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                        Returning 20 results for 'defenses insult are blade'.
                    
                
                        
                            
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                                        defense insult are blade
                                    
                                
                                    
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                                        defenses insect are blade
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    Multiattack. The aurumach makes three Manifested Blade or Gleaming Ray attacks.
Manifested Blade. Melee Weapon Attack: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Manifested
                                                
                                            
                                                
                                                     Blade"} to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5);{"diceNotation":"4d8+5", "rollType":"damage", "rollAction":"Manifested Blade", "rollDamageType":"force"} force damage.
Gleaming Ray. Ranged
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    Legendary Resistance (2/Day). If the assassin fails a saving throw, it can choose to succeed instead.Multiattack. The assassin makes two Poison Blade attacks.
Poison Blade. Melee or Ranged Weapon
                                                
                                            
                                                
                                                     Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Poison Blade"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4", "rollType":"damage
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     needing to make an ability check.Multiattack. The corrupter makes three Whispering Blade attacks and can use Debilitating Touch.
Whispering Blade. Melee or Ranged Weapon Attack: +12;{"diceNotation":"1d20
                                                
                                            
                                                
                                                    +12", "rollType":"to hit", "rollAction":"Whispering Blade"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (1d8 + 6);{"diceNotation":"1d8+6", "rollType":"damage", "rollAction":"Whispering
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     canât be targeted by divination magic or features that would read its mind or determine its creature type.Multiattack. The infiltrator makes two Poison Blade attacks and can use Beguiling
                                                
                                            
                                                
                                                     Whisper.
Poison Blade. Melee or Ranged Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Poison Blade"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d4 + 5
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     veiled presence fails a saving throw, it can choose to succeed instead.Multiattack. The veiled presence makes two Blade of Judgment attacks and can use Revelation.
Blade of Judgment. Melee or Ranged
                                                
                                            
                                                
                                                     Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Blade of Judgment"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (1d6 + 7);{"diceNotation":"1d6+7", "rollType
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any equipment
                                                
                                            
                                                
                                                     crawl over the structure, ensuring that no intruders breach their defenses.
Lair Actions
On initiative count 20 (losing initiative ties), Zariel can take one of the following lair actions; she can
                                                
                                            
                                        
                                                    Zariel
                                                    
    
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                                                     Monsters
                                                    Mordenkainenâs Tome of Foes
                                                    
                                                
                                            
                                                    ), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day).  If Zariel fails a saving throw
                                                
                                            
                                                
                                                     of all kinds crawl over the structure, ensuring that no intruders breach their defenses.
Lair Actions. On initiative count 20 (losing initiative ties), Zariel can take a lair action to cause one of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morteâs Planar Parade
                                                    
                                                
                                            
                                                     ft.
 Challenge 17 (18,000 XP) Proficiency Bonus +6
 Actions
 Multiattack. The aurumach makes three Manifested Blade or Gleaming Ray attacks.
 Manifested Blade. Melee Weapon Attack: +11 to hit
                                                
                                            
                                                
                                                     defenses of a creature it can see within 120 feet of itself. The target must succeed on a DC 19 Wisdom saving throw or become cursed until the end of the aurumachâs next turn. The next time the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     legions establish their defenses. Each legion within a category has a distinctive, fearsome-sounding name in the Infernal tongue. When translated into Common, these names are often descriptive of the
                                                
                                            
                                                
                                                     
 Shield Legions. Moment of Silence, Welcome to the Hells, Pleased to Meet You, Front toward Enemy, End of the Line 
 Sword Legions. Flawless Execution, Damned Good, The Hanging Blade, Inevitable Outcome, A Taste for Carnage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    
 Languages Common plus any two languages
 Challenge 2 (450 XP) Proficiency Bonus +2
 Actions
 Ink Blade. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d6
                                                
                                            
                                                
                                                     plus any two languages
 Challenge 4 (1,100 XP) Proficiency Bonus +2
 Actions
 Ink Blade. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d8 + 3) piercing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     in the decaying cavity. A typical Bedlam greeting involves spitting at anotherâs feetâpresuming the greeter is upwindâfollowed by a curt yet creative insult. An obsidian tower protrudes from the
                                                
                                            
                                                
                                                    , upturned blade. A silence spell blankets the interior of the Eye and Dagger, shielding its patrons from the gate-townâs belligerent gales. Weary guests occasionally weep on entering the establishment
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     walls reinforced with high turrets. Devils of all kinds crawl over the structure, ensuring that no intruders breach their defenses. Lair Actions. On initiative count 20 (losing initiative ties), Zariel
                                                
                                            
                                                
                                                     self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire
 3/day each: blade barrier, dispel evil and good, finger of death
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ), detect evil and good, fireball, invisibility (self only), major image, wall of fire
 3/day each: blade barrier, dispel evil and good, finger of death
 Teleport. Zariel teleports, along with any
                                                
                                            
                                                
                                                     structure, ensuring that no intruders breach their defenses. Lair Actions On initiative count 20 (losing initiative ties), Zariel can take one of the following lair actions; she canât take the same
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     heard by the orc in area 4 and then attempt to flee to area 3. See the âMountain Door Defensesâ sidebar. If the archers are alerted to the partyâs presence, they open fire on intruders on the ledge and in
                                                
                                            
                                                
                                                     area 2. See area 4 for more information. MOUNTAIN DOOR DEFENSES
 The orcs are well prepared for a frontal assault on the Mountain Door. They follow the sequence of activity described below to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     heart of the shrine. The overconfident visitors neglected to build defenses around the camp, believing that their own strong arms were sufficient protection. A couple months ago, they were proved
                                                
                                            
                                                
                                                     them as they emerge. If they donât, they might at least weaken the shrineâs defenses. Yokkaâs band bedevils the party without revealing its presence until the final moment. For example, if no guard is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     running along its blade when it is swung. The king wears a necklace of coral skulls and has a broad girdle set with small gems. Around his shoulders is a cape made of white dragon hide. When he sits on
                                                
                                            
                                                
                                                     successful DC 20 Dexterity check using thievesâ tools. Trunk 1 is locked. It contains 7,200 sp. Trunk 2 is locked. It contains nothing. Trunk 3 is unlocked and has no defenses. At the bottom is a sack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     rushes from west to east through the center of the room, crossed by two stone bridges. On the other side of the stream, three bald, gray dwarves work at a roaring forge, beating a white-hot blade into
                                                
                                            
                                                
                                                     shape on an old anvil.
 Creatures. Two duergar smiths are forging a blade at the forge in the center of the south wall. The work is overseen by Snurrevin, a duergar with the following changes, which
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     dagger with a malachite blade (250 gp). The other chest also contains a potion of resistance (fire) in a vial made from a hollowed-out dragonâs fang. B19: Storeroom Boxes, barrels, crates, and sacks are
                                                
                                            
                                                
                                                     magic item, 10,000 gp worth of treasure, or a successful DC 25 Charisma (Persuasion) check suffices. If the characters insult Jarazoun or reveal their true purpose, the efreeti becomes hostile and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The reckoner has the following wizard spells prepared:
 Cantrips (at will): blade ward, light, message, shocking
                                                
                                            
                                                
                                                     isnât transformed.
 Psychic Defenses. Unless Lazav is incapacitated, he is immune to magic that allows other creatures to read his thoughts, determine whether he is lying, know his alignment, or know
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and
                                                
                                            
                                                
                                                     difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own. A White Dragonâs Lair  White
                                                
                                            
                                        






