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Returning 35 results for 'protect augment and his chained'.
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Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Multiattack. The veil keeper uses Augment Physicality, if available, and makes two Mirage Flare attacks.
Mirage Flare. Melee or Ranged Spell Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit
is incapacitated as it is beset by hypnotic, illusory visions.
Augment Physicality (1/Day). For 1 minute, the veil keeper magically obscures it location, heightens its physical ability, and increases
Monsters
Mordenkainen Presents: Monsters of the Multiverse
seer nearby. A hulk appears to have little will of its own and is driven to protect its master.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best
effect while it’s in the slug-like form, but it is subject to areas of effect as normal.
Cult of Tharizdun, the Chained God
Tharizdun’s Spark (Recharge 6);{"diceNotation":"1d6
monsters
"} Poison damage.Lizardfolk wardens draw on primal magic to protect nature’s boundaries. These territorial guardians lurk in wetlands and jungles, surfacing from murky pools to track down
trespassers and drive them out. Wardens wield weapons and shields fashioned from the husks of giant beetles, snapping turtles, and other mighty creatures. When these tools fail them, they channel the forces of nature to augment their natural attacks with poison saliva.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Lizardfolk Warden Reptilian Guardian of Nature Lizardfolk wardens draw on primal magic to protect nature’s boundaries. These territorial guardians lurk in wetlands and jungles, surfacing from murky
, they channel the forces of nature to augment their natural attacks with poison saliva. Lizardfolk Warden Medium Elemental, Neutral
AC 15 Initiative +1 (11)
HP 32 (5d8 + 10)
Speed 30 ft., Swim
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
) Proficiency Bonus +2
Actions
Multiattack. The seeker uses Augment Physicality, if available, and makes two Crystal Blade attacks.
Crystal Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) force damage, plus 7 (2d6) force damage if the seeker is Large.
Augment Physicality (1/Day). For 1 minute, the seeker magically heightens its physical ability and increases in
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
) Proficiency Bonus +2
Actions
Multiattack. The seeker uses Augment Physicality, if available, and makes two Crystal Blade attacks.
Crystal Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) force damage, plus 7 (2d6) force damage if the seeker is Large.
Augment Physicality (1/Day). For 1 minute, the seeker magically heightens its physical ability and increases in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Chapter 3: Character Classes ANDREA PIPARO The heroes Mercion, Molliver, Strongheart, and Ringlerun
protect a portal to another plane from diabolical invaders Character class provides a
combat.
Psi Warrior to augment attacks with psionic power.
Monk. Dart in and out of melee while striking fast and hard. Then become a Warrior of...
Mercy to heal or harm with a touch.
Shadow
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Chapter 3: Character Classes ANDREA PIPARO The heroes Mercion, Molliver, Strongheart, and Ringlerun
protect a portal to another plane from diabolical invaders Character class provides a
combat.
Psi Warrior to augment attacks with psionic power.
Monk. Dart in and out of melee while striking fast and hard. Then become a Warrior of...
Mercy to heal or harm with a touch.
Shadow
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
to strive for peak combat prowess.
Eldritch Knight to learn spells to aid in combat.
Psi Warrior to augment attacks with psionic power.
Monk. Dart in and out of melee while striking fast and
beast.
Fey Wanderer to manifest fey mirth and fury.
Gloom Stalker to hunt foes that lurk in darkness.
Hunter to protect nature with martial versatility.
Rogue. Launch deadly Sneak Attacks
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
to strive for peak combat prowess.
Eldritch Knight to learn spells to aid in combat.
Psi Warrior to augment attacks with psionic power.
Monk. Dart in and out of melee while striking fast and
beast.
Fey Wanderer to manifest fey mirth and fury.
Gloom Stalker to hunt foes that lurk in darkness.
Hunter to protect nature with martial versatility.
