Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'pitch armor and his conjured'.
Other Suggestions:
path armor and his conjures
path armor and his consumed
path armor and his conjure
path armor and his conquered
path armor and his conjured
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.Elemental myrmidons are Elementals conjured and bound by magic into ritually created suits of plate
armor. In this form, they possess no recollection of their former existence as free Elementals. They exist only to follow the commands of their creators.PoisonBludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} lightning damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the myrmidon’s next turn.Elemental myrmidons are Elementals conjured and
bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free Elementals. They exist only to follow the commands of their creators.PoisonLightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Mordenkainen Presents: Monsters of the Multiverse
deals an extra 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Fiery Strikes","rollDamageType":"fire"} fire damage.Elemental myrmidons are Elementals conjured and bound by magic into
ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free Elementals. They exist only to follow the commands of their creators.Fire, PoisonBludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon’s next turn.Elemental myrmidons are Elementals conjured and bound
by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free Elementals. They exist only to follow the commands of their creators.PoisonAcid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Planescape: Adventures in the Multiverse
. The matter smith casts one of the following spells, using Charisma as the spellcasting ability:
At will: mage armor, mage hand, prestidigitation
1/day each: create food and water, fabricate (as an
the matter smith while the shield is conjured, that creature takes 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Magic Shield", "rollDamageType":"force"} force damage.
Monsters
Spelljammer: Adventures in Space
Instant Tools
This charm allows you to magically conjure a set of artisan’s tools, navigator's tools;navigator's tools, or thieves' tools;thieves' tools. The conjured tools appear either in
fascinating. They puzzle over creatures that wear armor, carry weapons, use tools, and cook food. When a chwinga encounters one or more such creatures, its curiosity compels it to shadow them for a
Cadaver Collector
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
. They encase themselves in the armor and weapons of fallen warriors and impale the corpses of those warriors on the lances and other weapons embedded in their salvaged armor.
Conjured Berserkers. Corpses
Bard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song
necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
for the planes, and which ones have grand visions for their bank vaults.”
–Morte
Mind’s Eye Matter Smith Small or Medium Humanoid, Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points
, using Charisma as the spellcasting ability:
At will: mage armor, mage hand, prestidigitation
1/day each: create food and water, fabricate (as an action)
Bonus Actions
Planar Smithing. The
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
for the planes, and which ones have grand visions for their bank vaults.”
–Morte
Mind’s Eye Matter Smith Small or Medium Humanoid, Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points
, using Charisma as the spellcasting ability:
At will: mage armor, mage hand, prestidigitation
1/day each: create food and water, fabricate (as an action)
Bonus Actions
Planar Smithing. The
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Void Scavver Void scavvers are 20 feet long. Each one is a solitary menace with a pitch-black hide. While most other scavvers are content to feed on kitchen scraps, a void scavver goes after the cook
Huge Monstrosity, Unaligned
Armor Class 15 (natural armor)
Hit Points 157 (15d12 + 60)
Speed 0 ft., fly 40 ft.
STR
22 (+6)
DEX
16 (+3)
CON
19 (+4)
INT
4 (−3
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Void Scavver Void scavvers are 20 feet long. Each one is a solitary menace with a pitch-black hide. While most other scavvers are content to feed on kitchen scraps, a void scavver goes after the cook
Huge Monstrosity, Unaligned
Armor Class 15 (natural armor)
Hit Points 157 (15d12 + 60)
Speed 0 ft., fly 40 ft.
STR
22 (+6)
DEX
16 (+3)
CON
19 (+4)
INT
4 (−3
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
impale the corpses of those warriors on the lances and other weapons embedded in their salvaged armor. Conjured Berserkers. Corpses that accumulate on the construct’s shell aren’t just grisly battle
called to the scene of a great battle — either where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
impale the corpses of those warriors on the lances and other weapons embedded in their salvaged armor. Conjured Berserkers. Corpses that accumulate on the construct’s shell aren’t just grisly battle
called to the scene of a great battle — either where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
normally avoid other creatures, but they find the trappings of civilization fascinating. They puzzle over creatures that wear armor, carry weapons, use tools, and cook food. When a chwinga encounters
, this charm goes away.
Charm of Instant Tools This charm allows you to magically conjure a set of artisan’s tools, navigator’s tools, or thieves’ tools. The conjured tools appear either in your hand
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
normally avoid other creatures, but they find the trappings of civilization fascinating. They puzzle over creatures that wear armor, carry weapons, use tools, and cook food. When a chwinga encounters
, this charm goes away.
