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Returning 35 results for 'have of have fire scouts'.
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have of have fire scores
have of have fire souls
have of have fire slots
have of have fire stout
have of have fire stouts
Monsters
Vecna: Eve of Ruin
a failed save or half as much damage on a successful one.
“They make excellent scouts and are capable aerial attackers, but their attention span is frustratingly wanting.”
—The
they migrate to and from Pandemonium throughout their existence. More powerful demons, especially the demon lord Pazuzu, use hazvongels as scouts, but hazvongels’ wanderlust makes them ill-suited
Monsters
Mythic Odysseys of Theros
times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn't require food, drink, or sleep.
Fire, Poison
can innately cast the following spells, requiring no material components:
At will: fire bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching
Monsters
Mordenkainen Presents: Monsters of the Multiverse
rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their gleeful laughter rising above their victims’ screams.
Since dhergoloths are little more than
they’re told or don’t listen in the first place, and then bungle the task that was set for them.Acid, PoisonCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Icewind Dale: Rime of the Frostmaiden
Icy Doom. When Avarice dies, her corpse freezes for 9 days, during which time it can’t be thawed, harmed by fire, animated, or raised from the dead.
Special Equipment. Avarice wields a staff
","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): fire bolt (see “Actions” below), mage hand
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
* 6 6 1d3 ankhegs 7 7 1d3 + 1 bugbears 8 8 1d4 + 1 orcs 9 — Dwarf miners* 10 — Caravan* 11 — Homestead* 12 9 Air cult scouts* 13 10 Water cult marauders* 14 11 Earth cult robbers* 15 12 Fire cult
explanations that appear after the tables. Early Travels Day Night Encounter 2 — Aarakocra scouts* — 2 1d4 + 1 jackalweres 3 — Knights of Samular* 4 3 Pilgrims* — 4 1d2 owlbears 5 5 Elk tribe hunters
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
* 6 6 1d3 ankhegs 7 7 1d3 + 1 bugbears 8 8 1d4 + 1 orcs 9 — Dwarf miners* 10 — Caravan* 11 — Homestead* 12 9 Air cult scouts* 13 10 Water cult marauders* 14 11 Earth cult robbers* 15 12 Fire cult
explanations that appear after the tables. Early Travels Day Night Encounter 2 — Aarakocra scouts* — 2 1d4 + 1 jackalweres 3 — Knights of Samular* 4 3 Pilgrims* — 4 1d2 owlbears 5 5 Elk tribe hunters
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, but they migrate to and from Pandemonium throughout their existence. More powerful demons, especially the demon lord Pazuzu, use hazvongels as scouts, but hazvongels’ wanderlust makes them ill-suited
for extended missions. “They make excellent scouts and are capable aerial attackers, but their attention span is frustratingly wanting.”
—The demon lord Pazuzu
Hazvongel Huge Fiend (Demon
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, but they migrate to and from Pandemonium throughout their existence. More powerful demons, especially the demon lord Pazuzu, use hazvongels as scouts, but hazvongels’ wanderlust makes them ill-suited
for extended missions. “They make excellent scouts and are capable aerial attackers, but their attention span is frustratingly wanting.”
