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Returning 35 results for 'mechanisms shields with only artists from for long'.
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mechanics shield with only artisans from for long
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mechanics shield with only artistic from for long
mechanics shield with only artistry from for long
mechanics shield with only arises from for long
Magic Items
The Book of Many Things
You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If
you’re proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"bludgeoning"} bludgeoning damage.
Scintillating Shell (Recharges after a Short or Long Rest). The snail’s shell emits dazzling, colored light until the end of the snail’s next turn
about 250 pounds and has numerous uses. An intact shell can sell for 5,000 gp.
Many hunters seek the shell for its antimagic properties. A skilled armorer can make three shields from one shell. For 1
Yeenoghu
Legacy
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Monsters
Out of the Abyss
— unless he becomes bored. The Beast of Butchery has a long rivalry with Baphomet, the Horned King, and the two demon lords and their followers attack one another on sight.
The Gnoll Lord is
covered in matted fur and taut, leathery hide, his face like a grinning predator’s skull. Patchwork armor made of discarded shields and breastplates is lashed onto his body with heavy chains
Monsters
Van Richten’s Guide to Ravenloft
with snakes for eyes or a drowned giant that resembles an estranged parent. Mist horrors can’t persist for long outside the Mists: after 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction
"}
Body
1
Unspeakable Horror (Aberrant Armor);Aberrant Armor. The horror’s body is armored in petrified wood, alien crystal, rusted mechanisms, sculpted stone, or an exoskeleton.
2
Monsters
Van Richten’s Guide to Ravenloft
that combines multiple fears when it encounters a group, like a wolf with snakes for eyes or a drowned giant that resembles an estranged parent. Mist horrors can’t persist for long outside the
crystal, rusted mechanisms, sculpted stone, or an exoskeleton.
2
Unspeakable Horror (Loathsome Limbs);Loathsome Limbs. The horror’s body boasts spider like legs, many-jointed appendages
Monsters
Van Richten’s Guide to Ravenloft
group, like a wolf with snakes for eyes or a drowned giant that resembles an estranged parent. Mist horrors can’t persist for long outside the Mists: after 1d4;{"diceNotation":"1d4","rollType
":"Body Composition"}
Body
1
Unspeakable Horror (Aberrant Armor);Aberrant Armor. The horror’s body is armored in petrified wood, alien crystal, rusted mechanisms, sculpted stone, or an
Monsters
Van Richten’s Guide to Ravenloft
can’t persist for long outside the Mists: after 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Mist Horror"} rounds outside the Mists, they lose cohesion and collapse back into
body is armored in petrified wood, alien crystal, rusted mechanisms, sculpted stone, or an exoskeleton.
2
Unspeakable Horror (Loathsome Limbs);Loathsome Limbs. The horror’s body boasts
Monsters
Van Richten’s Guide to Ravenloft
wolf with snakes for eyes or a drowned giant that resembles an estranged parent. Mist horrors can’t persist for long outside the Mists: after 1d4;{"diceNotation":"1d4","rollType":"roll
Composition"}
Body
1
Unspeakable Horror (Aberrant Armor);Aberrant Armor. The horror’s body is armored in petrified wood, alien crystal, rusted mechanisms, sculpted stone, or an exoskeleton
Elf
Legacy
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Species
Basic Rules (2014)
minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.
Exploration and Adventure
Elves take up adventuring out of wanderlust
. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
29. Eye See You! Hanging Shields. Sixteen old shields bearing emblems from long-forgotten human, dwarven, and elven realms hang on the north and south walls of this tunnel.
Scrying Eye. As the
Kenku
Legacy
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Species
Volo's Guide to Monsters
. Flock leaders enforce discipline and minimize conflicts, but they fail at effective planning or crafting long-term schemes.
Although unable to speak in their own voices, kenku can perfectly mimic any
.
Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
1. Drawbridge The drawbridge is lowered when the party first arrives. It is 20 feet long, 10 feet wide, and made of sturdy oak planks. Iron chains bolted to the drawbridge connect to winch mechanisms
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, reducing Ras Nsi’s bonus to AC by 2. When there are no more active shields, the effect ends, and Ras Nsi can’t use this power again until he finishes a long rest. A detect magic or similar effect reveals
12. Ras Nsi’s Lair Shadows dance over this opulent bedchamber. Cushions lie in one corner, and decorative shields line the walls. Treasures are heaped around the room: gold and silver coins; a gilded
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
obscured by this smoky haze. Exposure to it is unhealthy; characters who take a long rest in a hazy location regain one fewer Hit Die than normal. A strong wind that lasts 1 minute or longer clears an
elevator links areas X6, X13, and X22, and the other links areas X12, X15, and X30. An elevator can be disabled in any location where its wheel mechanisms are exposed (as shown on map 3.1).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K66. Butler’s Quarters This twenty-foot-square room is filled wall to wall with clutter. A long, sagging bed sits to one side under a huge faded tapestry that depicts Castle Ravenloft. Dusty lanterns
sit in various places, and bright curtains are draped haphazardly about the room. Thousands of pieces of junk cover the floor. Broken swords, crumpled shields, and helmets lie in piles all about
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Q12. Dining Hall A twenty-foot-long table with sculpted dragons for legs stands in the center of this hall. The chairs that surround the table have backs carved to resemble folded dragon wings, and
statues depicting knights with dragon-winged helms and shields.
Rainwater trickles through cracks in the ceiling, flowing down the west wall and adding to a large puddle on the floor.
