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Returning 20 results for 'feet tack'.
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Magic Items
Mordenkainen Presents: Monsters of the Multiverse
A rider binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, and stirrups, along with spurs that are worn by the rider. A nightmare equipped with
infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed.
You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Infernal Tack. The narzugon wears spurs that are part of infernal tack, which allow it to summon its nightmare companion as an action.
Magic Resistance. The narzugon has advantage on saving throws
to this effect.
Infernal Command. Each ally of the narzugon within 60 feet of it can’t be charmed or frightened until the end of the narzugon’s next turn.
Terrifying Command. Each
Infernal Tack
Legacy
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Magic Items
Mordenkainen’s Tome of Foes
A narzugon binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears
the spurs until the wearer dies or the tack is removed.
You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The
Narzugon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Diabolical Sense. The narzugon has advantage on Wisdom (Perception) checks made to perceive good-aligned creatures.
Infernal Tack. The narzugon wears spurs that are part of infernal tack, which allow
original body can restore it to life. Constructs and devils are immune to this effect.
Infernal Command. Each ally of the narzugon within 60 feet of it can't be charmed or frightened until the end of the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
an action to call the nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you
Infernal Tack Wondrous item, legendary (requires attunement by a creature of evil alignment) A narzugon devil binds a nightmare (described in the Monster Manual) to its service with infernal tack
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
an action to call the nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you
Infernal Tack Wondrous item, legendary (requires attunement by a creature of evil alignment) A narzugon devil binds a nightmare (described in the Monster Manual) to its service with infernal tack
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
). Every lance bears the marks of both a narzugon and its master. Each narzugon claims a nightmare (see the Monster Manual) as its mount. These steeds are bound by infernal tack (see below) and must
respond to the summons and commands of the spurs’ wearer. Magic Item: Infernal Tack Wondrous Item, Legendary (Requires Attunement by a Creature of Evil Alignment) A rider binds a nightmare to its
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lance is unique to its owner, bearing the marks of both the narzugon and its master. Nightmare Riders. Each narzugon claims a nightmare as its mount. These nightmares are bound by infernal tack (see the
perceive good-aligned creatures.
Infernal Tack. The narzugon wears spurs that are part of infernal tack, which allow it to summon its nightmare companion.
Magic Resistance. The narzugon has advantage
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lance is unique to its owner, bearing the marks of both the narzugon and its master. Nightmare Riders. Each narzugon claims a nightmare as its mount. These nightmares are bound by infernal tack (see the
perceive good-aligned creatures.
Infernal Tack. The narzugon wears spurs that are part of infernal tack, which allow it to summon its nightmare companion.
Magic Resistance. The narzugon has advantage
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
). Every lance bears the marks of both a narzugon and its master. Each narzugon claims a nightmare (see the Monster Manual) as its mount. These steeds are bound by infernal tack (see below) and must
respond to the summons and commands of the spurs’ wearer. Magic Item: Infernal Tack Wondrous Item, Legendary (Requires Attunement by a Creature of Evil Alignment) A rider binds a nightmare to its
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
layers and other planes of existence to carry out the will of their masters. Every narzugon claims a nightmare (described in the Monster Manual) as its mount. The nightmare is bound by infernal tack
good-aligned creatures.
Infernal Tack. The narzugon wears spurs that are part of infernal tack, which allow it to summon its nightmare companion.
Magic Resistance. The narzugon has advantage on
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
layers and other planes of existence to carry out the will of their masters. Every narzugon claims a nightmare (described in the Monster Manual) as its mount. The nightmare is bound by infernal tack
good-aligned creatures.
Infernal Tack. The narzugon wears spurs that are part of infernal tack, which allow it to summon its nightmare companion.
Magic Resistance. The narzugon has advantage on
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
combat begins, any crucified souls remaining on the trees wail in terror as Haruman, a narzugon, swoops down from the sky on his nightmare steed to punish the interlopers. He begins the encounter 300 feet
fails this saving throw can repeat it at the end of each of their turns, ending the effect on them on a success. Treasure Haruman uses infernal tack to ride his nightmare. Development If the hellwasp
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
combat begins, any crucified souls remaining on the trees wail in terror as Haruman, a narzugon, swoops down from the sky on his nightmare steed to punish the interlopers. He begins the encounter 300 feet
fails this saving throw can repeat it at the end of each of their turns, ending the effect on them on a success. Treasure Haruman uses infernal tack to ride his nightmare. Development If the hellwasp
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
darkvision out to a range of 60 feet. They also have resistance to poison damage and advantage on saving throws against being poisoned. Cry for Help The characters hear a voice shouting for help. If they
Avernus plummets 500 feet into the soul-shattering waters of the River Styx, taking 70 (20d6) bludgeoning damage from the fall. The memory-wiping effects of the river are described in "River Styx
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
darkvision out to a range of 60 feet. They also have resistance to poison damage and advantage on saving throws against being poisoned. Cry for Help The characters hear a voice shouting for help. If they
Avernus plummets 500 feet into the soul-shattering waters of the River Styx, taking 70 (20d6) bludgeoning damage from the fall. The memory-wiping effects of the river are described in "River Styx
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Balcony. Through the trees, the characters can see a large balcony (area G17) enclosed by an iron railing above the mansion’s main entrance. The balcony is 20 feet above ground level, and scaling
thieves’ tools. The larger room north of the stables contains tack and harness for each horse, as well as bales of hay and yard tools. The smaller room in the northwest corner has two cots: one for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Balcony. Through the trees, the characters can see a large balcony (area G17) enclosed by an iron railing above the mansion’s main entrance. The balcony is 20 feet above ground level, and scaling
thieves’ tools. The larger room north of the stables contains tack and harness for each horse, as well as bales of hay and yard tools. The smaller room in the northwest corner has two cots: one for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
every morning just before dawn. Tack, bridles, feed, and other necessities for the horses are stored in the coach house as well. C1. Entrance Hall This hall has the following features: A magnificent
an alcove and putting on her Black Viper mask and hood. She is wearing a sleek black leather suit, and a frilly ball gown lies at her feet. Esvele has slipped away from her overbearing parents
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
every morning just before dawn. Tack, bridles, feed, and other necessities for the horses are stored in the coach house as well. C1. Entrance Hall This hall has the following features: A magnificent
an alcove and putting on her Black Viper mask and hood. She is wearing a sleek black leather suit, and a frilly ball gown lies at her feet. Esvele has slipped away from her overbearing parents