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Returning 35 results for 'couatl 11 crowding moments'.
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court 11 crowding moment
Monsters
Monster Manual
Shielded Mind. The couatl’s thoughts can’t be read by any means, and other creatures can communicate with it telepathically only if it allows them.Bite. Melee Attack Roll: +7
;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"bite"}, reach 5 ft. Hit: 11 (1d12 + 5);{"diceNotation":"1d12+5", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Cockatrice feathers
3
Axe beak feathers
4
Planetar feathers
5
Couatl feathers
6
Pegasus feathers
7
Griffon feathers
8
Vrock feathers
9
Peryton feathers
10
Dryad leaf vanes
11
Drake scale vanes
12
Stirge wing vanes
Archer’s Eye (3/Day). Immediately after making an attack roll or a damage roll with a ranged weapon, the archer can
monsters
", "rollAction":"Bite"}, reach 5 ft. Hit: 9 (1d8 + 5);{"diceNotation":"1d8+5", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage plus 11 (2d10);{"diceNotation":"2d10
charnel caves, cursed ruins, and desecrated barrow mounds.
For a few moments after feeding, nosferatu become lucid enough to recollect glimpses of their past lives. Even in these instances, though, they
monsters
in any combination.
Lashing Maw. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Lashing Maw"}, reach 15 ft. Hit: 16 (2d10 + 5);{"diceNotation":"2d10+5
more unassuming, the better. Should an emissary’s true form be revealed and defeated, its greater form appears and seeks revenge moments or days later.
Star Spawn Emissaries
Star spawn
Monsters
Thieves’ Gallery
damage if used with two hands, plus 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Quarterstaff", "rollDamageType":"force"} force damage.
Chaos Bolt. Ranged Spell Attack: +6
’s dogged by doubt, the brave young mage has earned his place in Edgin Darvis;Edgin's crew. He performs best under pressure, instinctively unleashing his magic in dire moments. How he will continue to unlock his potential and what he will do with his volatile gift are yet to be seen.
Monsters
Bigby Presents: Glory of the Giants
, the creature must succeed on a DC 13 Charisma saving throw or take 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Death Curse", "rollDamageType":"psychic"} psychic damage
an insatiable hunger. These fensir devourers use their great size and strength to overwhelm foes. They can also issue a baleful curse in their final moments.
Fensirs
Long ago, a band of frost
Nosferatu
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Van Richten’s Guide to Ravenloft
","rollDamageType":"necrotic"} necrotic damage. If the target is missing any of its hit points, it instead takes 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Bite","rollDamageType
their lair’s comfort. Rather than retiring to crypts, they seek filthy or inaccessible fissures, places any living soul would avoid.
For a few moments after feeding, nosferatu are lucid and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Couatl Guardian Manifestation of the Divine Habitat: Desert, Forest, Grassland, Urban; Treasure: Relics Viktor Titov Embodiments of prophecy and protectors of divine secrets, couatls ensure fate
existences are fundamentally tied to their divine directives, but they harm other creatures only when absolutely necessary to achieve divine goals. Each couatl goes through a period of renewal at the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Giant Scorpions Any character with a passive Wisdom (Perception) score of 11 or higher spots 1d3 giant scorpions moments before they emerge from hiding and attack. At the end of the encounter, any
character damaged by a giant scorpion must succeed on a DC 11 Constitution saving throw or become infected with shivering sickness (see “Diseases”).
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
of them. Archer Fletching d12 Fletching 1 Feathers from an owlbear’s mane 2 Cockatrice feathers 3 Axe beak feathers 4 Planetar feathers 5 Couatl feathers 6 Pegasus feathers 7 Griffon feathers 8
Vrock feathers 9 Peryton feathers 10 Dryad leaf vanes 11 Drake scale vanes 12 Stirge wing vanes Archer
Medium Humanoid, Any Alignment
Armor Class 16 (studded leather)
Hit Points 75 (10d8 + 30
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hit, he deals 11 (1d8 + 7) slashing damage, or 12 (1d10 + 7) slashing damage if used with two hands, plus 18 (4d8) necrotic damage. He has the locate creature spell prepared instead of banishment. He
points, and immunity to poison and psychic damage. Toppling or destroying the obelisk releases a couatl trapped within. The couatl, named Tezca-Zyanya, appears in the form of a Tiny yellow frog. Using
Monsters
Fizban's Treasury of Dragons
", "rollAction":"Bite", "rollDamageType":"radiant"} radiant damage.
Claw. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 11
affliction.
