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Returning 35 results for 'creation wielding rider'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dexterity saving throws while standing within 5 feet of an ally wielding a shield.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom
Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Legendary Resistance (3/Day). If the githzerai fails a saving throw, it can choose to succeed instead.
Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC
creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch’s concentration is broken, regardless
Monsters
Infernal Machine Rebuild
15).
Disintegrate (1/7 Days). While wielding Ruinblade, Moghadam can cast the disintegrate spell against any nonmagical object or creation of magical force.
Information Overload (Recharge 5–6
shape, stoneskin
5th level (1 slot): creation Ruinblade. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"magicitem"} to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2
Githzerai Anarch
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
, telekinesis
1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force
Psychic Defense. While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom
damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn’t ignite flammable objects.
The anarch casts the creation
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
5th level (1 slot): creation
Actions
Ruinblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Blight (1/Day). While wielding Ruinblade, Moghadam can
cast the blight spell (DC 15).
Disintegrate (1/7 Days). While wielding Ruinblade, Moghadam can cast the disintegrate spell against any nonmagical object or creation of magical force.
Information
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
5th level (1 slot): creation
Actions
Ruinblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Blight (1/Day). While wielding Ruinblade, Moghadam can
cast the blight spell (DC 15).
Disintegrate (1/7 Days). While wielding Ruinblade, Moghadam can cast the disintegrate spell against any nonmagical object or creation of magical force.
Information
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
mythology of so many worlds across the Material Plane. Dragons populated the First World from the time of its creation, and a variety of peoples came to live in the First World after their gods made war on
), they have always had a part to play in the world’s divine drama. Greyhawk Myths concerning the creation of Oerth (home to the Greyhawk setting) are few and often contradictory. Still, a number of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
mythology of so many worlds across the Material Plane. Dragons populated the First World from the time of its creation, and a variety of peoples came to live in the First World after their gods made war on
), they have always had a part to play in the world’s divine drama. Greyhawk Myths concerning the creation of Oerth (home to the Greyhawk setting) are few and often contradictory. Still, a number of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
captured Indreficus and subjected him to a nightmarish experiment that left him permanently transformed into a pain-wracked living portal. Hazlik presented his creation to the zulkirs, planning to
a penance of their choosing upon him. But even as the first brand-wielding member of the mob of Hazlik’s scarred rivals approached to take their revenge, Hazlik fled through the groaning portal that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creation
d8
Charisma
Dexterity & Charisma
Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords
Cleric
A priestly champion who wields divine magic in service of a higher
power
d8
Wisdom
Wisdom & Charisma
Light and medium armor, shields, simple weapons
Druid
A priest of the Old Faith, wielding the powers of nature — moonlight and plant growth, fire and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creation
d8
Charisma
Dexterity & Charisma
Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords
Cleric
A priestly champion who wields divine magic in service of a higher
power
d8
Wisdom
Wisdom & Charisma
Light and medium armor, shields, simple weapons
Druid
A priest of the Old Faith, wielding the powers of nature — moonlight and plant growth, fire and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
captured Indreficus and subjected him to a nightmarish experiment that left him permanently transformed into a pain-wracked living portal. Hazlik presented his creation to the zulkirs, planning to
a penance of their choosing upon him. But even as the first brand-wielding member of the mob of Hazlik’s scarred rivals approached to take their revenge, Hazlik fled through the groaning portal that
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
a kindred spirit. An individual responsible for the creation of several redcaps at the same site could attract an entire group to serve as cohorts. In any case, if a redcap works with another being
on Dexterity (Stealth) checks.
Outsize Strength. While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls.
Actions
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, though they might instead seek out their maker to enjoy proximity to a kindred spirit. Although redcaps don’t usually operate in groups, an individual responsible for the creation of multiple redcaps at
considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls.
Actions
Multiattack. The redcap makes three Wicked Sickle attacks.
Wicked Sickle. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
creation of multiple redcaps at the same site could attract the entire group to serve as cohorts, emulating that creature’s murderous handiwork. In any case, if a redcap works with another being, the
) checks.
Outsize Strength. While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls.
Actions
Multiattack. The redcap
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
creation of multiple redcaps at the same site could attract the entire group to serve as cohorts, emulating that creature’s murderous handiwork. In any case, if a redcap works with another being, the
) checks.
Outsize Strength. While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls.
Actions
Multiattack. The redcap
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, though they might instead seek out their maker to enjoy proximity to a kindred spirit. Although redcaps don’t usually operate in groups, an individual responsible for the creation of multiple redcaps at
considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls.
Actions
Multiattack. The redcap makes three Wicked Sickle attacks.
Wicked Sickle. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
a kindred spirit. An individual responsible for the creation of several redcaps at the same site could attract an entire group to serve as cohorts. In any case, if a redcap works with another being
on Dexterity (Stealth) checks.
Outsize Strength. While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls.
