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Returning 35 results for 'properly armor and his cults'.
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property armor and his clubs
property armor and his casts
property armor and his counts
property armor and his cells
property armor and his cult
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: alter self, mage armor (self only), mage hand, minor illusion, prestidigitation
1/day each: banishment, plane shift, suggestionFiendish Rebuke (3/Day). In response to being damaged by a visible
Planes. These warlocks often keep imp;imps or quasit;quasits (see the Monster Manual) as companions, and they tend toward philosophical extremes: consorting with fiendish cults or dedicating their
Monsters
Bigby Presents: Glory of the Giants
revealed and they are exiled, they often end up as leaders of Olhydra’s cults in colder regions.
Olhydra grants these frost giants the ability to breathe underwater, and they wield armor and weapons
that reflect their commitment to the cult. Their armor is outfitted with enormous crossbows that can launch barbed harpoons, which the giants use to drag enemies into or through the water.ColdReel In. The giant pulls the target grappled by its Harpoon up to 20 feet toward itself.
Monsters
Bigby Presents: Glory of the Giants
Earth. These giants view the surface world not as a realm of dream but as a nightmare worthy only of destruction, so they lend their strength to cults that plan to reduce the world to rubble
.
Outfitted in heavy armor crafted to resemble the cult’s patron, stone giants of Evil Earth wield weapons that pulse with thunderous energy. These giants serve as the muscle for the cult, wielding their might to destroy the surface world in the name of Ogrémoch.
Monsters
Eberron: Rising from the Last War
, and only half damage if it fails. It can't use this trait if it's incapacitated.
Unarmored Defense. While the dolgaunt is wearing no armor and wielding no shield, its AC includes its Wisdom
their bodies into living weapons dedicated to the missions given them by those masters. Dolgaunts are often found commanding squads of dolgrims, and can also be found working with the Cults of the Dragon Below — particularly those devoted to Dyrrn the Corruptor.
Monsters
Van Richten’s Guide to Ravenloft
, levitate, mage armor, mage hand, sending
1/day each: Otiluke's resilient sphere, telekinesis
Implode (Recharge 4–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Implode"}. Each creature in
corrupted the world and to ensure that those powers never rose again. Strahd, Ulmed, and their companions hunted Fiends, Undead, Aberrations, and other supernatural threats and were tireless foes of cults
Classes
Tasha’s Cauldron of Everything
network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in
Classes
Tasha’s Cauldron of Everything
network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in
Monsters
Fizban's Treasury of Dragons
; favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental intrusion. The centerpiece of a sapphire dragon’s
call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor.
3
I secretly look forward to adventurers trying to infiltrate my lair. How else could I try
Monsters
Fizban's Treasury of Dragons
or deep gnomes, relying on these folk to help protect the territory surrounding their lairs.
Martial Hoards
Sapphire dragons’ favorite prizes are weapons and armor, records of military
by amassing powerful arms and armor.
3
I secretly look forward to adventurers trying to infiltrate my lair. How else could I try out new defenses?
4
Give me a storied helmet or scimitar
Monsters
Fizban's Treasury of Dragons
to help protect the territory surrounding their lairs.
Martial Hoards
Sapphire dragons’ favorite prizes are weapons and armor, records of military history and tactics, and magic items that
hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor
Monsters
Fizban's Treasury of Dragons
surrounding their lairs.
Martial Hoards
Sapphire dragons’ favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental
significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor.
