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Returning 35 results for 'more spiked with only are from for long'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Multiattack. The witherling makes two Bite or Spiked Club attacks.
Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target
. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Bite","rollDamageType":"necrotic"} necrotic damage.
Spiked Club. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Multiattack. The tlincalli makes one Longsword or Spiked Chain attack and one Sting attack.
Longsword. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Longsword
":"1d10+3", "rollType":"damage", "rollAction":"Longsword", "rollDamageType":"slashing"} slashing damage if used with two hands.
Spiked Chain. Melee Weapon Attack: +6;{"diceNotation":"1d20+6
Monsters
Vecna: Eve of Ruin
attacking and the ally doesn’t have the incapacitated condition.Multiattack. Glaive makes two Spiked Glaive attacks and two Serrated Bolt attacks.
Spiked Glaive. Melee Weapon Attack: +9
;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spiked Glaive"} to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing;{"diceNotation":"1d10+5","rollType":"damage","rollAction":"Spiked Glaive
Monsters
Icewind Dale: Rime of the Frostmaiden
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. Xardorok attacks twice with a weapon or casts eldritch blast twice.
Spiked Gauntlet. Melee Weapon
Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spiked Gauntlet"} to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fey Ancestry. The shadar-kai has advantage on saving throws against being charmed, and magic can’t put it to sleep.Multiattack. The shadar-kai makes three Spiked Chain attacks. It can use
Shadow Jump after one of these attacks.
Spiked Chain. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Spiked Chain"} to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3
Monsters
Planescape: Adventures in the Multiverse
", "rollAction":"Clawed Gauntlet", "rollDamageType":"necrotic"} necrotic damage.Clad in black armor and spiked gauntlets that end in steel claws, bloodhounds hunt down those guilty of serious offenses in Sigil
the direction and distance to the target as long as the two are on the same plane of existence. If the target isn’t on the same plane, the bloodhound knows what plane the target is on.
Monsters
Quests from the Infinite Staircase
varieties of horrid plant are dew drinkers, purple blossoms, and snapper saws.
Dew Drinker
Dew drinkers resemble large cabbage plants until they unfurl their long, hair-tipped tendrils. Dew drinkers use
":"acid"} acid damage at the start of each of its turns.
Spiked Leaves (Snapper Saw Only). Creatures within 10 feet of the horrid plant and not behind total cover must make a DC 14 Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
41. Tomb Guardians Two hulking figures stand in alcoves along this long hall, facing each other. Armor is bolted to their flesh, and they wear bucket helms and spiked gauntlets. Iron collars around
. Additionally, as long as the chain is intact, damage dealt to either guardian is divided evenly between them. The spiked chain can be attacked separately and has AC 18, a damage threshold of 10, 5 hit
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Tlincalli Tlincallis, also called scorpion folk, are chitin-covered creatures with a humanlike upper body and the lower body of an enormous scorpion, complete with a stinger at the end of a long tail
the terrain proves too inflexible, lurking in ruins or shallow caves. Tlincallis stay in one place for only as long as the hunting is good in the immediate area, though they might visit the same way
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
26. Hidden Spiked Pit The ghostly chanting heard throughout the dungeon gets discernibly louder as one heads west along this tunnel. A successful DC 15 Wisdom (Perception) check reveals an absence of
footprints. Characters searching the floor for traps find a 5-foot-long, 10-foot-deep pit hidden under several rotted wooden planks, all hidden under a thin layer of dirt. The pit has sharpened
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Tlincalli Tlincallis, also called scorpion folk, are chitin-covered creatures, humanoid from the waist up with the lower body of an enormous scorpion, complete with a stinger at the end of a long
loose sand or earth or, if the terrain proves too inflexible, lurking in ruins or shallow caves. A tribe of tlincallis stays in one place for only as long as the hunting is good in the immediate area
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
arrive at one of these locations, read the following boxed text to the players: Colossal spiked chains extend across the hellscape, their links partially buried under the ash and large chunks of masonry
. Each broken chain is roughly a mile long.
