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Returning 35 results for 'defenders infused are beast'.
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollType":"damage","rollAction":"Ice Sickle","rollDamageType":"cold"} cold damage.
Maul (Beast Form Only). Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Maul"} to hit
into a beast form—fox, mountain goat, owl, or wolf—or back into its humanoid form. Any equipment it is wearing or carrying is absorbed or borne by the beast form (the druid’s choice
Monsters
Fizban's Treasury of Dragons
many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into
to the ground, destroying buildings and defenders alike.PoisonIf the greatwyrm’s Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions
Monsters
Fizban's Treasury of Dragons
devoured many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into
city to the ground, destroying buildings and defenders alike.LightningIf the greatwyrm’s Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary
Monsters
Fizban's Treasury of Dragons
many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself
the ground, destroying buildings and defenders alike.AcidIf the greatwyrm’s Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The
Monsters
Fizban's Treasury of Dragons
many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself
the ground, destroying buildings and defenders alike.FireIf the greatwyrm’s Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The
Monsters
Fizban's Treasury of Dragons
many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself
the ground, destroying buildings and defenders alike.ColdIf the greatwyrm’s Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The
Aasimar
Legacy
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Species
Mordenkainen Presents: Monsters of the Multiverse
Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease
character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant
Goliath
Legacy
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races
Mordenkainen Presents: Monsters of the Multiverse
The first goliaths lived on the highest mountain peaks—far above the tree line, where the air is thin and frigid winds howl. Distantly related to giants and infused with the supernatural
’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
following: The black fog curls, and shapes within begin to part. An imposing figure, as insubstantial as the mist but infused with more malevolence, glides through the air.
The creature’s voice echoes
around Ironspine Keep. “I shall make an end to these meddlesome defenders. Once they are dead, the fortress shall be ours!”
The warlord is a Wraith. Four Zombies trail behind it. The Wraith flies to
races
Mordenkainen Presents: Monsters of the Multiverse
Sylvan, and encounters with human visitors prompted many of them to learn Common as well.
Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has
you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend
Orc
Legacy
This doesn't reflect the latest rules and lore.
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races
Mordenkainen Presents: Monsters of the Multiverse
and tenacity that can’t be matched, and the god equipped his children to be able to live above or below ground.
On some worlds, such as Eberron, orcs were among the first defenders of the natural
are of the Humanoid type. A race tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
following: The black fog curls, and shapes within begin to part. An imposing figure, as insubstantial as the mist but infused with more malevolence, glides through the air.
The creature’s voice echoes
around Ironspine Keep. “I shall make an end to these meddlesome defenders. Once they are dead, the fortress shall be ours!”
The warlord is a Wraith. Four Zombies trail behind it. The Wraith flies to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Frost Druid Frost druids are solitary defenders of nature and the natural enemies of civilization in the North. They seek to preserve the arctic wilderness by destroying outsiders who cross their
darkvision 60 ft. (beast form only), passive Perception 16
Languages Common, Druidic
Challenge 5 (1,800 XP)
Spellcasting (Humanoid Form Only). The druid is a 9th-level spellcaster. Its
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Beast of Grakenok When Grakenok comes into sight, read or paraphrase the description below. If Sytri or Tol reached Grakenok before the characters, they are already engaged in battle. With its
town’s few bariaur defenders, smashing fishing boats and cottages in its rampage.
The bariaurs of Grakenok have put up a heroic defense of their home. They’ve been suffering whirlwyrm attacks for days
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the city walls. We are the defenders of the wilderness and of the society that does not understand it. Most have forgotten that there is an ancient, natural order that existed long before our
intellectual concepts of it. To come into contact with that primal order is to touch the power that guides all of life.
“Those who walk the way of the Emerald Enclave are infused with this power; we embody it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the city walls. We are the defenders of the wilderness and of the society that does not understand it. Most have forgotten that there is an ancient, natural order that existed long before our
intellectual concepts of it. To come into contact with that primal order is to touch the power that guides all of life.
“Those who walk the way of the Emerald Enclave are infused with this power; we embody it
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Beast of Grakenok When Grakenok comes into sight, read or paraphrase the description below. If Sytri or Tol reached Grakenok before the characters, they are already engaged in battle. With its
town’s few bariaur defenders, smashing fishing boats and cottages in its rampage.
The bariaurs of Grakenok have put up a heroic defense of their home. They’ve been suffering whirlwyrm attacks for days
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Frost Druid Frost druids are solitary defenders of nature and the natural enemies of civilization in the North. They seek to preserve the arctic wilderness by destroying outsiders who cross their
darkvision 60 ft. (beast form only), passive Perception 16
Languages Common, Druidic
Challenge 5 (1,800 XP)
Spellcasting (Humanoid Form Only). The druid is a 9th-level spellcaster. Its
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. Mark one victory and advance to Event 2: “The Storm Breaks.” The party retreats. The undead spill into the town. Proceed to Event 5: “Streets of Rage.” Event 2. The Storm Breaks If the defenders hold
north gate is on fire! Defenders huddle behind the palisade, not daring to peek over the parapet. Every few seconds, the gate heaves on its hinges as something heavy slams into it from the other side
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. Mark one victory and advance to Event 2: “The Storm Breaks.” The party retreats. The undead spill into the town. Proceed to Event 5: “Streets of Rage.” Event 2. The Storm Breaks If the defenders hold
north gate is on fire! Defenders huddle behind the palisade, not daring to peek over the parapet. Every few seconds, the gate heaves on its hinges as something heavy slams into it from the other side
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself by implanting
, destroying buildings and defenders alike. Chromatic Greatwyrm
Gargantuan Dragon (Chromatic), Typically Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 533 (26d20 + 260)
Speed 60 ft., burrow
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself by implanting
, destroying buildings and defenders alike. Chromatic Greatwyrm
Gargantuan Dragon (Chromatic), Typically Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 533 (26d20 + 260)
Speed 60 ft., burrow
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
.