—The demon lord Pazuzu
Hazvongel Huge Fiend (Demon
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Initial Surge The first sign that the orcs have arrived occurs when their scouts appear on the low ridges all around the compound. Soon after, small bands of orcs spread out, surrounding the buildings. With
grass fire upwind from the compound to create cover for themselves. Thick white smoke drifts through the compound and makes the area lightly obscured. Anything more than 30 feet from a viewer is heavily
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Initial Surge The first sign that the orcs have arrived occurs when their scouts appear on the low ridges all around the compound. Soon after, small bands of orcs spread out, surrounding the buildings. With
grass fire upwind from the compound to create cover for themselves. Thick white smoke drifts through the compound and makes the area lightly obscured. Anything more than 30 feet from a viewer is heavily
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Mountain Encounters (Levels 5–10) d100 Encounter 01–02 2d8 + 1 aarakocra 03–04 1 lion or 1 saber-toothed tiger 05–06 1d8 + 1 giant goats 07–08 1d4 + 3 dwarf trailblazers (scouts) 09–10 1d6 + 2
stakes upon which the bodies of kobolds, dwarves, or orcs are impaled 81–83 1 fire giant 84–85 1 young silver dragon 86–87 1d4 air elementals 88–90 1d4 trolls 91–92 1d3 + 1 cyclopes 93–94 1d4 chimeras 95–96 1 cloud giant 97 1 roc 98 1d4 stone giants 99 1 young red dragon 00 1d4 frost giants
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Mountain Encounters (Levels 5–10) d100 Encounter 01–02 2d8 + 1 aarakocra 03–04 1 lion or 1 saber-toothed tiger 05–06 1d8 + 1 giant goats 07–08 1d4 + 3 dwarf trailblazers (scouts) 09–10 1d6 + 2
stakes upon which the bodies of kobolds, dwarves, or orcs are impaled 81–83 1 fire giant 84–85 1 young silver dragon 86–87 1d4 air elementals 88–90 1d4 trolls 91–92 1d3 + 1 cyclopes 93–94 1d4 chimeras 95–96 1 cloud giant 97 1 roc 98 1d4 stone giants 99 1 young red dragon 00 1d4 frost giants
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Desert Encounters (Levels 5–10) d100 Encounter 01 1d6 scouts 02 2d4 jackalweres 03 2d6 hobgoblins 04 1d4 + 3 dust mephits 05 1d6 swarms of insects 06 1 giant constrictor snake 07–08 1 lion 09–10
tents 41–43 1d6 + 2 thri-kreen 44–46 2d4 yuan-ti purebloods 47–50 1d6 + 3 death dogs 51–52 1d4 giant scorpions 53 1 fire elemental 54–55 1 hobgoblin captain with 3d4 hobgoblins 56 1d6 + 2 ogres 57–58
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Desert Encounters (Levels 5–10) d100 Encounter 01 1d6 scouts 02 2d4 jackalweres 03 2d6 hobgoblins 04 1d4 + 3 dust mephits 05 1d6 swarms of insects 06 1 giant constrictor snake 07–08 1 lion 09–10
tents 41–43 1d6 + 2 thri-kreen 44–46 2d4 yuan-ti purebloods 47–50 1d6 + 3 death dogs 51–52 1d4 giant scorpions 53 1 fire elemental 54–55 1 hobgoblin captain with 3d4 hobgoblins 56 1d6 + 2 ogres 57–58
Orc
Legacy
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Species
Volo's Guide to Monsters
raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
their savagery. Green dragons, for instance, sometimes use orcs as sentinels or shock troops. Orcs are sometimes attracted to the service of frost giants or fire giants, who then “reward&rdquo
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their unhinged laughter rising above their victims’ screams. Since dhergoloths are little more
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
contracts to put down uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their gleeful laughter rising above their victims’ screams. Since
)
CHA
9 (-1)
Saving Throws Str +6
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their unhinged laughter rising above their victims’ screams. Since dhergoloths are little more
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Assault on Hawker’s Grove Hawker’s Grove is depicted on map 7.1. As the characters near Hawker’s Grove, read the following text: Kalaman’s scouts weren’t the only ones to notice Clystran and his
reigniting flames in the burnt ground. Each creature in this area must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. 4–6 A
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
contracts to put down uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their gleeful laughter rising above their victims’ screams. Since
)
CHA
9 (-1)
Saving Throws Str +6
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Assault on Hawker’s Grove Hawker’s Grove is depicted on map 7.1. As the characters near Hawker’s Grove, read the following text: Kalaman’s scouts weren’t the only ones to notice Clystran and his
reigniting flames in the burnt ground. Each creature in this area must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. 4–6 A
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
if the characters are resting 3 Carrion crawler 4–5 Escaped slaves 6–7 Fungi 8–9 Giant fire beetles 10–11 Giant “rocktopus” 12 Mad creature 13 Ochre jelly 14–15 Raiders 16 Scouts 17 Society of
ranger with two gleaming scimitars and a black, quadrupedal animal companion Giant Fire Beetles The characters encounter 3d6 giant fire beetles scouring tunnels and caves for food. Characters in need
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
)
CHA
1 (−5)
Skills Perception +4
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 14
as nimble scouts, always on alert for danger. Bronze Sable
Medium construct, unaligned
Armor Class 15 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft., climb 30 ft.
