Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'places armor and his con'.
Classes
Player’s Handbook
, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather
Armor, Sickle, 2 Dagger;Daggers, orb;Arcane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP; or (B) 100 GP
Warlocks quest for knowledge that lies hidden in the fabric of the
Monsters
Thieves’ Gallery
Disarming Charm. While Forge isn’t wearing armor, his AC includes his Charisma modifier.
Double-Cross. If Forge hits a creature friendly to him with an attack roll, the attack is automatically
turn.Uncanny Dodge. Forge halves the damage he takes from an attack that hits him. He must be able to see the attacker.Forge Fitzwilliam is a con artist who manipulates others with lies and flattery. The
Monsters
Icewind Dale: Rime of the Frostmaiden
a fearsome aspect.
Verbeeg craft their own armor and weapons. They prefer thrown spears above all other weapons, and a verbeeg usually has several spears for that purpose.
Marauders. Verbeeg conduct
themselves like brigands, robbing people they come across in the wild. If food is scarce, they kill those same people and eat them. They prefer to dwell in forlorn places, often sharing territory with
Monsters
Guildmasters’ Guide to Ravnica
. Roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Fluxbending Overcast"} to determine the effect:
1–3. The blastseeker teleports, swapping places with a creature it can see
others:
3/day each: mage armor (self only), scorching ray
1/day each: banishment, cone of cold, dimension door, fireball, ice stormQuarterstaff. Melee Weapon Attack: +3;{"diceNotation":"1d20+3
Monsters
Mordenkainen Presents: Monsters of the Multiverse
casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At will: dancing lights, mage hand, prestidigitation
2/day each: fireball, mage armor, unseen
space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.
Summon Elemental (1/Day). The conjurer
Summon Construct
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Tasha’s Cauldron of Everything
spell (natural armor)
Hit Points 40 + 15 for each spell level above 4th
Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
14 (+2)
WIS
spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
CONSTRUCT Spirit
Medium construct
Armor Class 13 + the level of the
Spells
Tasha’s Cauldron of Everything
level or higher, use the higher level wherever the spell’s level appears in the stat block.
Shadow Spirit
Medium monstrosity
Armor Class 11 + the level of the spell (natural armor)
Hit
Points 35 + 15 for each spell level above 3rd
Speed 40 ft.
STR
13 (+1)
DEX
16 (+3)
CON
15 (+2)
INT
4 (−3)
WIS
10 (+0)
CHA
16 (+3)
Damage Resistances necrotic
Monsters
Acquisitions Incorporated
space he can see. The space must be unoccupied or occupied by a willing Small or Medium creature. If the latter, Jim and the willing creature both teleport, swapping places.
Spellcasting. Jim is a 9th
following wizard spells prepared:
Cantrips (at will): fire bolt, friends, mage hand, minor illusion, prestidigitation
1st level (4 slots): disguise self, Jim's magic missile,* shield, mage armor
2nd level (3
Summon Aberration
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Tasha’s Cauldron of Everything
, use the higher level wherever the spell’s level appears in the stat block.
Aberrant Spirit
Medium aberration
Armor Class 11 + the level of the spell (natural armor)
Hit Points 40 + 10 for
each spell level above 4th
Speed 30 ft.; fly 30 ft. (hover) (Beholderkin only)
STR
16(+3)
DEX
10(+0)
CON
15(+2)
INT
16(+3)
WIS
10(+0)
CHA
6(-2)
Damage
Summon Elemental
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Tasha’s Cauldron of Everything
of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Elemental Spirit
Medium elemental
Armor Class 11 + the level of the spell (natural armor
)
CON
17 (+3)
INT
4 (−3)
WIS
10 (+0)
CHA
16 (+3)
Damage Resistances acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only
Spells
The Book of Many Things
Armor Class 11 + the level of the spell (natural armor)
Hit Points 40 + 10 for each spell level above 4th
Speed 30 ft., fly 30 ft. (hover)
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
16 (+3)
WIS
Summon Fey
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Tasha’s Cauldron of Everything
slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Fey Spirit
Small fey
Armor Class 12 + the level of the spell (natural armor)
Hit
Points 30 + 10 for each spell level above 3rd
Speed 40 ft.
STR
13(+1)
DEX
16(+3)
CON
14(+2)
INT
14(+2)
WIS
11(+0)
CHA
16(+3)
Condition Immunities charmed
Senses
Summon Beast
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Tasha’s Cauldron of Everything
spell slot of 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block.
Bestial Spirit
Small beast
Armor Class 11 + the level of the spell (natural
armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft.; climb 30 ft. (Land only); fly 60 ft. (Air only); swim 30 ft. (Water only)
STR
18
Summon Celestial
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Tasha’s Cauldron of Everything
wherever the spell’s level appears in the stat block.
Celestial Spirit
Large celestial
Armor Class 11 + the level of the spell (natural armor) + 2 (Defender only)
Hit Points 40 + 10 for each
spell level above 5th
Speed 30 ft., fly 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
16 (+3)
Damage
Spells
Fizban's Treasury of Dragons
level or higher, use the higher level wherever the spell’s level appears in the stat block.
Draconic Spirit
Large Dragon, Neutral
Armor Class 14 + the level of the spell (natural armor)
Hit
)
CON
17 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
14 (+2)
Damage Resistances (Chromatic and Metallic Only) acid, cold, fire, lightning, poison
Damage Resistances (Gem Only) force
Summon Fiend
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Tasha’s Cauldron of Everything
higher level wherever the spell’s level appears in the stat block.