Charm of Instant Tools This charm allows you to magically conjure a set of artisan’s tools, navigator’s tools, or thieves’ tools. The conjured tools appear either in your hand
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Elemental Myrmidons Elemental myrmidons are Elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as
free Elementals. They exist only to follow the commands of their creators. Air Elemental Myrmidon Air Elemental Myrmidon
Medium Elemental, Typically Neutral
Armor Class 18 (plate)
Hit Points 117
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Elemental Myrmidons Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as
free elementals. They exist only to follow the commands of their creators. Air Elemental Myrmidon Air Elemental Myrmidon
Medium elemental, neutral
Armor Class 18 (plate)
Hit Points 117 (18d8
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Elemental Myrmidons Elemental myrmidons are Elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as
free Elementals. They exist only to follow the commands of their creators. Air Elemental Myrmidon Air Elemental Myrmidon
Medium Elemental, Typically Neutral
Armor Class 18 (plate)
Hit Points 117
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Elemental Myrmidons Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as
free elementals. They exist only to follow the commands of their creators. Air Elemental Myrmidon
Medium elemental, neutral
Armor Class 18 (plate)
Hit Points 117 (18d8 + 36)
Speed 30 ft., fly
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Elemental Myrmidons Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as
free elementals. They exist only to follow the commands of their creators. Air Elemental Myrmidon
Medium elemental, neutral
Armor Class 18 (plate)
Hit Points 117 (18d8 + 36)
Speed 30 ft., fly
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Elemental Myrmidons Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as
free elementals. They exist only to follow the commands of their creators. Air Elemental Myrmidon Air Elemental Myrmidon
Medium elemental, neutral
Armor Class 18 (plate)
Hit Points 117 (18d8
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
!” and “Need life!” No trace of the destroyed gingwatzim remains, depriving Candlekeep of its copy of Mazfroth’s Mighty Digressions. Gingwatzim Small aberration (shapechanger)
Armor Class 12
Hit
nonmagical object (such as a book, dagger, or gemstone) that its creator is carrying or wearing when the gingwatzim is conjured. The other form can be any Tiny beast. Once these alternate forms are
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
!” and “Need life!” No trace of the destroyed gingwatzim remains, depriving Candlekeep of its copy of Mazfroth’s Mighty Digressions. Gingwatzim Small aberration (shapechanger)
Armor Class 12
Hit
nonmagical object (such as a book, dagger, or gemstone) that its creator is carrying or wearing when the gingwatzim is conjured. The other form can be any Tiny beast. Once these alternate forms are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
this fifteen-foot-wide hallway. The walls are slick with moisture and set with murals showing animal-headed humanoids in armor, most of which appear to brandish real weapons hanging on the walls. A three
can flow beyond the confines of the hallways. The water also does not enter either of the hidden alcoves (area 31A), so creatures there are safe from the waves’ effect. The water conjured by the curtain leaks out of the hall through tiny cracks in the floor, leaving puddles behind.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
this fifteen-foot-wide hallway. The walls are slick with moisture and set with murals showing animal-headed humanoids in armor, most of which appear to brandish real weapons hanging on the walls. A three
can flow beyond the confines of the hallways. The water also does not enter either of the hidden alcoves (area 31A), so creatures there are safe from the waves’ effect. The water conjured by the curtain leaks out of the hall through tiny cracks in the floor, leaving puddles behind.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stare into a torch for several minutes, carefully studying each flicker of flame. Many have an experimental streak, eager to see what happens when something — a barrel of pitch, a hunter’s cabin, an
what else nearby might catch fire. Eternal Flame Guardian
Medium humanoid (human), chaotic evil
Armor Class 17 (breastplate, shield; 15 while using a crossbow)
Hit Points 45 (7d8 + 14)
Speed 30
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Medium Humanoid, Any Alignment
Armor Class 11
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
11 (+0)
WIS
10 (+0)
CHA
13 (+1)
Senses
to devour their foes. Hierophant of the Comet Medium Humanoid (Warlock), Typically Chaotic Evil
Armor Class 15 (breastplate)
Hit Points 153 (18d8 + 72)
Speed 30 ft.
STR
12 (+1)
DEX
13
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Medium Humanoid, Any Alignment
Armor Class 11
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
11 (+0)
WIS
10 (+0)
CHA
13 (+1)
Senses
to devour their foes. Hierophant of the Comet Medium Humanoid (Warlock), Typically Chaotic Evil
Armor Class 15 (breastplate)
Hit Points 153 (18d8 + 72)
Speed 30 ft.
STR
12 (+1)
DEX
13
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stare into a torch for several minutes, carefully studying each flicker of flame. Many have an experimental streak, eager to see what happens when something — a barrel of pitch, a hunter’s cabin, an
what else nearby might catch fire. Eternal Flame Guardian
Medium humanoid (human), chaotic evil
Armor Class 17 (breastplate, shield; 15 while using a crossbow)
Hit Points 45 (7d8 + 14)
Speed 30
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Encounters in Elturel d10 Encounter
1 Collapsed building
2 Cry for help
3 Ghastly meal
4 Ghoul pack
5 Hateful patrol
6 Imp sales pitch
7 Narzugon cavalier
. Their leader, formerly an adventuring rogue, wears magical studded leather armor that increases its AC to 13 (see “Treasure” below). These former citizens of the city died when Elturel was drawn into
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
competition to ensure that rules are followed. Contestants carry no arms or armor, and no magic or supernatural abilities may be used. Additionally, no one is allowed to attack the cockatrice. The
, or it could be be pitch black. Six stones matches are staged by the criminal organization Daask (see the “Criminal Activities” section later in this chapter). The sport is illegal, but the games go on
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
competition to ensure that rules are followed. Contestants carry no arms or armor, and no magic or supernatural abilities may be used. Additionally, no one is allowed to attack the cockatrice. The
, or it could be be pitch black. Six stones matches are staged by the criminal organization Daask (see the “Criminal Activities” section later in this chapter). The sport is illegal, but the games go on
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Encounters in Elturel d10 Encounter
1 Collapsed building
2 Cry for help
3 Ghastly meal
4 Ghoul pack
5 Hateful patrol
6 Imp sales pitch
7 Narzugon cavalier
. Their leader, formerly an adventuring rogue, wears magical studded leather armor that increases its AC to 13 (see “Treasure” below). These former citizens of the city died when Elturel was drawn into
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
showing up later in the adventure to pitch the franchise on commercial deals. Keep note of which NPCs the players have the most fun interacting with, and keep those NPCs in mind for future engagement
and ignoring Arla. Treasure The strike team members are dressed in fur cloaks and leathers, and their weapons and armor are well maintained. They have the equivalent of a priest’s pack and an