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Returning 22 results for 'effects riding'.
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Magic Items
Lost Laboratory of Kwalish
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a
failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
d20
New
feats
by 1, to a maximum of 20.
Equestrian Prowess. While you’re riding a mount, that mount’s jump distance is doubled.
Leaping Charge Attack. While jumping from a moving mount, your jump
following effects: gain a 1d8 bonus to the attack's damage roll, or make the target have the Prone condition if the target is one size category larger than you or smaller. You can use this benefit only once on each of your turns.
Monsters
Guildmasters’ Guide to Ravnica
0 hit points while riding its mount, the mount is reduced to 0 hit points as well.Multiattack. The archon makes two Hammer of Justice attacks.
Hammer of Justice. Melee Weapon Attack: +10
on a DC 18 Wisdom saving throw, or else the target drops any weapons it is holding, ends its concentration on any spells or other effects, and becomes charmed by the archon for 1 minute. The charmed
Monsters
Mythic Odysseys of Theros
Resistance. The archon has advantage on saving throws against spells and other magical effects.
Mount. If the archon isn’t mounted, it can use a bonus action to magically teleport onto the creature
.
While mounted and not incapacitated, the archon can’t be surprised, and both it and its mount have advantage on Dexterity saving throws. If the archon is reduced to 0 hit points while riding its
Lord Soth
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Dragonlance: Shadow of the Dragon Queen
Legendary Resistance (3/Day). If Soth fails a saving throw, he can choose to succeed instead.
Magic Resistance. Soth has advantage on saving throws against spells and other magical effects.
Marshal
his turn.
Implacable Maneuver. Soth moves up to his speed or commands a mount he is riding to move up to its speed. The movement from this action doesn’t provoke opportunity attack;opportunity
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
by wyvern-riding bandits on the way and must fight for their lives as the airship hurtles toward the ground! After surviving the crash through a combination of quick thinking and heroic effort, they
, immersing the players (and you) in a world that is still reeling from the effects of a hundred years of war, that is shaped by modern ideas and aesthetics, and that is set apart from the rest of the D&D
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
saving throws against spells and other magical effects.
Actions
Multiattack. The narzugon uses its Infernal Command or Terrifying Command. It also makes three hellfire lance attacks.
Hellfire Lance
for 24 hours.
Healing (1/Day). The narzugon, or one creature it touches, regains up to 100 hit points.
Narzugon riding a Nightmare
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
of swamp animals or plants might form amid your spell effects. Building a Witherbloom Character Druids and warlocks make up most of Witherbloom’s student body. A few wizards (mostly those who study the
healing tincture or riding zombified swamp beasts through the bayou. The Witherbloom Personality Traits table suggests a variety of traits you might adopt for your character. Witherbloom Personality
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
throws against spells and other magical effects.
Marshal Undead. Unless Soth has the incapacitated condition, he and Undead creatures of his choice within 60 feet of him are immune to features that
of another creature’s turn. Soth regains spent legendary actions at the start of his turn.
Implacable Maneuver. Soth moves up to his speed or commands a mount he is riding to move up to its speed
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
action to recharge before he can use it on the characters this time. He fights to the death—he has too much riding on the success of this ritual to abandon it now. Dragon Spirits. At the end of each round
dragon spirits Sparkrender is trying to bind to himself, but their effects are unpredictable. Roll a d10 and consult the Dragon Spirits table to see what happens. Dragon Spirits d10 Effect 1–2
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
advantage on saving throws against spells and other magical effects.
Mount. If the archon isn’t mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the
incapacitated, the archon can’t be surprised, and both it and its mount have advantage on Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lead their legions in war. These narzugons, wielding lances of hellfire and riding nightmare steeds like horrific perversions of knights errant, roam across the infernal layers and other planes to
on saving throws against spells and other magical effects.
Actions
Multiattack. The narzugon uses its Infernal Command or Terrifying Command. It also makes three hellfire lance attacks.
Hellfire
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Bonus +6
Legendary Resistance (3/Day). If Soth fails a saving throw, he can choose to succeed instead.
Magic Resistance. Soth has advantage on saving throws against spells and other magical effects
at the end of another creature’s turn. Soth regains spent legendary actions at the start of his turn.
Implacable Maneuver. Soth moves up to his speed or commands a mount he is riding to move up to
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.
Actions
Multiattack. The archon makes two Hammer of Justice
throw, or else the target drops any weapons it is holding, ends its concentration on any spells or other effects, and becomes charmed by the archon for 1 minute. The charmed creature can repeat the saving
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
third day of your journey, you spot nine very thin and lightly armored humans riding giant vultures. They land atop the cloud, whereupon the humans dismount. All the riders wear steel helms that cover
material components of any enchantment spell of 3rd level or lower. The faerie dust has other magical effects as well. If a pinch of faerie dust is sprinkled on a creature, roll percentile dice and consult
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
miniature coats for themselves. They can sometimes be seen riding on arctic foxes or snowshoe hares. Others wandered into the tundra, changing their coloration to blend in with their surroundings
: You and your allies within 15 feet of you ignore difficult terrain caused by snow or ice. You can see through areas heavily obscured by snow to a distance of 60 feet. You are immune to the effects
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stalls with straw-covered floors. A harness, riding crop, and saddle hang in each stall. Swinging wooden doors cap either end of each stall, one leading from the tower to the stall and the other from the
next.
Your beloved queen,
Aerisi Kalinoth
Treasure In addition to clothing and personal effects, the chest contains 320 gp in a sack, a potion of heroism, a scroll of beast bond, and a scroll of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Flies swarm around a full dung cart that exudes a horrible stench.
The stalls contain ten riding horses. Cart. The dung-filled cart is a fire hazard. If the cart is pushed against a wall and set
stairs descend 15 feet to area G28. G7: Service Entrance Hanging on the walls of this small, muddy room are several riding cloaks, bits and harnesses, oil lanterns, and coils of rope.
Guild members
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
-black riding horse, named Maladar. A sliding wooden door bars access to the street and has a padlock on the outside that holds it shut. Picking the lock requires a successful DC 20 Dexterity check using
footlockers containing folded clothes and worthless personal effects. The room in the northwest corner contains wooden mannequins and racks designed to hold armor and weapons. Since there are no guards
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
XP) Proficiency Bonus +4
Magic Resistance. The duergar has advantage on saving throws against spells and other magical effects.
Psychic Engine. When the duergar suffers a critical hit or is reduced
illusion
1/day: stinking cloud
Duergar Kavalrachni Kavalrachni are duergar cavalry trained to fight while riding female steeders (in this book) or other Underdark creatures as mounts. Duergar
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Only seven are stabled there now (two riding horses and five unarmored warhorses). The stable master is Thaeven the Bald (N male Tethyrian human commoner with Animal Handling +4). He takes excellent
in the southern chamber, while Gruta Halsdottir sleeps in the smaller, southeastern chamber. Both rooms contain books, clothes, and other personal effects. Treasure. A character who searches under the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
succeed on a DC 14 Constitution saving throw or become poisoned for 1d4 hours. The saving throw to overcome the wine’s nauseating effects can be repeated every 15 minutes. 11. Hermit Cells The door
. A steep path ascends ten feet from a short strand of beach up to an exterior door. A boat is pulled halfway up on the beach, its stern riding low in the water.
This partially concealed grotto served