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Returning 35 results for 'personally armor and his cling'.
Other Suggestions:
personal armor and his calling
personality armor and his clan
personal armor and his clan
personal armor and his coiling
personal armor and his coin
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
burning. Hands of Havoc Fire Starter Small or Medium Humanoid, Any Alignment
Armor Class 16 (breastplate)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2
+ 3) bludgeoning damage plus 9 (2d8) fire damage. If the target is a creature, magical flames cling to it, causing it to take 3 (1d6) fire damage at the start of each of its turns. Immediately after
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Humanoid thralls as bodyguards and transports.
Puppeteer Parasite
Tiny Aberration, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 71 (11d4 + 44)
Speed 10 ft., fly
Perception 10
Languages telepathy 30 ft.
Challenge 3 (700 XP) Proficiency Bonus +2
Unusual Nature. The parasite doesn’t require air or sleep.
Actions
Cling. Melee Weapon Attack: +4 to hit
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
burning. Hands of Havoc Fire Starter Small or Medium Humanoid, Any Alignment
Armor Class 16 (breastplate)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2
+ 3) bludgeoning damage plus 9 (2d8) fire damage. If the target is a creature, magical flames cling to it, causing it to take 3 (1d6) fire damage at the start of each of its turns. Immediately after
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Humanoid thralls as bodyguards and transports.
Puppeteer Parasite
Tiny Aberration, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 71 (11d4 + 44)
Speed 10 ft., fly
Perception 10
Languages telepathy 30 ft.
Challenge 3 (700 XP) Proficiency Bonus +2
Unusual Nature. The parasite doesn’t require air or sleep.
Actions
Cling. Melee Weapon Attack: +4 to hit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the floor. Dust and cobwebs cling to its sides, obscuring ancient inscriptions. The sarcophagus contains the dusty remains of a Melairkyn dwarf entombed here thousands of years ago. The inscriptions on
rows of ten, facing west. As she reaches dramatic peaks in the liturgy, the hobgoblins grunt and nod approvingly, banging their fists on their armor. The hobgoblins attack intruders on sight. A battle
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Drowned Blade Assaulting the hermitage in Tammeraut’s Fate, this barnacle-encrusted undead warrior fights with surprising cunning. Starfish cling to its wispy beard, and its evil rage is visible in
its bloated gray eyes. Drowned Blade
Medium undead, chaotic evil
Armor Class 10 (leather armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
8 (-1)
CON
16 (+3
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Drowned Blade Assaulting the hermitage in Tammeraut’s Fate, this barnacle-encrusted undead warrior fights with surprising cunning. Starfish cling to its wispy beard, and its evil rage is visible in
its bloated gray eyes. Drowned Blade
Medium undead, chaotic evil
Armor Class 10 (leather armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
8 (-1)
CON
16 (+3
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the floor. Dust and cobwebs cling to its sides, obscuring ancient inscriptions. The sarcophagus contains the dusty remains of a Melairkyn dwarf entombed here thousands of years ago. The inscriptions on
rows of ten, facing west. As she reaches dramatic peaks in the liturgy, the hobgoblins grunt and nod approvingly, banging their fists on their armor. The hobgoblins attack intruders on sight. A battle
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
indistinguishable from ordinary tree burls. Barkburrs often act in defense of a grove or forest. Some barkburrs cling to the trees from which they sprouted, while others slowly wander until they encounter
the creature into a tree.
Matias Tapia A barkburr lignifies a
dwarf adventurer
Barkburr Small Plant, Unaligned
Armor Class 16 (natural armor)
Hit Points 52 (8d6 + 24)
Speed 10 ft
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
indistinguishable from ordinary tree burls. Barkburrs often act in defense of a grove or forest. Some barkburrs cling to the trees from which they sprouted, while others slowly wander until they encounter
the creature into a tree.
Matias Tapia A barkburr lignifies a
dwarf adventurer
Barkburr Small Plant, Unaligned
Armor Class 16 (natural armor)
Hit Points 52 (8d6 + 24)
Speed 10 ft
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
End-Raze. The druids of the Old Ways believe that civilization will never be eradicated by scattered raids and petty skirmishes. They cling to the idea of a coming apocalypse, the End-Raze, when
another leader — one who is loyal to the Old Ways — will arise among the Gruul before the End-Raze begins.