Rogue. Launch deadly Sneak Attacks
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the story of Tira Miron. Centuries ago, one of the ancient and powerful demons chained within the world broke free from its bonds, unleashing terrible suffering on the people of Thrane. The nation
, combining her spirit with the light of the Silver Flame to bind the demon once more. Now Tira serves as the Voice of the Flame, helping others find the light. Anyone who seeks to protect the innocent
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the story of Tira Miron. Centuries ago, one of the ancient and powerful demons chained within the world broke free from its bonds, unleashing terrible suffering on the people of Thrane. The nation
, combining her spirit with the light of the Silver Flame to bind the demon once more. Now Tira serves as the Voice of the Flame, helping others find the light. Anyone who seeks to protect the innocent
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
protect it. Pens and Pits Goblins are responsible for tending to the camp’s slaves, battle beasts, and beasts of burden. These are hobbled, chained to posts, or placed in pens, cages, or pits as needed
wooden building in the middle of camp. Here the warlord meets with advisors and makes plans for future conquest. Most of the time, a command center also holds elite bugbear bodyguards that protect
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
protect it. Pens and Pits Goblins are responsible for tending to the camp’s slaves, battle beasts, and beasts of burden. These are hobbled, chained to posts, or placed in pens, cages, or pits as needed
wooden building in the middle of camp. Here the warlord meets with advisors and makes plans for future conquest. Most of the time, a command center also holds elite bugbear bodyguards that protect
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Gauntlet Members of the Order of the Gauntlet seek to protect others from the depredations of evildoers. Placing their faith in deities such as Torm, Helm, and Tyr, they bring the strength of their faith
footholds destroyed by rampaging giants. As it strives to protect its holdings, the Zhentarim also wants to understand the giants’ motivations. The leaders of the Black Network are open to the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Gauntlet Members of the Order of the Gauntlet seek to protect others from the depredations of evildoers. Placing their faith in deities such as Torm, Helm, and Tyr, they bring the strength of their faith
footholds destroyed by rampaging giants. As it strives to protect its holdings, the Zhentarim also wants to understand the giants’ motivations. The leaders of the Black Network are open to the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the mirth of the fey and dreadful is their fury.
Level 3: Dreadful Strikes You can augment your weapon strikes with mind-scarring magic drawn from the murky hollows of the Feywild. When you hit a
to 30 feet to an unoccupied space you can see. Hunter KATERINA LADON Hunter Subclass Protect Nature and People from Destruction You stalk prey in the wilds and elsewhere, using your abilities as a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the mirth of the fey and dreadful is their fury.
Level 3: Dreadful Strikes You can augment your weapon strikes with mind-scarring magic drawn from the murky hollows of the Feywild. When you hit a
to 30 feet to an unoccupied space you can see. Hunter KATERINA LADON Hunter Subclass Protect Nature and People from Destruction You stalk prey in the wilds and elsewhere, using your abilities as a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
stockade to protect the settlement around the harbor, claiming rule over the town that by then was being called “Nimoar’s Hold, the Town of Waters Deep.” War between orcs and elves in lands farther north
Waterdeep’s acquired wealth and strength of arms to create a northern empire. Ahghairon defied him before all the people, and Raurlor ordered the mage to be chained. But when Ahghairon magically turned aside
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
stockade to protect the settlement around the harbor, claiming rule over the town that by then was being called “Nimoar’s Hold, the Town of Waters Deep.” War between orcs and elves in lands farther north
Waterdeep’s acquired wealth and strength of arms to create a northern empire. Ahghairon defied him before all the people, and Raurlor ordered the mage to be chained. But when Ahghairon magically turned aside
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
wings into their helmets or coats of arms.
These paladins share the following tenets:
Let your word be your promise. Protect the weak and never fear to act. Let your honorable deeds be an example
Channel Divinity to augment your athleticism. For 1 hour, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, and the distance of your Long and High Jumps increases by 10
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
wings into their helmets or coats of arms.