8 Recruit the help of the shrine’s druids to defeat a group of poachers.
9 Acquire a beast companion from the shrine.
10 Defend the shrine from a group of harpies.
Forest Shrine
shrine in order to punish the druids for failing to protect the trees.
2 Poachers (scouts) kill the shrine’s defenders and set their traps in the surrounding forest.
3 The shrine stands in
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
: “Dragon!”
Then it comes into view. Pitching this way and that, its scales clanking like steel plates, a black beast draws near the wharf, flanked by reptilian invaders. Flames crackle from the beast’s
against Vogler’s remaining defenders. This area and the village beyond the map are difficult terrain. A creature that enters the Fray for the first time on a turn or starts its turn there must succeed
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
.
8 Recruit the help of the shrine’s druids to defeat a group of poachers.
9 Acquire a beast companion from the shrine.
10 Defend the shrine from a group of harpies.
Forest Shrine
shrine in order to punish the druids for failing to protect the trees.
2 Poachers (scouts) kill the shrine’s defenders and set their traps in the surrounding forest.
3 The shrine stands in
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
: “Dragon!”
Then it comes into view. Pitching this way and that, its scales clanking like steel plates, a black beast draws near the wharf, flanked by reptilian invaders. Flames crackle from the beast’s
against Vogler’s remaining defenders. This area and the village beyond the map are difficult terrain. A creature that enters the Fray for the first time on a turn or starts its turn there must succeed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speaker You can cast the Beast Sense and Speak with Animals spells but only as Rituals. Wisdom is your spellcasting ability for them. Level 3: Rage of the Wilds Your Rage taps into the primal power of
fail a saving throw, you can reroll it with a bonus equal to your Rage Damage bonus, and you must use the new roll. Level 10: Zealous Presence As a Bonus Action, you unleash a battle cry infused with
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speaker You can cast the Beast Sense and Speak with Animals spells but only as Rituals. Wisdom is your spellcasting ability for them. Level 3: Rage of the Wilds Your Rage taps into the primal power of
fail a saving throw, you can reroll it with a bonus equal to your Rage Damage bonus, and you must use the new roll. Level 10: Zealous Presence As a Bonus Action, you unleash a battle cry infused with
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Mourning redefined the geography of Cyre. The cataclysm raised land, swallowed lakes, and moved whole cities. In some areas, the earth has been torn and gouged as if by some colossal beast. In others, it has
proficiency in the Stealth skill, and it has the Chameleon Skin trait: it has advantage on Dexterity (Stealth) checks made to hide. 3 The creature’s body has been infused with one kind of energy: acid, cold
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Mourning redefined the geography of Cyre. The cataclysm raised land, swallowed lakes, and moved whole cities. In some areas, the earth has been torn and gouged as if by some colossal beast. In others, it has
proficiency in the Stealth skill, and it has the Chameleon Skin trait: it has advantage on Dexterity (Stealth) checks made to hide. 3 The creature’s body has been infused with one kind of energy: acid, cold
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
actual floor of dark stone. Black Pillar. The black pillar is infused with psionic energy. Any creature that touches it for the first time on a turn takes 9 (2d8) psychic damage and is knocked prone. White
characters close to the walls and the magic mirrors, hoping to summon the deadly defenders of this area. Cursed Mirrors. Cursed mirrors are on all the walls except those within 5 feet of the exit points
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
actual floor of dark stone. Black Pillar. The black pillar is infused with psionic energy. Any creature that touches it for the first time on a turn takes 9 (2d8) psychic damage and is knocked prone. White
characters close to the walls and the magic mirrors, hoping to summon the deadly defenders of this area. Cursed Mirrors. Cursed mirrors are on all the walls except those within 5 feet of the exit points
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
(450 XP) Proficiency Bonus +2
Fear Aura. Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of
an elder brain always lies deep in the heart of a mind flayer colony. The creature dwells in a dimly glowing brine pool, filled with foul and brackish water infused with the elder brain’s vital fluids
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
(450 XP) Proficiency Bonus +2
Fear Aura. Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of
an elder brain always lies deep in the heart of a mind flayer colony. The creature dwells in a dimly glowing brine pool, filled with foul and brackish water infused with the elder brain’s vital fluids
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
is inextricably linked to Cormyr. A strong realm bolstered by its loyal army (the Purple Dragons), a cadre of magical defenders and investigators (the War Wizards), and numerous wealthy and influential
ability to hold this smaller amount of territory makes it unlikely that Unther will push farther any time soon — particularly since the Untherite navy has been unable to overcome the great beast that guards