Five sets of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
armor 6 shields 6 hand crossbows 20 cases of hand crossbow bolts, each case containing 20 bolts 6 shortswords and 10 daggers 6 bags of caltrops (20 caltrops per bag) 4 100-foot-long coils of silk rope 2 building hammers (not usable as weapons) 2 bags of iron spikes (10 spikes per bag)
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
all. Long ago, Waterdavians largely abandoned the practice of burying their dead, instead entombing them in mausoleums. For centuries, the major mausoleums here have each been connected to an
wide variety of styles and concepts created by artists at the height of their skills. One of the cemetery’s most impressive attractions is the Warriors’ Monument. This intricate, sixty-foot-high
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
influence. He especially enjoys using the arrogance and vanity of good folk against them, helping to bring about their downfall. A few of his followers are illusionists, deceivers, and con artists
who seek him out. Fraz-Urb’luu makes use of their talents, and rewards these supplicants appropriately, as long as they follow his example in the campaign to bring about the downfall of all that is lawful and good.
Goblin
Legacy
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Species
Volo's Guide to Monsters
with goblins for at least as long as humans have worked with dogs and horses, and in goblin society those two animals serve similar purposes.
Family Matters
A goblin tribe is organized in a four
the tribe. If the creature is dimwitted, like a troll or ogre, the lower-class goblins give it obeisance, but before long the upper-class goblins begin to think that whoever can bend the ear of the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from the
change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
; to meet him is to do battle with him — unless he becomes bored. The Beast of Butchery has a long rivalry with Baphomet, the Horned King, and the two demon lords and their followers attack one another
on sight. The Gnoll Lord is covered in matted fur and taut, leathery hide, his face like a grinning predator’s skull. Patchwork armor made of discarded shields and breastplates is lashed onto his
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
; to meet him is to do battle with him — unless he becomes bored. The Beast of Butchery has a long rivalry with Baphomet, the Horned King, and the two demon lords and their followers attack one another
on sight. The Gnoll Lord is covered in matted fur and taut, leathery hide, his face like a grinning predator’s skull. Patchwork armor made of discarded shields and breastplates is lashed onto his
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from
also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
can. 24a. West Sentries Three enslaved troglodytes guard this 30-foot-high cave. Shattered shields, broken spears, and torn nets (trophies taken from the kuo-toa) lie heaped against the walls. None
of kuo-toa abasing themselves before a creature that resembles an otyugh (a bulbous monster with three legs, long tentacles, and a gaping maw).
24d. Abandoned Nursery The kuo-toa used this 30-foot
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied. They break before our shields,
They fall beneath our blades;
Their home is ours to
symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do. Goblinoids. Hobgoblins belong to a family of creatures
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Ekene-Afa Deals in weapons, shields, traveling gear, rain catchers, saddles, wagons, and canoes Ekene-Afa (LG female Chultan human gladiator) won numerous gladiatorial contests in Port Nyanzaru’s arena
teenage sons named Soshen and Tiryk. Soshen is a city guard, and Tiryk is a popular dinosaur racer. Both were named after Chultan rivers. Ekene-Afa sells nonmagical weapons and shields of every kind
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
gains proficiency with shields and all simple and martial weapons. Martial Role 1st-level Warrior feature Each warrior focuses on offense or defense in their training. Choose one of the following
this class. Once it uses this feature, it must finish a short or long rest before it can use it again. The sidekick can use this feature twice between rests starting at 20th level. Improved Critical
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
feet high (11 feet above the dais and ledges). The chains dangling from the ceiling are 8 feet long; the cultists would shackle prisoners to the chains, dangle them above the altar, cut them open with
knives, and allow the altar to be bathed in blood. Half embedded in the east wall is a wooden wheel connected to hidden chains and mechanisms. A character can use an action to turn the wheel, raising
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giants who wield two huge shields like plow blades. These shields bear spikes on their exterior and have hollow interiors into which the dreadnought pours hot coals at the first sign of danger. Armed with
its two shields, the dreadnought can present a fiery wall to any attacker. When the dreadnought has finished, often all that is left of a foe is a smoking smear on the floor. When not called on to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Medium, or Heavy. The category determines how long it takes to don or doff the armor (as shown in the table). Armor Class (AC). The table’s Armor Class column tells you what your base AC is when you wear a
— Disadvantage 40 lb. 30 GP Chain Mail 16 Str 13 Disadvantage 55 lb. 75 GP Splint Armor 17 Str 15 Disadvantage 60 lb. 200 GP Plate Armor 18 Str 15 Disadvantage 65 lb. 1,500 GP Shield (Utilize Action to Don or Doff) Shield +2 — — 6 lb. 10 GP POLAR ENGINE Light Armor and Shields Medium Armor Heavy Armor
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
spokes. Beneath the dial, a pendulum swings inside an open compartment. An egg-shaped stone adorns the pendulum's tip.
This long-case clock radiates an aura of transmutation magic to a detect magic
a greater restoration spell, but only within 24 hours of it occurring. When characters first arrive, assume the time is 5d10 + 5 minutes past the hour. An invisible locked metal door shields the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
perspectives they’ve learned from across the world and passionately combat the lies of con artists and villains that lead people astray. Adult Brass Dragon Huge Dragon (Metallic), Chaotic Good
AC 18 Initiative
Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
arms and armor. Directly across from the fireplace, eight shields are mounted on the wall. Treasure. One of the shields on the wall is a +1 shield. The brass jar on the mantel of the fireplace might
. Arms Room The chief’s best personal armor, shields, and weapons are stored in a chamber that can be accessed only by going through the dining room (area 10). There are also four huge fur capes among
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
martial weapons, shields, and all armor.
Actions
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Longbow. Ranged Weapon Attack: +7 to hit
regain hit points equal to 1d10 + his level. Once he uses this feature, he can’t use it again until he finishes a short or long rest. 3rd 22 (4d8 + 4) Improved Critical. Ayik’s attack rolls now score a