Long ago, these giant chains tethered an abducted city to Avernus. That city somehow tore free, leaving behind its broken bonds and scattered chunks of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Mercykiller Bloodhound Clad in black armor and spiked gauntlets that end in steel claws, bloodhounds hunt down those guilty of serious offenses in Sigil. These trackers pursue their targets across
as long as the two are on the same plane of existence. If the target isn’t on the same plane, the bloodhound knows what plane the target is on.
Ekaterina Burmak
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
long as Glaive is around, the characters can’t finish an uninterrupted long rest inside Landro or in the caves of Mount Ironrot. It’s up to you where the characters encounter this strike squad, though
Multiattack. Glaive makes two Spiked Glaive attacks and two Serrated Bolt attacks.
Spiked Glaive. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing or slashing damage
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
10. Dining Hall Two long tables of plain stone stand at the south end of this dining hall, while a long marble table stands to the north. The door up the stairs leading to area 8 has “? DANGER
” written in chalk on it. The door down the southern stairs is spiked shut, and has “DANGER” scrawled on it in chalk. Five bearded devils are seated at the marble table — the last survivors of Varram’s
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
10. Dining Hall Two long tables of plain stone stand at the south end of this dining hall, while a long marble table stands to the north. The door up the stairs leading to area 8 has “? DANGER
” written in chalk on it. The door down the southern stairs is spiked shut, and has “DANGER” scrawled on it in chalk. Five bearded devils are seated at the marble table—the last survivors of Varram’s
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Barbarians Closest to the dark elves, Pwent lowered his head, with its long helmet spike, and impaled one elf through the chest, blasting through the fine mesh of drow armor easily and brutally. The
second drow managed to deflect the next battlerager’s charge, turning the helmet spike aside with both his swords. But a mailed fist, the knuckles devilishly spiked with barbed points, caught the drow
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long struggle to control their
sleep.
Actions
Multiattack. The witherling makes two Bite or Spiked Club attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) necrotic damage.
Spiked Club
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
plants until they unfurl their long, hair-tipped tendrils. Dew drinkers use these tendrils to drain the moisture and life force from their prey. Purple Blossom The purple blossom is a treelike plant with
or another creature it can reach. A creature covered in sap takes 14 (4d6) acid damage at the start of each of its turns.
Spiked Leaves (Snapper Saw Only). Creatures within 10 feet of the horrid
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
, spike-ended mace; to the southeast the sculpture holds a wickedly spiked morning star, and the one in the southwest has a voulge.
Near the center of the room is a large bronze urn filigreed in gold. A
out if the contents are moved around. (Why, the demilich has long been destroyed, but his magical traps somehow survived!) Iron Chests. Each of these massive boxes is embedded into the stone. Neither
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
party. A failed check triggers a random effect. Roll a d4 to determine the effect, which targets the character or characters with the lowest check: Heavy, spiked nuts the size of mace heads fall from the
spiked nuts and both types of spores assails the character. Stopping to rest does not forgo the need to make a group check, as the sun moves across the sky and the sunbeams shift around. If the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Duergar Duergar are dwarves that dwell deep in the Underdark and other sunless realms. They owe their psionic abilities to the mind flayers that enslaved them long ago. The duergar eventually broke
effect.
Reduce (Recharges after a Short or Long Rest). For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
multiple party members are attempting the same task, have them make a group check instead. K2. Main Gate A fiery brazier casts its flickering light on the thirty-foot-high, spiked ramparts that frame
or expose him. She’s leaning toward the former, since she’s not sure the goblins will pick her as their new leader if Yarb-Gnock dies. K7. Walk of Doom A twenty-foot-long wooden walkway clings to the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the city to their strategic advantage. Slowly and erratically, the spiked posts that bind Elturel are being drawn into the ground, pulling the city down toward the River Styx. (The devil doesn’t know
how long that process will take.) The only reason the city is not already under the control of devilish forces is the demon attacks. Stemming that abyssal tide is taking all the devils’ resources. The
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
are of duergar make. A character proficient in History also realizes the duergar clan that once used these marks is long gone, overwhelmed by mind flayers many generations ago. G3: Cage Workshop Stamps
Several short, iron bed frames are jumbled together in this room. Nothing remains of any bedding. An opening to the south leads to an alcove containing only two long tables and a splintered chair.
