Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'mace starts with only artisan's from for land'.
Other Suggestions:
make starts with only artisan from for long
make starts with only artisan from for line
make starts with only artisan from for link
more status with only artisans from for land
many stars with only artisan from for land
Monsters
Monster Manual
Hells.
Fear Aura. The pit fiend emanates an aura in a 20-foot Emanation while it doesn’t have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the
makes one Bite attack, two Devilish Claw attacks, and one Fiery Mace attack.
Bite. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Bite"}, reach 10 ft. Hit: 18 (3d6
Monsters
Forgotten Realms: Adventures in Faerûn
start of its turn. If the beast takes Radiant damage or damage from a Critical Hit, this trait doesn’t function at the start of the beast’s next turn. The beast dies only if it starts its
":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 23 (4d8 + 5);{"diceNotation":"4d8+5", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage.
Claws (Land or Sky Form
Pit Fiend
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save
fireMultiattack. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
Bite. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit
Pit Fiend (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save
fireMultiattack. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
Bite. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit
Monsters
Curse of Strahd
effects.Multiattack. The Abbot makes two melee attacks.
Mace. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Mace"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4
);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Mace","rollDamageType":"bludgeoning"} bludgeoning damage plus 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction":"Mace","rollDamageType
Hutijin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and
doesn't regenerate.Multiattack. Hutijin makes four attacks: one with his bite, one with his claw, one with his mace, and one with his tail.
Bite. Melee Weapon Attack: +15;{"diceNotation":"1d20+15
Monsters
Mordenkainen Presents: Monsters of the Multiverse
takes radiant damage, this trait doesn’t function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and doesn’t regenerate.Multiattack. Hutijin makes
one Bite attack, one Claw attack, one Mace attack, and one Tail attack.
Bite. Melee Weapon Attack: +15;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one
Cloudkill
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving
10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings
Monsters
Journeys through the Radiant Citadel
;t function at the start of the tlexolotl’s next turn. The tlexolotl dies only if it starts its turn with 0 hit points and doesn’t regenerate.Multiattack. The tlexolotl makes one Bite
destructive prowess, the land around its volcano is often naturally abundant. It’s common for those who live nearby to honor the tlexolotl as a protector of the land, as the ash it creates rejuvenates the soil and encourages life to flourish.Fire, Poison
Monsters
Van Richten’s Guide to Ravenloft
temporary hit points.
Skeletonize. If the swarm starts its turn in the same space as a dead creature that is Large or smaller, the corpse is destroyed, leaving behind only equipment and bones (or
the appropriate type to the target. A creature reduced to 0 hit points by the swarm’s piercing damage dies.Base creatures are among the first to respond to sinister forces at work in a land. As
Monsters
Mythic Odysseys of Theros
Aura of Erebos. Any creature that starts its turn within 10 feet of the giant must succeed on a DC 18 Constitution saving throw, or it takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage
dreams of mortals, but to natural forces in the land. As a result, Theran giants are typically infused with the elements they embody, which might manifest as flaming beards, frozen skin, hair
Monsters
Curse of Strahd
destroyed only if he starts his turn with 0 hit points and doesn't regenerate.
Rejuvenation. When Vladimir body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another corpse
Strahd's armies time and again as they swept across the land. When it became clear that Strahd couldn't be stopped, the knights of the order led hundreds of refugees to Argynvost's valley, but Strahd
Monsters
Mordenkainen's Fiendish Folio Volume 1
Agile Flier. Opportunity attacks against the screaming devilkin have disadvantage while it is flying.
Ceaseless Screaming. Any creature other than a screaming devilkin that starts its turn within 30
creatures. If they see signs of an evil presence in the land, such as a cruel overlord or a vicious necromancer, they may offer an alliance if the villain offers plenty of opportunities for them to engage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
starts its turn with 0 hit points and doesn’t regenerate.
Tree Stride. Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet
to nature and that protect and respect the land, such as druid;druids and treant;treants (both appear in the Monster Manual). Some treants have wood woad servants by virtue of age-old pacts with druids
Warforged
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
a soul?” Gerrion said.
“What makes you think you do?”
—Keith Baker, The Shattered Land
The warforged were built to fight in the Last War. While the first warforged were
warforged embrace a concrete purpose — such as protecting allies, completing a contract, or exploring a land — and embrace this task as they once did war. However, there are warforged who
Control Water
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
includes a shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other
Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save
Monsters
Bigby Presents: Glory of the Giants
almost nonexistent within 6 miles of the scion, parching the land and withering most plant life.