Druid of the Old Ways
Medium humanoid (any race), chaotic neutral
Armor Class 14 (hide
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
End-Raze. The druids of the Old Ways believe that civilization will never be eradicated by scattered raids and petty skirmishes. They cling to the idea of a coming apocalypse, the End-Raze, when
another leader — one who is loyal to the Old Ways — will arise among the Gruul before the End-Raze begins.
Druid of the Old Ways
Medium humanoid (any race), chaotic neutral
Armor Class 14 (hide
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, they cling to shadows and serve as hunters and assassins. A long, scaly lure that can be illuminated extends from a deep diver’s forehead. Sahuagin Deep Diver
Medium humanoid (sahuagin), lawful
evil
Armor Class 15 (natural armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft., swim 40 ft.
STR
14 (+2)
DEX
16 (+3)
CON
15 (+2)
INT
12 (+1)
WIS
13 (+1
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, they cling to shadows and serve as hunters and assassins. A long, scaly lure that can be illuminated extends from a deep diver’s forehead. Sahuagin Deep Diver
Medium humanoid (sahuagin), lawful
evil
Armor Class 15 (natural armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft., swim 40 ft.
STR
14 (+2)
DEX
16 (+3)
CON
15 (+2)
INT
12 (+1)
WIS
13 (+1)
CHA
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, they cling to shadows and serve as hunters and assassins. A long, scaly lure that can be illuminated extends from a deep diver’s forehead. Sahuagin Deep Diver
Medium humanoid (sahuagin), lawful
evil
Armor Class 15 (natural armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft., swim 40 ft.
STR
14 (+2)
DEX
16 (+3)
CON
15 (+2)
INT
12 (+1)
WIS
13 (+1
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, they cling to shadows and serve as hunters and assassins. A long, scaly lure that can be illuminated extends from a deep diver’s forehead. Sahuagin Deep Diver
Medium humanoid (sahuagin), lawful
evil
Armor Class 15 (natural armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft., swim 40 ft.
STR
14 (+2)
DEX
16 (+3)
CON
15 (+2)
INT
12 (+1)
WIS
13 (+1)
CHA
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
pursue its own ends. Skeletal knights are relentless in battle and difficult to destroy. They cling to the sins that curse them, and they fight until their skulls are reduced to shards. Their blades
Medium Undead, Typically Lawful Evil
Armor Class 18 (plate)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
16 (+3)
INT
13 (+1)
WIS
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
pursue its own ends. Skeletal knights are relentless in battle and difficult to destroy. They cling to the sins that curse them, and they fight until their skulls are reduced to shards. Their blades
Medium Undead, Typically Lawful Evil
Armor Class 18 (plate)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
16 (+3)
INT
13 (+1)
WIS
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to others, since Lolth’s cultists don’t want to take the chance that their creations will be turned against them. Retriever
Large Construct, Typically Lawful Evil
Armor Class 19 (natural armor
speak
Challenge 14 (11,500 XP) Proficiency Bonus +5
Faultless Tracker. The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
non-drow, since the dark elves don’t want to take the chance that the construct will be turned against them. Retriever
Large construct, lawful evil
Armor Class 19 (natural armor)
Hit Points 210
XP)
Faultless Tracker. The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to others, since Lolth’s cultists don’t want to take the chance that their creations will be turned against them. Retriever
Large Construct, Typically Lawful Evil
Armor Class 19 (natural armor
speak
Challenge 14 (11,500 XP) Proficiency Bonus +5
Faultless Tracker. The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
non-drow, since the dark elves don’t want to take the chance that the construct will be turned against them. Retriever
Large construct, lawful evil
Armor Class 19 (natural armor)
Hit Points 210
XP)
Faultless Tracker. The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, leaving his allies to fend for themselves. Zargash
Medium Humanoid (Cleric, Human), Chaotic Evil
Armor Class 13 (chain shirt)
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR
14 (+2)
DEX
Languages Common
Challenge 3 (700 XP) Proficiency Bonus +2
Cling to Life (Recharges after a Long Rest). The first time Zargash would drop to 0 hit points as a result of taking damage, he instead drops
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, leaving his allies to fend for themselves. Zargash
Medium Humanoid (Cleric, Human), Chaotic Evil
Armor Class 13 (chain shirt)
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR
14 (+2)
DEX
Languages Common