To
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Shadar-kai In the gloom of the Shadowfell live shadar-kai, elves whose ancestors served the Raven Queen, a god of death and memory. They were brought to that realm in ages past, so long ago that
) Proficiency Bonus +3
Fey Ancestry. The shadar-kai has advantage on saving throws against being charmed, and magic can’t put it to sleep.
Actions
Multiattack. The shadar-kai makes three Spiked
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
wall (see that area for more information). Candles. Six magic candles are spaced 10 feet apart on alternate sides of the hallway. The candles don’t burn down as long as they remain in this area. Secret
. Treasure. Unless it has been teleported to area 62C, a lustrous, spiked ruby as big as a human fist sits on a stone shelf that juts from the west wall of the room. This gemstone is the fabled Eye of Zaltec
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
the shores and 30 feet deep at its deepest. The compromised runestone in area 5 has enabled some of the fallen star beneath the Star Forge to seep acid into the lake’s water. As long as the runestone
takes 42 (12d6) acid damage. 3: Iron Shelter This massive iron dwelling sports large doors, furniture, and fixtures. The building is divided into two chambers: a long bedchamber to the north and a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of the nearest longhouse, loses his balance, and falls. You have never seen such a clumsy, disheveled halfling.
Not long after the initial attack on Goldenfields, the abbot received reports of
projectile — but the contraption was designed to fling goblins. A goblin used as a projectile typically wears a spiked helmet, so that it deals piercing damage to the target on impact. The thirty
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
usually at the highest elevation inside the lair and accessible only through a long vertical tunnel. Here, the beholder rests and plots. The room typically contains a nest of sand or cloth bedding and
typical simple door trap is a pivoting spiked arm that swings downward to impale an intruder when the door is opened. Ceiling Trap. In addition to making use of classic “gravity traps” such as the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
spiked armor conspire over the table.
The tieflings are neutral evil gladiators in the service of Thlaarsh (see area W5). They’re hostile, but a character who succeeds on a DC 18 Charisma
atop a stone pillar. A ladder descends to the floor below. Seated in a corner is a githyanki woman with long, white hair and closed eyes.
The Fiends have kept the castle’s caretaker, a neutral
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
a set of iron jaws that springs shut when stepped on, clamping down on a creature’s leg. The trap is spiked in the ground, leaving the victim immobilized. Trigger. A creature that steps on the bear
this kind of trap, since it can take down bigger creatures. Trigger. When the lever is pulled, the trap activates. Effect. Each Medium or larger creature in a 5-foot-wide, 20-foot-long area must make a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
treatment and protect loved ones held captive. A carrion crawler ridden by several goblins in a row and directed by a lead goblin using a long pole to suspend a lantern just out of reach of its tentacles
weapons to create openings in enemy formations.
Bulwarks. The wild attack of a group of thugs is often followed by the charge of one or more bulwarks. A bugbear bulwark carries a spiked shield
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
party, it refuses to enter the crypt. The slab in this crypt is 4 feet long (instead of the usual 6 feet long). The bones atop the slab belong to the fool servant of Duchess Dorfniya Dilisnya (see crypt
place built by healers, in a village called Krezk. When all turns to darkness, touch this holy symbol to the grave to summon the light and find a treasure long lost.” The message refers to a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Persuasion) check. The giant carries a 2-foot-long iron key that unlocks the iron trunk in area 16B. 13. Overseer’s Office The room to the south of the dressing mill contains a basalt table, a barrel of
’ Quarters A long, dark hallway has three doors set into it. The rooms to the north are the living space of Duke Zalto’s prisoner overseers (see areas 12 and area 21), and the larger room to the south serves