Empowered Fire Giants. Fire giants within 1,000 feet of the scion gain a +8 bonus to attack and damage
a turn or starts its turn there must succeed on a DC 25 Constitution saving throw or take 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Incendiary Smoke", "rollDamageType":"fire
Monsters
Fizban's Treasury of Dragons
dragon turtle's next turn, whenever a creature starts its turn within 20 feet of the dragon turtle, that creature must succeed on a DC 24 Constitution saving throw or take 40 (9d8);{"diceNotation":"9d8
and talk endlessly with sailors and adventurers to stay current on the latest happenings on land.
Dragon Turtle Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. Landing A half-dozen dugout canoes are pulled up onto land here. Three to five paddles lie in the bottom of each. Five of them are in good condition; the sixth has a rotten bottom, and the
lizardfolk never use it. If characters grab canoes in a hurry, there is a 1-in-6 chance they get the rotten one. It starts leaking as soon as it’s put in water, and it sinks after fifteen minutes.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1. Landing A half-dozen dugout canoes are pulled up onto land here. Three to five paddles lie in the bottom of each. Five of them are in good condition; the sixth has a rotten bottom, and the
lizardfolk never use it. If characters grab canoes in a hurry, there is a 1-in-6 chance they get the rotten one. It starts leaking as soon as it’s put in water, and it sinks after fifteen minutes.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
dwarf kings of Delzoun, seeking glory and treasure. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur’s Gate. Clerics in the service of gods wield mace and spell, questing
against the terrifying powers that threaten the land. Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too dark for the light of day. Bards sing of kings, queens, heroes
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Mists of Ravenloft A deadly fog surrounds the land of Barovia and engulfs any creature that tries to leave. Even flying creatures are subject to the fog’s effects, which are as follows: A creature
that starts its turn in the fog must succeed on a DC 20 Constitution saving throw or gain one level of exhaustion (see appendix A in the Player’s Handbook). This exhaustion can’t be removed while the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, telepathy 120 ft.
Challenge 20 (25,000 XP)
Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit
3/day each: hold monster, wall of fire
Actions
Multiattack. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
Bite. Melee
Compendium
- Sources->Dungeons & Dragons->Monster Manual
pit fiend emanates an aura in a 20-foot Emanation while it doesn’t have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the aura. Failure: The target has the
, two Devilish Claw attacks, and one Fiery Mace attack.
Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 18 (3d6 + 8) Piercing damage. If the target is a creature, it must make the following saving
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
devours creatures and land alike. At its edges, the Ruinous Sea laps against gritty beaches beneath a steep cliff, gradually eroding the land. Winds shriek from the Ruinous Sea, joining the gales that
cloying, acting as a liquid for the purposes of movement. A creature that enters the Ruinous Sea for the first time on a turn or starts its turn there takes 70 (20d6) damage. The type of damage
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. At
on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
radiant damage, this trait doesn’t function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Actions
Multiattack. Hutijin makes one Bite
attack, one Claw attack, one Mace attack, and one Tail attack.
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) fire damage. The target must succeed on a DC 22
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
cross a river and the land starts rising before them, and that they reach the mountain pass two days later.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Actions
Multiattack
. Hutijin makes four attacks: one with his bite, one with his claw, one with his mace, and one with his tail.
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half
along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ability Score Mod Save
Int 10 +0 +0
Wis 10 +0 +0
Cha 11 +0 +0
Gear Heavy Crossbow, Leather Armor, Mace
Senses Passive Perception 10
Languages Common
CR 1/2
the Incapacitated condition.
Actions
Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage.
Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 6 (1d10 + 1
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the fallen dwarf kings of Delzoun, looking for glory and treasure. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur’s Gate. Clerics wield mace and spell in the service of
their gods, questing against the terrifying powers that threaten the land. Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too dark for the light of day. Bards sing of
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
in the service of gods wield mace and spell, defending against the terrifying powers that threaten the land. Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the aura. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to
throws against spells and other magical effects.
Actions
Multiattack. The pit fiend makes one Bite attack, two Devilish Claw attacks, and one Fiery Mace attack.
Bite. Melee Attack Roll: +14, reach
Compendium
- Sources->Dungeons & Dragons->Monster Manual
for a plague in a distant land.
3 A holy coffer that must not be opened.
4 A magic weapon usable only by a true hero.
5 A seedling that wilts if exposed to anger.
6 Someone from
. The deva has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The deva makes two Holy Mace attacks.
Holy Mace. Melee Attack Roll: +8, reach 5 ft. Hit: 7