STR
13 (+1
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
)
CHA
1 (−5)
Skills Perception +4
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 14
as nimble scouts, always on alert for danger. Bronze Sable
Medium construct, unaligned
Armor Class 15 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft., climb 30 ft.
STR
13 (+1
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Encounters in the Mere The adventurers might have the following encounters as they search the marsh for the missing soldiers. Yuan-ti Scouts A yuan-ti expedition from the serpent kingdom of Najara
one giant constrictor snake, plus an additional snake for every character, including sidekicks, emerges from the pit looking for a meal. Any magical or normal fire larger than a torch could ignite the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Encounters in the Mere The adventurers might have the following encounters as they search the marsh for the missing soldiers. Yuan-ti Scouts A yuan-ti expedition from the serpent kingdom of Najara
one giant constrictor snake, plus an additional snake for every character, including sidekicks, emerges from the pit looking for a meal. Any magical or normal fire larger than a torch could ignite the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
arrive at the dam after 1 minute. Beaver Dam. The dam is sturdy and made of wet wood. It has Armor Class 14, 100 hit points, immunity to poison and psychic damage, and resistance to fire damage. If
. Three small hunting boats glide around the lake in wide circles. The humanoids aboard peer intently into the water with spears at the ready.
Six hunters (scouts) are fishing in the lake, two per
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
if the characters are resting 3 Carrion crawler 4–5 Escaped slaves 6–7 Fungi 8–9 Giant fire beetles 10–11 Giant “rocktopus” 12 Mad creature 13 Ochre jelly 14–15 Raiders 16 Scouts 17 Society of
ranger with two gleaming scimitars and a black, quadrupedal animal companion Giant Fire Beetles The characters encounter 3d6 giant fire beetles scouring tunnels and caves for food. Characters in need
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
members and officers on commercial fishing ships are commoners, but whaling vessels and sport hunters often have scouts among their ranks. Military Military vessels carry soldiers to war and are equipped
. Most crew members on military ships are guards or scouts. Officers are veterans. Many military ships carry extra guards as passengers for invasion, boarding, and operating siege weapons. A military ship
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
arrive at the dam after 1 minute. Beaver Dam. The dam is sturdy and made of wet wood. It has Armor Class 14, 100 hit points, immunity to poison and psychic damage, and resistance to fire damage. If
. Three small hunting boats glide around the lake in wide circles. The humanoids aboard peer intently into the water with spears at the ready.
Six hunters (scouts) are fishing in the lake, two per
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
members and officers on commercial fishing ships are commoners, but whaling vessels and sport hunters often have scouts among their ranks. Military Military vessels carry soldiers to war and are equipped
. Most crew members on military ships are guards or scouts. Officers are veterans. Many military ships carry extra guards as passengers for invasion, boarding, and operating siege weapons. A military ship
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, rerolling duplicates. Mountain Encounters d8 Encounter 1 Border Patrol 2 Dragon Flight 3 Fire Giant 4 Gnome Vale 5 Hermit 6 Rockslide 7 Troll Cave 8 Wyvern Roost Border Patrol A group of human
her generosity and wisdom. Fire Giant A fire giant lumbers through the mountains, seeking revenge on a group of trolls that stole a hammer from the giant’s forge. The giant is indifferent toward the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, rerolling duplicates. Mountain Encounters d8 Encounter 1 Border Patrol 2 Dragon Flight 3 Fire Giant 4 Gnome Vale 5 Hermit 6 Rockslide 7 Troll Cave 8 Wyvern Roost Border Patrol A group of human
her generosity and wisdom. Fire Giant A fire giant lumbers through the mountains, seeking revenge on a group of trolls that stole a hammer from the giant’s forge. The giant is indifferent toward the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
they have the following additional trait: Icy Doom. When the cultist dies, its corpse freezes for 9 days, during which time it can’t be thawed, harmed by fire, animated, or raised from the dead
into four hunting parties of five cult fanatics each, and sends them off to explore the ruins, using her raven familiar and the gargoyles as aerial scouts. The party can meet Avarice’s minions anywhere
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
they have the following additional trait: Icy Doom. When the cultist dies, its corpse freezes for 9 days, during which time it can’t be thawed, harmed by fire, animated, or raised from the dead
into four hunting parties of five cult fanatics each, and sends them off to explore the ruins, using her raven familiar and the gargoyles as aerial scouts. The party can meet Avarice’s minions anywhere