3
A treant and a young moonstone dragon love to meet and share stories. While the dragon speaks of travels and adventures, the treant tells tales of the tiny moments that make up a forest
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Desert Encounters (Levels 17–20) d100 Encounter 01–05 1 adult brass dragon 06–10 1d2 yuan-ti abominations with 2d10 + 5 yuan-ti malisons and 4d6 + 6 yuan-ti purebloods 11–14 1d6 + 2 medusas 15–18
1d2 purple worms 19–22 2d4 cyclopes 23–25 An abandoned city made from white marble, empty during the day. At night, harmless apparitions roam the streets, replaying the final moments of their lives
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
three-day voyage) or via the Astral Font’s light beam (see chapter 11). It is, everyone realizes, a journey from which there is no coming back. If no characters volunteer for this mission, Grimzod
on a DC 15 Charisma (Persuasion) check to convince Krux to let Gargenhale have the ring and make this doomsday trip. Once he has the ring, Gargenhale enters the Astral Font’s light beam. Moments later
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Gruumsh with 1d3 orogs and 1d8 + 2 orcs 07 1d3 constrictor snakes or 1d4 tigers 08 1 goblin boss with 3d6 goblins 09 1 faerie dragon (any age) 10 1 brown bear or 1d6 + 2 black bears 11–13 1d4 giant
deep forest. The interior is empty aside from a large cast-iron oven. 26 1 couatl 27–28 1d4 ogres or 1d6 + 2 half-ogres 29–30 1 gnoll pack lord with 1d4 + 1 giant hyenas 31–32 1d6 wererats 33 1d4
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
commoners leading 1d4 mules or 1d4 ponies 10 1 pseudodragon 11 1 spy 12–13 1d8 + 1 acolytes 14 1d6 + 6 flying snakes 15 3d6 kobolds 16 2d4 giant centipedes 17 1d8 + 1 skeletons 18–19 1d6 + 2 swarms of
1d4 yuan-ti purebloods 76–77 2d4 thugs 78–80 A doomsayer who preaches the end of the world from a street corner 81 1 cambion 82 1 vampire spawn 83 1 couatl 84 1 ghost 85 1 succubus or 1 incubus 86 1
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Str 15 +2 +2
Dex 12 +1 +3
Con 13 +1 +1
Ability Score Mod Save
Int 14 +2 +2
Wis 11 +0 +2
Cha 13 +1 +1
Skills Perception +4, Stealth +3
damage.
Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 18 (4d8) Acid damage. Success: Half damage.
Slowing Breath
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, Fiend Cultist 10 Cultist Hierophant, Noble Prodigy, Performer Legend, Spy Master, Stone Golem, Warrior Commander 11 Bandit Crime Lord, Death Knight Aspirant 12 Archmage, Archpriest, Pirate Admiral
Beak, Troll, Werebear, Young Remorhaz 6 Mammoth, Young White Dragon 8 Frost Giant 9 Abominable Yeti 11 Remorhaz, Roc 13 Adult White Dragon 20 Ancient White Dragon Coastal Monsters CR Monsters 0
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
wolf, yeti 3 (700 XP) Revenant, troll, werebear, young remorhaz 5 (1,800 XP) Mammoth, young white dragon 6 (2,300 XP) Frost giant 8 (3,900 XP) Abominable yeti 9 (5,000 XP) Remorhaz, roc 11 (7,200 XP
, water elemental 5 (1,800 XP) Cyclops 6 (2,300 XP) Young bronze dragon 8 (3,900 XP) Young blue dragon 9 (5,000 XP) Djinni, marid, roc 11 (7,200 XP) Storm giant 13 (10,000 XP) Adult bronze dragon 15
Compendium
- Sources->Dungeons & Dragons->Monster Manual
terror of their victims’ final moments. Hell Hound Medium Fiend, Lawful Evil
AC 15 Initiative +1 (11)
HP 58 (9d8 + 18)
Speed 50 ft.
Ability Score Mod Save
Str 17 +3 +3
Dex 12
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
pseudodragon 09 1 panther 10 1 giant poisonous snake 11 1d6 + 2 boars 12 1d4 + 1 giant lizards 13 1 ape or 1 tiger 14 2d6 tribal warriors with 1d6 mastiffs 15 1d6 + 2 giant bats or 3d6 flying snakes 16 1 scout
gnoll fang of Yeenoghu 86 1d4 gricks 87 1 bandit captain with 2d6 + 3 bandits 88 1d4 wererats 89 1 couatl (day) or 1 banshee (night) 90 1 gnoll pack lord with 1d4 giant hyenas 91 2d4 berserkers or
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
place in Edgin’s crew. He performs best under pressure, instinctively unleashing his magic in dire moments. How he will continue to unlock his potential and what he will do with his volatile gift are
)
INT
16 (+3)
WIS
12 (+1)
CHA
17 (+3)
Saving Throws Con +4, Cha +6
Skills Arcana +6, Deception +6, History +6, Religion +6, Survival +4
Senses darkvision 60 ft., passive Perception 11
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Gash the Gnoll Minutes after the characters arrive, they hear the sounds of footsteps approaching. A few moments later, a gnoll slinks from the tunnel ahead. A gnoll creeps out of the shadows
modifications: Gash has 11 hit points. He has a walking speed of 25 feet. He has disadvantage on Wisdom checks and Wisdom saving throws because of the physical and mental abuse he has suffered. A
Compendium
- Sources->Dungeons & Dragons->Monster Manual
to crush and consume foes. Their oozing hides are manifestations of embodied evils. Every few moments, patches of their slimy skins erupt with grotesque transformations such as rows of mismatched
Poison; Poisoned
Senses Darkvision 120 ft.; Passive Perception 11
Languages Abyssal; telepathy 120 ft.