Challenge 3 (700 XP) Proficiency Bonus +2
Cling to Life (Recharges after a Long Rest). The first time Zargash would drop to 0 hit points as a result of taking damage, he instead drops
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D13. Big Barkless Several holes dot the trunk of a gnarled old tree that grows on the shore of the lake. The tree has lost all its bark, and a few withered leaves cling to the ends of its twisted
garments fall into the lake. The line can support up to 200 pounds of additional weight. Tree Blight Huge Plant, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 92 (8d12 + 40)
Speed
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
cling to rocky cliffs and mountains, or roost on ledges in underground caves. They haunt city rooftops, perching vulture-like among the high stone arches and buttresses of castles and cathedrals, and
gargoyle doesn’t require air, food, drink, or sleep. Gargoyle
Medium elemental, chaotic evil
Armor Class 15 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft., fly 60 ft.
STR
15 (+2
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D13. Big Barkless Several holes dot the trunk of a gnarled old tree that grows on the shore of the lake. The tree has lost all its bark, and a few withered leaves cling to the ends of its twisted
garments fall into the lake. The line can support up to 200 pounds of additional weight. Tree Blight Huge Plant, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 92 (8d12 + 40)
Speed
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
cling to rocky cliffs and mountains, or roost on ledges in underground caves. They haunt city rooftops, perching vulture-like among the high stone arches and buttresses of castles and cathedrals, and
gargoyle doesn’t require air, food, drink, or sleep. Gargoyle
Medium elemental, chaotic evil
Armor Class 15 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft., fly 60 ft.
STR
15 (+2
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
hazards while scaling a wall, or cling to a surface while something is trying to knock you off. You try to jump an unusually long distance or pull off a stunt midjump. You struggle to swim or stay afloat
determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table. If you carry weight in excess of 5 times your Strength score, you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
hazards while scaling a wall, or cling to a surface while something is trying to knock you off. You try to jump an unusually long distance or pull off a stunt midjump. You struggle to swim or stay afloat
a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table in chapter 5. If you carry weight in excess of 5 times your Strength score
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
named Doomcrown (see level 14). 11a. Stalactites and Stalagmites Rock Formations. Stalactites ranging in height from 10 to 20 feet cling to the cave roof, while stalagmites of similar size thrust up from
are drawn to the scent of metal. The hobgoblins use the wooden tower shield and 10-foot poles to wrangle the rust monsters outside their pen and keep the beasts away from their metal armor. Twelve
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
hazards while scaling a wall, or cling to a surface while something is trying to knock you off. You try to jump an unusually long distance or pull off a stunt midjump. You struggle to swim or stay afloat
determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table. If you carry weight in excess of 5 times your Strength score, you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
hazards while scaling a wall, or cling to a surface while something is trying to knock you off. You try to jump an unusually long distance or pull off a stunt midjump. You struggle to swim or stay afloat
a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table in chapter 5. If you carry weight in excess of 5 times your Strength score
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
named Doomcrown (see level 14). 11a. Stalactites and Stalagmites Rock Formations. Stalactites ranging in height from 10 to 20 feet cling to the cave roof, while stalagmites of similar size thrust up from
are drawn to the scent of metal. The hobgoblins use the wooden tower shield and 10-foot poles to wrangle the rust monsters outside their pen and keep the beasts away from their metal armor. Twelve
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, staffs, and wands, and other rare or even legendary items may come from Aerenal. However, the nation is less industrialized than Khorvaire. Legendary items aren’t mass produced; some are personally
breastplate, while a paladin of the Undying Court could wear a suit of elaborated engraved bronzewood plate armor. Bronzewood leaves are remarkably tough, and the Aereni craft “leaf weave” armor