Actions
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. Born to the Saddle Starting at 3rd level, your mastery as a rider becomes apparent. You
creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
rider 9 Trinket 10 Hidden bundle 11 1d4 swarm of ravens (50%) or 1 wereraven (see appendix D) in raven form (50%) 12 1d6 dire wolves 13 3d6 wolves 14 1d4 berserkers 15 Corpse 16 1d6 werewolves in human
Corpse 7 Hidden bundle 8 Skeletal rider 9 1d8 swarm of bats 10 1d6 dire wolves 11 3d6 wolves 12 1d4 berserkers 13 1 druid and 2d6 twig blights 14 2d4 needle blights 15 1d6 werewolves in wolf form 16 3d6
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. Born to the Saddle Starting at 3rd level, your mastery as a rider becomes apparent. You
creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
rider 9 Trinket 10 Hidden bundle 11 1d4 swarm of ravens (50%) or 1 wereraven (see appendix D) in raven form (50%) 12 1d6 dire wolves 13 3d6 wolves 14 1d4 berserkers 15 Corpse 16 1d6 werewolves in human
Corpse 7 Hidden bundle 8 Skeletal rider 9 1d8 swarm of bats 10 1d6 dire wolves 11 3d6 wolves 12 1d4 berserkers 13 1 druid and 2d6 twig blights 14 2d4 needle blights 15 1d6 werewolves in wolf form 16 3d6
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
.
Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Multiattack. The githzerai makes three Unarmed Strike attacks.
Unarmed
20 (losing initiative ties), the anarch can take one of the following lair actions; the anarch can’t take the same lair action two rounds in a row: Create Object. The anarch casts the creation spell
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
.
Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Multiattack. The githzerai makes three Unarmed Strike attacks.
Unarmed
20 (losing initiative ties), the anarch can take one of the following lair actions; the anarch can’t take the same lair action two rounds in a row: Create Object. The anarch casts the creation spell
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn’t ignite flammable objects. The anarch casts the creation spell (as a 9th-level spell
invisibility, shield, telekinesis
1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force
Psychic Defense. While the anarch is wearing no armor and wielding no shield, its
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn’t ignite flammable objects. The anarch casts the creation spell (as a 9th-level spell
invisibility, shield, telekinesis
1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force
Psychic Defense. While the anarch is wearing no armor and wielding no shield, its
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement. While the hurricane is wearing no armor and wielding no shield, its walking speed increases by 15 feet (included in its speed
the Howling Hatred. In contrast to their hurricane counterparts in the air cult, skyweavers embrace the worship of Elemental Evil for a quick path to power. With little experience wielding the might
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
footing and special armor. For burrowsharks, an additional gift of Ogrémoch’s might establishes a magical bond between the burrowshark and a bulette, allowing the rider to burrow with its mount and
tremorsense 10 ft., passive Perception 14
Languages Common
Challenge 1/2 (100 XP)
Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement. While the hurricane is wearing no armor and wielding no shield, its walking speed increases by 15 feet (included in its speed
the Howling Hatred. In contrast to their hurricane counterparts in the air cult, skyweavers embrace the worship of Elemental Evil for a quick path to power. With little experience wielding the might
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
footing and special armor. For burrowsharks, an additional gift of Ogrémoch’s might establishes a magical bond between the burrowshark and a bulette, allowing the rider to burrow with its mount and
tremorsense 10 ft., passive Perception 14
Languages Common
Challenge 1/2 (100 XP)
Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
spiraled in flame Laduguer, duergar god of magic and slavery LE Arcana, Death Broken arrow Marthammor Duin, god of wanderers NG Nature, Trickery Upright mace in front of a tall boot Moradin, god of creation
Eilistraee, goddess of song and moonlight CG Light, Nature Sword-wielding dancing drow female silhouetted against the full moon Kiaransalee, goddess of necromancy CE Arcana Female drow hand wearing
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Harmony with the Cosmos Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow
aren’t wearing armor or wielding a Shield, you gain the following benefits. Dance Virtuoso. You have Advantage on any Charisma (Performance) check you make that involves you dancing. Unarmored Defense
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
spiraled in flame Laduguer, duergar god of magic and slavery LE Arcana, Death Broken arrow Marthammor Duin, god of wanderers NG Nature, Trickery Upright mace in front of a tall boot Moradin, god of creation
Eilistraee, goddess of song and moonlight CG Light, Nature Sword-wielding dancing drow female silhouetted against the full moon Kiaransalee, goddess of necromancy CE Arcana Female drow hand wearing
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Harmony with the Cosmos Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow
aren’t wearing armor or wielding a Shield, you gain the following benefits. Dance Virtuoso. You have Advantage on any Charisma (Performance) check you make that involves you dancing. Unarmored Defense
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(worth 2,500 gp) lays on the moat’s floor. A12. Moradin’s Shrine Frescoes cover two walls of this chamber, one depicting the creation of the dwarves by Moradin, the other a massive battle between orcs and
. Perched atop the pyramid is a large draconic creature with a humanoid rider. The rider wears a feathered cloak.
The creatures atop the step pyramid are Kaz Hanar and his wyvern mount (see area A10