3
I secretly look forward to
Equipment
The hearty silk unique to the region has long been a point of pride with the locals. When processed and woven properly, the resulting cloth is pride silk: an extremely flexible material with the
pride silk weighs 1 pound and costs 100 gp. An pride silk outfit;outfit made of pride silk weighs 4 pounds and costs 500 gp. If you aren’t wearing armor, your base Armor Class is 11 + your Dexterity modifier while wearing it.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
thus properly belongs to the Ordning, but others say he formed from Annam’s spilled blood. For a variety of reasons, he is never accorded equal status to the All-Father’s other children. Known as the
. More than most members of individual Elemental Evil cults, giants see the big picture of the four cults working toward the common goal of elemental cataclysm. Some giants even worship the Elder
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
thus properly belongs to the Ordning, but others say he formed from Annam’s spilled blood. For a variety of reasons, he is never accorded equal status to the All-Father’s other children. Known as the
. More than most members of individual Elemental Evil cults, giants see the big picture of the four cults working toward the common goal of elemental cataclysm. Some giants even worship the Elder
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
respect authority or hierarchy, and they are notoriously difficult to enslave, let alone control. Cults of the Horned King. Minotaurs are the dark descendants of humanoids transformed by the rituals of
cults that reject the oppression of authority by returning to nature. Inductees often mistake these cults for druidic circles or totemic religions whose ceremonies involve entering a labyrinth while
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
, injury, or age) often join these cults instead of facing daily humiliation, exile, or death.
Serving as the bridge between the two parts of the tribe are the priestesses of Luthic, the orc goddess who
strongholds, and then decorated with uniquely orcish accessories.
A war wagon is a source of great pride for a war chief, comparable to a human army’s banner or flag. Many are clad in armor and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
respect authority or hierarchy, and they are notoriously difficult to enslave, let alone control. Cults of the Horned King. Minotaurs are the dark descendants of humanoids transformed by the rituals of
cults that reject the oppression of authority by returning to nature. Inductees often mistake these cults for druidic circles or totemic religions whose ceremonies involve entering a labyrinth while
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Cult Members Cults often form hierarchies around a charismatic or domineering leader. While cult members might work independently, they take their orders from superiors with greater supernatural
+0 +2
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Cult Members Cults often form hierarchies around a charismatic or domineering leader. While cult members might work independently, they take their orders from superiors with greater supernatural
+0 +2
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can be trained to be a faithful companion and mount. Of all the creatures that can serve as flying mounts, hippogriffs are among the easiest to train and the most loyal once trained properly. Hippogriff
Large monstrosity, unaligned
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 40 ft., fly 60 ft.
STR
17 (+3)
DEX
13 (+1)
CON
13 (+1)
INT
2 (−4)
WIS
12
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can be trained to be a faithful companion and mount. Of all the creatures that can serve as flying mounts, hippogriffs are among the easiest to train and the most loyal once trained properly. Hippogriff
Large monstrosity, unaligned
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 40 ft., fly 60 ft.
STR
17 (+3)
DEX
13 (+1)
CON
13 (+1)
INT
2 (−4)
WIS
12
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor.
3 I secretly look forward to adventurers trying to infiltrate my lair. How else could I
be trusted to properly safeguard historically significant artifacts. I can. (Lawful)
3 Knowledge. The stories surrounding every piece in my collection are as important as the treasures
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor.
3 I secretly look forward to adventurers trying to infiltrate my lair. How else could I
be trusted to properly safeguard historically significant artifacts. I can. (Lawful)
3 Knowledge. The stories surrounding every piece in my collection are as important as the treasures
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
communities to ever-increasing depths of cruelty and violence, but if the cultists’ apostasy is revealed and they are exiled, they often end up as leaders of Olhydra’s cults in colder regions. Olhydra grants
these frost giants the ability to breathe underwater, and they wield armor and weapons that reflect their commitment to the cult. Their armor is outfitted with enormous crossbows that can launch
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
communities to ever-increasing depths of cruelty and violence, but if the cultists’ apostasy is revealed and they are exiled, they often end up as leaders of Olhydra’s cults in colder regions. Olhydra grants
these frost giants the ability to breathe underwater, and they wield armor and weapons that reflect their commitment to the cult. Their armor is outfitted with enormous crossbows that can launch
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
’ cunning, charisma, and sheer physical and magical might make them well suited to leadership positions in the cults of Elemental Evil. A cult with a cloud giant at its head can be a formidable force of
. Cloud Giant of Evil Air Huge Giant, Typically Neutral Evil
Armor Class 14 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 40 ft., fly 40 ft.
