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Returning 35 results for 'daggers metal are'.
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Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiencies Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiencies Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
5) + your Constitution modifier per druid level after 1st Proficiencies Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons: Clubs, daggers
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
5) + your Constitution modifier per druid level after 1st Proficiencies Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons: Clubs, daggers
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2H. Arsenal This chamber was stocked with armor, weapons, and hundreds of arrows when the castle was abandoned. The metal rusted to dust, the arrows warped into uselessness, and the leather was
, clean blades for shortswords, daggers, and spears, neatly wrapped in oilskin. Unless the lizardfolk are meeting, this chamber usually is empty. The lizardfolk seldom come here when they could be
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2H. Arsenal This chamber was stocked with armor, weapons, and hundreds of arrows when the castle was abandoned. The metal rusted to dust, the arrows warped into uselessness, and the leather was
, clean blades for shortswords, daggers, and spears, neatly wrapped in oilskin. Unless the lizardfolk are meeting, this chamber usually is empty. The lizardfolk seldom come here when they could be
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Emotions
Cloud of Daggers
Crown of Madness
Detect Thoughts
Enhance Ability
Enthrall
Heat Metal
Hold Person
Invisibility
Knock
Lesser Restoration
Locate Animals or Plants
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Emotions
Cloud of Daggers
Crown of Madness
Detect Thoughts
Enhance Ability
Enthrall
Heat Metal
Hold Person
Invisibility
Knock
Lesser Restoration
Locate Animals or Plants
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
always need metal tools (shortswords make dandy daggers), and they’re delighted by whimsical magical trinkets. For generous inducements, cyclopes could even be hired to serve as bearers, guards, or guides
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
always need metal tools (shortswords make dandy daggers), and they’re delighted by whimsical magical trinkets. For generous inducements, cyclopes could even be hired to serve as bearers, guards, or guides
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Special Aid Abjuration — Animal Messenger Enchantment R Blindness/Deafness Transmutation — Calm Emotions Enchantment C Cloud of Daggers Conjuration C Crown of Madness Enchantment C Detect Thoughts
Divination C Enhance Ability Transmutation C Enlarge/Reduce Transmutation C Enthrall Enchantment C Heat Metal Transmutation C Hold Person Enchantment C Invisibility Illusion C Knock Transmutation — Lesser
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Special Aid Abjuration — Animal Messenger Enchantment R Blindness/Deafness Transmutation — Calm Emotions Enchantment C Cloud of Daggers Conjuration C Crown of Madness Enchantment C Detect Thoughts
Divination C Enhance Ability Transmutation C Enlarge/Reduce Transmutation C Enthrall Enchantment C Heat Metal Transmutation C Hold Person Enchantment C Invisibility Illusion C Knock Transmutation — Lesser
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Special Aid Abjuration — Animal Messenger Enchantment R Blindness/Deafness Transmutation — Calm Emotions Enchantment C Cloud of Daggers Conjuration C Crown of Madness Enchantment C Detect Thoughts
Divination C Enhance Ability Transmutation C Enlarge/Reduce Transmutation C Enthrall Enchantment C Heat Metal Transmutation C Hold Person Enchantment C Invisibility Illusion C Knock Transmutation — Lesser
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Special Aid Abjuration — Animal Messenger Enchantment R Blindness/Deafness Transmutation — Calm Emotions Enchantment C Cloud of Daggers Conjuration C Crown of Madness Enchantment C Detect Thoughts
Divination C Enhance Ability Transmutation C Enlarge/Reduce Transmutation C Enthrall Enchantment C Heat Metal Transmutation C Hold Person Enchantment C Invisibility Illusion C Knock Transmutation — Lesser
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, about six feet above ground level. A flat metal plate covers this aperture from the inside.
During the day, the doors are barred on the inside. At night, the doors are unbarred, since sahuagin use
room ends in a closed bronze gate. To your left, a single stone bench runs along the east wall. To your right on the opposite wall hangs a large metal gong; a short metal bar leans against the wall
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, about six feet above ground level. A flat metal plate covers this aperture from the inside.
During the day, the doors are barred on the inside. At night, the doors are unbarred, since sahuagin use
room ends in a closed bronze gate. To your left, a single stone bench runs along the east wall. To your right on the opposite wall hangs a large metal gong; a short metal bar leans against the wall
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, malformed ears. He is examining the brackets that hold together the slats of the cage to find a way to break them. His hands are frostbitten, and his teeth chatter uncontrollably. The cage’s metal slats
are widely spaced, but not enough for the teenagers to slip between them. The slats are made of metal, and the cold makes them hard to manipulate. Applying heat to the slats makes them pliable
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, malformed ears. He is examining the brackets that hold together the slats of the cage to find a way to break them. His hands are frostbitten, and his teeth chatter uncontrollably. The cage’s metal slats
are widely spaced, but not enough for the teenagers to slip between them. The slats are made of metal, and the cold makes them hard to manipulate. Applying heat to the slats makes them pliable
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
panther from an outcropping above. He holds a metal staff with a loop in its end. It looks like a shepherd’s crook.
The three niches on both the northern and southern walls are five feet wide and
about a fire committing suicide with their daggers. Two smaller figures are ringed by the four—the modest “Pimply One” is being consumed by the fire, while the braggart “Lord of Snails” cowers in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
panther from an outcropping above. He holds a metal staff with a loop in its end. It looks like a shepherd’s crook.
