. He suggests that
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
and clearing out the dragon hatchery. Returning to Greenest, resting, and traveling to Elturel account for eight to ten more days. Unless the characters walked to Elturel or lounged for days in
waiting for them in the hands of a Harper agent in Waterdeep. That night, Frume sees that the characters are all equipped with new clothing and gear, and even new weapons if they want. He suggests that
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
is sounded, the creatures in areas 7 and area 9 act as described in the Svardborg Roster table. 2D. Jarl’s Mess This room contains a 10-foot-tall wooden table. Resting atop it is a golden platter
worth 250 gp and weighs 50 pounds. 2E. Armory This room is in shambles. Weapon racks lie broken on the floor, while others cling precariously to the walls, still clutching old spears and javelins. The giants of Ostoria crafted these weapons, which fall apart if handled.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
contraption that hurls casks of alchemist’s fire that explode on impact. Before one of these weapons can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to
aim it, and one action to fire it. Each flame cannon has three casks of alchemist’s fire resting next to it. Flame Cannon. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 3 (1d6
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
out of the mist into an underground chapel with black basalt pillars and a polished obsidian altar. Resting on the altar is a leather bag the size and shape of a human body, and which appears to have
springs to mind, use a captured member of the Order of the Gauntlet named Zalder Faelrond (LG male Tethyrian human knight of Torm, with no armor or weapons). Zalder’s story is that he was kidnapped by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. You can use the following encounters to harry restless or resting adventurers. Huge Gray Ooze The characters encounter six Ghaunadaur-worshiping duergar who were transformed by Halaster’s magic into
tubes. In addition to its armor and weapons, each orog carries a tangler grenade. The orogs use these grenades to restrain foes before charging into melee. Tangler Grenades. A tangler grenade is an
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, a garrison of devils defends Ribcage’s gate. In times of invasion or other wide-scale conflicts, the duchess can beseech Avernus to deploy infernal armies and weapons of war through the portal
dominance are never quenched in the desiccated valley, where each victory feels hollower than the last. CoupleOfKooks “Who needs an iron fist when you have a contract?”
–Duchess Zelza Zurkbane
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
south wall is an organ whose pipes are carved out of stalagmites. Its bench and keys are made of polished gold and black marble. Two large copper kettle drums stand against the west wall. Resting atop
pillars to the north to take stock of the new arrivals. Then they sneak off to area 15a to alert the duergar there. They avoid confrontation in this room. In addition to their weapons and armor, these
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
sell armor and weapons similar to the excellent pieces they forged in the eastern cities of Old Delzoun, and this merchandise may lessen the demand for goods from more distant dwarven settlements. In
particular, Sundabar is worried that its weapons will no longer be sought after along the Sword Coast, and is looking southward for new markets in Elturgard and elsewhere. Beyond the great mithral
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, naturally formed cavern is about twenty-five feet in diameter.
If the smugglers are not yet aware of the characters’ presence, three scouts are resting here while they await instructions. There is
been laid in places on the floor, negating some of the slope’s slipperiness.
Smugglers who fled from earlier encounters with the characters wait at the end of this passage, firing ranged weapons at the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, particularly copper, used as doors or mirrorlike wall-panel inlays. They often set gems into the pommels and nonworking ends of tools and weapons. Mierren dwarves tend to be wealthy, to have personal
secret of treating their metal with everbright. The technique has been imitated by other races, to varying degrees of success. Armor, weapons, and other metal objects to which everbright is applied
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, and it pains them. When night falls, they leave their final resting places in search of living creatures to slay, knowing that few weapons can harm them in return. At the first light of dawn, they
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
, crates, and other containers. Everything is covered with dust, but not enough to conceal the broken bones and weapons lying on the hallway floor.
The remains on the floor belong to a pair of long-dead
Packs” sidebar in chapter 5 of the Player’s Handbook) Chest 7 (stamped with the crest of Baldur's Gate) A spyglass inlaid with mother-of-pearl (1,000 gp), resting on a purple velvet pillow Chest 8
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(from the chamber above) lie among the shattered dining room furnishings. Two smaller round tables and several chairs remain intact, and resting atop each table is an unlit oil lamp. Characters exploring
possession. The message reads, “On our way.” Treasure. In addition to her weapons and armor, Kella has a pouch containing 8 gp and 5 sp. Development. Kella tries to remain hidden until the Seven Snakes
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
gloom flies a rusty blade, followed by another! If more than two flying swords are encountered, the others aren’t far behind. These weapons drift about the castle and attack intruders within range of
their blindsight. Giant Spider Cocoon A giant spider cocoon is encountered only if the characters are moving about the castle (not resting); otherwise, reroll. A white cocoon is suspended from the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
utilitarian and unfurnished. A tower has the following features and defenses:
The tower’s stone doors are reinforced and barred from the inside. Siege weapons are needed to break them down. Arrow slits on
(Erelal’s cousin) stands watch on the roof, and eight male drow are on guard inside. Characters brought to the fortress as prisoners are stripped of their weapons and spellcasting implements as they pass
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
kill or capture creatures 20 Observation room, allowing guards or spectators to observe creatures moving through the dungeon Dungeon: Lair d20 Purpose 1 Armory stocked with weapons and armor 2
Workshop for the construction of weapons, armor, tools, and other goods Dungeon: Maze d20 Purpose 1 Conjuring room, used to summon creatures that guard the maze 2–5 Guardroom for sentinels that
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
blocks) take meals here. They glance up at anyone who enters the room, but they pay no attention to characters dressed as Dragon Army troops. If a fight breaks out here, the soldiers resting in area O8
unlock the door by using Yurl’s key or succeeding on a DC 16 Dexterity check using thieves’ tools. O7: Pantry This pantry is crammed with supplies, ranging from hardtack and clothing to weapons and armor