These paladins share the following tenets:
Let your word be your promise. Protect the weak and never fear to act. Let your honorable deeds be an example
Channel Divinity to augment your athleticism. For 1 hour, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, and the distance of your Long and High Jumps increases by 10
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
silver belt set with ivory and gems (worth 600 gp). 8. Prison Cavern Torches light the place dimly. A female storm giant is chained on the north wall with huge manacles at her wrists and ankles. A fur
willing to negotiate to protect the young, which they fight to the death to protect or avenge. Treasure. Each giant warrior in the place has 1,000 gp plus an armband that is a token of free passage
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
silver belt set with ivory and gems (worth 600 gp). 8. Prison Cavern Torches light the place dimly. A female storm giant is chained on the north wall with huge manacles at her wrists and ankles. A fur
willing to negotiate to protect the young, which they fight to the death to protect or avenge. Treasure. Each giant warrior in the place has 1,000 gp plus an armband that is a token of free passage
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the floor, twined in each other’s arms. Cell 12C. A female human assassin is chained to the wall. She cheerfully admits to being a thief who was caught trying to find the king’s treasure room (“Know
quite bright, and he will not be rash. Cell 14C. Chained in the cell next to the guardroom is an empyrean (of chaotic good alignment). It has been drugged and is effectively unconscious. A character who
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the floor, twined in each other’s arms. Cell 12C. A female human assassin is chained to the wall. She cheerfully admits to being a thief who was caught trying to find the king’s treasure room (“Know
quite bright, and he will not be rash. Cell 14C. Chained in the cell next to the guardroom is an empyrean (of chaotic good alignment). It has been drugged and is effectively unconscious. A character who
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
simple workrooms contain one combat robot and three worker robots programmed to haul, manage, and protect cargo in the adjacent cargo holds (see area S33). The robots are inactive and indifferent
fourth spectates. They then invite the characters to show them their moves. To win the contest, the characters must succeed on a DC 15 Charisma (Performance) group check. Characters who augment their
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
simple workrooms contain one combat robot and three worker robots programmed to haul, manage, and protect cargo in the adjacent cargo holds (see area S33). The robots are inactive and indifferent
fourth spectates. They then invite the characters to show them their moves. To win the contest, the characters must succeed on a DC 15 Charisma (Performance) group check. Characters who augment their
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
javelin.
Creatures. Unless the party is under Ghared’s protection (see area 36), the lone duergar on duty fights to the death to protect his leader, who is in area 40. If the characters engage the
is chained. May he gnaw on his own hate until the sun dies and all things end.” This room was once a shrine to the gods of the dwarves. The walls are carved with their dour images, and a low stone
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
javelin.
Creatures. Unless the party is under Ghared’s protection (see area 36), the lone duergar on duty fights to the death to protect his leader, who is in area 40. If the characters engage the
is chained. May he gnaw on his own hate until the sun dies and all things end.” This room was once a shrine to the gods of the dwarves. The walls are carved with their dour images, and a low stone
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
southeast chamber, those in the other chamber hear the sounds of battle and rush to assist. The troglodytes in the southwest chamber remain there to protect the hatchlings; if the characters attack the
weapon—a freshly captured giant subterranean lizard (see appendix B). Although the lizard is chained, it can attack anyone who comes within its reach. It strikes with its tail first, hoping to knock a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of effect as normal.
Cult of Tharizdun, the Chained God Tharizdun’s Spark
are seldom encountered without a commanding star spawn seer (also in this book) nearby. A hulk appears to have little will of its own and is driven to protect its master. Star Spawn Hulk
Large
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
southeast chamber, those in the other chamber hear the sounds of battle and rush to assist. The troglodytes in the southwest chamber remain there to protect the hatchlings; if the characters attack the
weapon—a freshly captured giant subterranean lizard (see appendix B). Although the lizard is chained, it can attack anyone who comes within its reach. It strikes with its tail first, hoping to knock a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of effect as normal.
Cult of Tharizdun, the Chained God Tharizdun’s Spark
are seldom encountered without a commanding star spawn seer (also in this book) nearby. A hulk appears to have little will of its own and is driven to protect its master. Star Spawn Hulk
Large
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
roll if its target is prone. Prisoners. Three captives are chained to the walls. Two are fire cultists, while the third is a riverboat crewman captured a few days ago by Crushing Wave river bandits. The
end of the room.
The eastern passage descends to area G1 of the Black Geode (described later in this chapter). To protect their sanctum, earth cultists stationed two hill giants here. Each giant