CR 8 (XP 3,900; PB +3)
Traits
Demonic Restoration. If the hezrou dies outside the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
their lair’s comfort. Rather than retiring to crypts, they seek filthy or inaccessible fissures, places any living soul would avoid. For a few moments after feeding, nosferatu are lucid and capable
points, it instead takes 11 (2d10) necrotic damage.
The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the nosferatu regains hit points equal to that amount
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
in forgotten places scoured of the living, such as charnel caves, cursed ruins, and desecrated barrow mounds.
For a few moments after feeding, nosferatu become lucid enough to recollect glimpses of
. Melee Attack Roll: +8, reach 5 ft. Hit: 9 (1d8 + 5) Piercing damage plus 11 (2d10) Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
by an insatiable hunger. These fensir devourers use their great size and strength to overwhelm foes. They can also issue a baleful curse in their final moments. Fensir Devourer Huge Celestial
, Typically Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 40 ft.
STR
20 (+5)
DEX
10 (+0)
CON
21 (+5)
INT
10 (+0)
WIS
14 (+2)
CHA
11 (+0
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
revenge moments or days later.
Antonio José Manzanedo Front to Back: Lesser Star Spawn Emissary
and Greater Star Spawn Emissary
Lesser Star Spawn Emissary Medium or Small Aberration, Chaotic
25 +7 +13
Wis 20 +5 +11
Cha 23 +6 +12
Skills Arcana +19, Deception +18, Perception +11
Resistances Acid, Force, Necrotic, Psychic
Immunities Charmed, Exhaustion, Frightened
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
)
CON
20 (+5)
INT
11 (+0)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws Dex +5, Wis +7
Skills Perception +7, Stealth +5
Damage Resistances piercing
Damage
Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) necrotic damage
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
frightened condition until the start of the creature’s next turn. 2 Ectoplasmic. Otherworldly slime drips off the priest and fades away moments later, leaving a greenish stain. When any creature starts its
(+3)
INT
18 (+4)
WIS
17 (+3)
CHA
11 (+0)
Saving Throws Int +7, Wis +6, Cha +3
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 13
Languages any
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
tree—the symbol of the Arcane Brotherhood. Two kobold attendants stand nearby, glancing nervously between you and the tiefling. After a few moments, the tiefling looks up with an expression of pale
kobolds have been directed to stay with the tiefling and follow her orders, which mostly means undertaking errands to the scriptorium (area 11). She also relies on them for cooking, housekeeping, and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
details. Characters can open it with the key from area 11, or the lock can be picked with thieves’ tools and a successful DC 10 Dexterity check. Unless the Dexterity roll is 15 or higher, however, it sets
carvings have holes in their mouths. A passage in the southwest corner of the shrine chamber leads to a chute that rises 30 feet up to area 11. A rope ladder is fixed at the top; a rug covers the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
psychic damage. If a creature deals damage to a statue, each creature in the unreality must make a DC 15 Wisdom saving throw as psychic shock waves ripple throughout the unreality, taking 11 (2d10
. If the Kas in this unreality is destroyed, the fountain activates, causing another imagined Kas to emerge from the burbling liquid mere moments later. Kas is then supernaturally teleported into area
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
tree — the symbol of the Arcane Brotherhood. Two kobold attendants stand nearby, glancing nervously between you and the tiefling. After a few moments, the tiefling looks up with an expression of pale
. The kobolds have been directed to stay with the tiefling and follow her orders, which mostly means undertaking errands to the scriptorium (area 11). She also relies on them for cooking, housekeeping
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
can open it with the key from area 11, or the lock can be picked with thieves’ tools and a successful DC 10 Dexterity check. Unless the Dexterity roll is 15 or higher, however, it sets off the trap
in their mouths. A passage in the southwest corner of the shrine chamber leads to a chute that rises 30 feet up to area 11. A rope ladder is fixed at the top; a rug covers the opening. Acid Trap The