STR
27 (+8)
DEX
10 (+0)
CON
22 (+6
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the surface world not as a realm of dream but as a nightmare worthy only of destruction, so they lend their strength to cults that plan to reduce the world to rubble. Outfitted in heavy armor crafted
world in the name of Ogrémoch. Stone Giant of Evil Earth Huge Giant, Typically Neutral Evil
Armor Class 20 (plate)
Hit Points 137 (11d12 + 66)
Speed 40 ft.
STR
23 (+6)
DEX
13 (+1)
CON
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the surface world not as a realm of dream but as a nightmare worthy only of destruction, so they lend their strength to cults that plan to reduce the world to rubble. Outfitted in heavy armor crafted
world in the name of Ogrémoch. Stone Giant of Evil Earth Huge Giant, Typically Neutral Evil
Armor Class 20 (plate)
Hit Points 137 (11d12 + 66)
Speed 40 ft.
STR
23 (+6)
DEX
13 (+1)
CON
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
’ cunning, charisma, and sheer physical and magical might make them well suited to leadership positions in the cults of Elemental Evil. A cult with a cloud giant at its head can be a formidable force of
. Cloud Giant of Evil Air Huge Giant, Typically Neutral Evil
Armor Class 14 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 40 ft., fly 40 ft.
STR
27 (+8)
DEX
10 (+0)
CON
22 (+6
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
as boggles, quicklings, and redcaps (all appear in this book) or even satyrs and sprites (both appear in the Monster Manual). Warlock of the Archfey
Medium Humanoid, Any Alignment
Armor Class 13
(16 with mage armor)
Hit Points 67 (15d8)
Speed 30 ft.
STR
9 (–1)
DEX
16 (+3)
CON
11 (+0)
INT
11 (+0)
WIS
12 (+1)
CHA
18 (+4)
Saving
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
salamanders dedicated to the cults of Elemental Evil, they slay them rather than enslaving them. Domineering Nobles. Although salamanders follow the destructive impulses of their fiery nature
kin. Fire Snake
Medium elemental, neutral evil
Armor Class 14 (natural armor)
Hit Points 22 (5d8)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
11 (+0)
INT
7
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
salamanders dedicated to the cults of Elemental Evil, they slay them rather than enslaving them. Domineering Nobles. Although salamanders follow the destructive impulses of their fiery nature
kin. Fire Snake
Medium elemental, neutral evil
Armor Class 14 (natural armor)
Hit Points 22 (5d8)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
11 (+0)
INT
7
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
as boggles, quicklings, and redcaps (all appear in this book) or even satyrs and sprites (both appear in the Monster Manual). Warlock of the Archfey
Medium Humanoid, Any Alignment
Armor Class 13
(16 with mage armor)
Hit Points 67 (15d8)
Speed 30 ft.
STR
9 (–1)
DEX
16 (+3)
CON
11 (+0)
INT
11 (+0)
WIS
12 (+1)
CHA
18 (+4)
Saving
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
arm themselves properly and know precisely where to strike—or those who knew when to flee and return with a new plan.
Members of the Carver Guild are the Monster Hunters typically called upon when
before them.
Level 3: Equipped for Battle You gain training with Heavy armor.
Level 3: Close Quarters Your skill in close combat enables you to inflict crushing blows while keeping your opponent off
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
properly, but a design flaw can cause an autognome to go rogue, forget its orders, and wander Wildspace doing anything except what it was designed for. No two autognomes are necessarily made of the same
battling a lunar dragon wyrmling, for instance, it would come to the wyrmling’s defense. Autognome
Small Construct, Any Alignment
Armor Class 16 (natural armor)
Hit Points 39 (6d6 + 18)
Speed 20