Fiendish Spirit
Large fiend
Armor Class 12 + the level of the spell (natural armor)
Hit Points 50 (Demon only) or 40 (Devil
only) or 60 (Yugoloth only) + 15 for each spell level above 6th
Speed 40 ft.; climb 40 ft. (Demon only); fly 60 ft. (Devil only)
STR
13 (+1)
DEX
16 (+3)
CON
15 (+2)
INT
10 (+0
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s time to lay eggs and hatch a new brood of young.
These scorpion folk deposit their eggs in warm places out of direct sunlight, often amid a stand of cacti near their present encampment. The
clothing, or mine metals. Instead, they scavenge much of what they need or want. They do, however, melt down scavenged metal to forge crude weapons, armor, and tools.
Monsters
Adventure Atlas: The Mortuary
", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At-will: detect evil and good, mage armor (self only), mage hand
2/day each: protection from evil and good, remove curse
, speak with dead
1/day each: banishment, dispel evil and goodDauntless in the face of death, exorcists in the Heralds of Dust cleanse hapless creatures and resting places haunted by ghost;ghosts, specter
Backgrounds
Sword Coast Adventurer's Guide
prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faerûn’s great metropolises, such as Waterdeep or Baldur’s Gate
comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Suggested Characteristics
Use the tables for the
Backgrounds
Sword Coast Adventurer's Guide
ûn who hear the word “knight” think of a mounted warrior in armor beholden to a code. Below are a few knightly organizations.
Knights of the Unicorn. The Knights of the Unicorn began
. The reality of the dangers they faced eventually sank in, as did Lurue’s tenets. Over time the small group grew and spread, gaining a following in places as far as Cormyr. The Knights of the
Summon Undead
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Tasha’s Cauldron of Everything
slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Undead Spirit
Medium undead
Armor Class 11 + the level of the spell (natural armor
)
Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3rd
Speed 30 ft.; fly 40 ft. (hover) (Ghostly only)
STR
12 (+1)
DEX
16 (+3)
CON
15 (+2
Monsters
Mordenkainen Presents: Monsters of the Multiverse
material components and using Charisma as the spellcasting ability (spell save DC 16):
At will: arcane eye, mage armor, minor illusion, prestidigitation, speak with dead
1/day each: arcane gate, bane
of sorrow, longing, or remorse. These items are brought to her as gifts from the shadar-kai, and include furniture, clocks, mirrors, jewels, and toys. Ghostly visions of people, places, and pets also
Monsters
Icewind Dale: Rime of the Frostmaiden
, message, minor illusion, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile
2nd level (3 slots): flaming sphere, knock, scorching ray
3rd level (3 slots): counterspell
with more respect than anyone else does, and the keep is a safer location than most other places in Ten-Towns.
Companions. Avarice has a pair of loyal gargoyle;gargoyles named Gargle and Gurgle who
Monsters
Fizban's Treasury of Dragons
from faraway places.
Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets
the wyrmling’s mischievous habits.
2
A moonstone dragon wyrmling searches for whoever made the dragon’s friend—a suit of animated armor able to make witty, if limited
magic-items
-referenced over the centuries that the original text is difficult to discern in many places. It’s clear that Zarmavdian was interested in preventing eldritch creatures from manipulating innocent
.
1st Level: Alarm, Charm Person, Color Spray, Comprehend Languages, Detect Magic, Mage Armor, Magic Missile, Shield, Unseen Servant
2nd Level: False Life, Hold Person, Locate Object, Web
3rd Level
Magic Items
Lost Laboratory of Kwalish
creature at any time.
Stasis. Whenever a creature wearing the armor drops to 0 hit points, the armor places that creature into a state of stasis. While in this state, the creature is stable and does
Powered armor resembles a suit of unusual plate armor, with finely articulated joints connected by an oily, black, leather-like material. The armor has been worked to create the appearance of a
Monsters
Mordenkainen's Fiendish Folio Volume 1
killmoulis can be either a bane or boon to an adventuring party. When kept well fed with tasty treats, this creature is a helpful assistant that mends armor, collects herbs that make the blandest rations
for the benefits of its magic. Shy and solitary by nature, a killmoulis enjoys watching and listening to folk from distant places that it knows little about. Whether fierce raiders, enterprising
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime.
Dreams of Flight
Above all else, kenku wish to regain their ability to fly
. They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
own avatar of death. A creature slain by an avatar of death can't be restored to life.
Avatar of Death
Medium undead, neutral evil
Armor Class 20 Hit Points half the hit point maximum of its
summoner Speed 60 ft., fly 60 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
16 (+3)
16 (+3)
16 (+3)
16 (+3)
16 (+3)
16 (+3)
Damage Immunities necrotic, poison
Condition
Paladin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance
skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the
Bard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
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
, decipher old tomes, travel to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand. A bard who can tell an awe-inspiring story from personal
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, lawful evil
Armor Class 13 (armor scraps)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
15 (+2)
INT
6 (−2)
WIS
8 (−1)
CHA
Skeleton Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic. Skeleton
Medium undead
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Skeleton Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places
saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil. Skeleton
Medium undead, lawful evil
Armor Class 13 (armor scraps)
Hit Points 13 (2d8 + 4
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Skeleton Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places
saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil. Skeleton
Medium undead, lawful evil
Armor Class 13 (armor scraps)
Hit Points 13 (2d8 + 4
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, lawful evil
Armor Class 13 (armor scraps)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
15 (+2)
INT
6 (−2)
WIS
8 (−1)
CHA
Skeleton Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic. Skeleton
Medium undead