The three niches on both the northern and southern walls are five feet wide and
about a fire committing suicide with their daggers. Two smaller figures are ringed by the four—the modest “Pimply One” is being consumed by the fire, while the braggart “Lord of Snails” cowers in
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. T6: Training Master’s Quarters This bedroom contains a stone desk, a stone bed, and a metal display holding a single, battered greataxe.
Over the years, many training masters lived here. A training
first meal. T11: Common Room The long stone table here is broken in two pieces. Several metal chests are stacked against a wall. The largest opening leading from this room is choked with rubble and
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. T6: Training Master’s Quarters This bedroom contains a stone desk, a stone bed, and a metal display holding a single, battered greataxe.
Over the years, many training masters lived here. A training
first meal. T11: Common Room The long stone table here is broken in two pieces. Several metal chests are stacked against a wall. The largest opening leading from this room is choked with rubble and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the foundation stones. Ruined cooking utensils, crushed pots and pans, mangled kettles, and less identifiable metal objects lie in one pile. Broken crockery, platters, plates, porcelain, and pottery are
fried meat. Characters can find little of value here except three large butcher knives (treat as daggers). The scroll tube on the spice shelf contains a scroll of simple recipes (flatbread, fish stew
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the foundation stones. Ruined cooking utensils, crushed pots and pans, mangled kettles, and less identifiable metal objects lie in one pile. Broken crockery, platters, plates, porcelain, and pottery are
fried meat. Characters can find little of value here except three large butcher knives (treat as daggers). The scroll tube on the spice shelf contains a scroll of simple recipes (flatbread, fish stew
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, spears, daggers, shields, and metal-tipped arrows have been turned over to them. The lizardfolk are much better armed at this point than they let on to either the bullywugs or the cultists. When the time
the castle and rewards with special treatment. In exchange for their work, Borngray pays the tribe in metal weapons that are brought to the castle along with the loot. Meanwhile, the bullywugs boss and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
at the end of one of the racks is a small metal cage divided into two chambers. One chamber contains a gold-colored fighting-fish. In the second chamber, a bright silver fighting-fish bobs leisurely
five doors spaced evenly along the north wall, secured from this side with metal bars.
To your right, by the east wall, rests an untidy pile of chains and manacles, leg irons, and bunches of keys
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, spears, daggers, shields, and metal-tipped arrows have been turned over to them. The lizardfolk are much better armed at this point than they let on to either the bullywugs or the cultists. When the time
the castle and rewards with special treatment. In exchange for their work, Borngray pays the tribe in metal weapons that are brought to the castle along with the loot. Meanwhile, the bullywugs boss and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
at the end of one of the racks is a small metal cage divided into two chambers. One chamber contains a gold-colored fighting-fish. In the second chamber, a bright silver fighting-fish bobs leisurely
five doors spaced evenly along the north wall, secured from this side with metal bars.
To your right, by the east wall, rests an untidy pile of chains and manacles, leg irons, and bunches of keys
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
steal the weapons within. Heavy metal gates bar its few windows, and a relief of a menacing horned skull—the faction’s symbol—hangs over its main entrance within. Day and night, the Armory’s chimneys
interested parties. The dapper efreeti knows every weapon in the Sinker catalog and its price, from delicate jeweled daggers to massive siege weapons. Items small enough to display—or their replicas if too
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
steal the weapons within. Heavy metal gates bar its few windows, and a relief of a menacing horned skull—the faction’s symbol—hangs over its main entrance within. Day and night, the Armory’s chimneys
interested parties. The dapper efreeti knows every weapon in the Sinker catalog and its price, from delicate jeweled daggers to massive siege weapons. Items small enough to display—or their replicas if too
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, including three daggers, a sling, a pouch containing thirteen sling stones, a hand crossbow, and four hand crossbow bolts. Another basket contains three small leather pouches, each containing 2d6 gemstones
images of flying djinn (worth 25 gp), packed in straw. The third chest contains weapons (three shortswords, four daggers, two battleaxes, three shortbows, and three quivers with 2d10 arrows in each
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, including three daggers, a sling, a pouch containing thirteen sling stones, a hand crossbow, and four hand crossbow bolts. Another basket contains three small leather pouches, each containing 2d6 gemstones
images of flying djinn (worth 25 gp), packed in straw. The third chest contains weapons (three shortswords, four daggers, two battleaxes, three shortbows, and three quivers with 2d10 arrows in each
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
are armed with light hammers instead of daggers. The wizard can activate the golem by succeeding on a DC 15 Intelligence (Arcana) check made as an action. Stone Piles. The 3-foot-high piles of rough
Red Wizard conjurer (see appendix B) and two Thayan apprentices (see appendix B) work on an inactive iron golem in this area. A charmed efreeti (see area 95) is at work boiling metal in the crucible
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
are armed with light hammers instead of daggers. The wizard can activate the golem by succeeding on a DC 15 Intelligence (Arcana) check made as an action. Stone Piles. The 3-foot-high piles of rough
Red Wizard conjurer (see appendix B) and two Thayan apprentices (see appendix B) work on an inactive iron golem in this area. A charmed efreeti (see area 95) is at work boiling metal in the crucible
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
casting the Mending spell on the weapon.
The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round.
Actions
Pseudopod. Melee Attack Roll: +3, reach 5 ft. Hit: 10 (2d8 + 1) Acid
Int 8 −1 −1
Wis 12 +1 +1
Cha 14 +2 +4
Gear Daggers (6), Leather Armor
Senses Passive Perception 11
Languages Common plus one other language
CR 1 (XP 200; PB +2