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Returning 35 results for 'pursue arms and his can'.
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pursue armor and his can
pure armor and his can
Classes
Player’s Handbook
;s armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.
Becoming a
Monsters
Waterdeep: Dungeon of the Mad Mage
+ 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Fused Form. As a bonus action, she can use her extra mouth and arms to cast any
save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Berlain can cast disguise self and invisibility at will and has the following
Magic Items
Descent into the Lost Caverns of Tsojcanth
You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13
.
Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.
Monsters
Quests from the Infinite Staircase
Multiattack. The tower sage makes two Arcane Burst attacks and can use Starry Radiance if available.
Arcane Burst. Melee or Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit
initiated, their arms are tattooed with magical ink that designates their status in the hierarchy. Pupil sages have simple designs patterned after individual stars and minor constellations, while the
Monsters
The Wild Beyond the Witchlight
","rollAction":"Garrote","rollDamageType":"slashing"} slashing damage at the start of each of its turns, and Zarak can’t grapple another creature or use Assassin’s Whim.Uncanny Dodge
. Zarak halves the damage he takes from an attack made against him, provided he can see the attacker.Zarak is an assassin without honor or conscience. Unusually short of stature for someone of orcish
Monsters
Journeys through the Radiant Citadel
Water Breathing. Nightsea chil-liren can breathe only underwater.Spear. Melee or Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or
similar to the humans of Djaynai, but their brown skin is often tinged shades of gray, and eel-like fins run along their arms and legs.
Magic Items
Princes of the Apocalypse
This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has 3 charges. While you wear the
suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly
Monsters
Planescape: Adventures in the Multiverse
. These trackers pursue their targets across the planes.Marked for Pursuit (3/Day). The bloodhound attempts to place a magical mark on a creature it can see within 30 feet of itself. The target must
Portal Sense. The bloodhound can sense the presence of portals within 30 feet of itself, including inactive portals, and instinctively knows the destination of each portal.Multiattack. The bloodhound
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"piercing"} piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. The sorrowsworn has two harpoon arms and can grapple up to two creatures at once
these sorrowsworn spot other creatures, they feel keenly the need for interaction and launch their harpoon-like arms to drag their victims closer.
Sorrowsworn
The Shadowfell’s pervasive
Monsters
Curse of Strahd
legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can’t benefit from
else happens to it:
1–8: One leg is severed from the zombie if it has any legs left.9–16: One arm is severed from the zombie if it has any arms left.17–20: The zombie is
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Arcane Ward"}. When the abjurer or a creature it can see within 30 feet of it takes damage, the abjurer magically creates a protective barrier around itself or the other creature. The barrier
protective magical wards. Monarchs, nobles, and other wealthy individuals commonly hire abjurers to provide protection.
Wizards
Wizards pursue magical power through the study of arcane texts. Some
Monsters
Mordenkainen Presents: Monsters of the Multiverse
servant
1/day each: fly, stinking cloud, webConjurers summon creatures from other planes of existence and teleport themselves and others in the blink of an eye.
Wizards
Wizards pursue magical power
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
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the hollow dragon fails a saving throw, it can choose to succeed instead.
Reconstruction. When the hollow dragon is reduced to 0 hit points, its body breaks into
nine pieces: two arms, two legs, two wings, a tail, a torso, and a head. Each piece is a Large object with AC 19, 27 hit points, and immunity to psychic and poison damage. After 1d6;{"diceNotation":"1d6
Monsters
Keys from the Golden Vault
attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Longsword"} to hit, reach 5
","rollAction":"Heavy Crossbow","rollDamageType":"piercing"} piercing damage.Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.Fire
Monsters
Planescape: Adventures in the Multiverse
arm against other targets. The nonaton has nine arms, each of which can grapple one target.
Pillar of Truth. The nonaton chooses a point on the ground that it can see within 60 feet of itself. A 60
Axiomatic Mind. The nonaton can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The nonaton has advantage on initiative rolls.
Disintegration. If
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Tracker. In the Nine Hells, the nupperibo can flawlessly track any creature that has taken damage from any nupperibo’s Cloud of Vermin within the previous 24 hours.Bite. Melee Weapon Attack: +5
when a greater fiendish power commands it.
Individually, nupperibos are weak, but they’re rarely alone and can be dangerous when gathered into packs. Clouds of stinging insects, stirge;stirges
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Raxivort’s Tongue. The xvart can communicate with ordinary bat;bats and rat;rats, as well as giant bat;giant bats and giant rat;giant rats.Shortsword. Melee Weapon Attack: +4;{"diceNotation
":"piercing"} piercing damage. If at least one of the xvart’s allies is within 5 feet of the target, the xvart can push the target 5 feet if the target is a Medium or smaller creature.
Sling. Ranged
Monsters
Waterdeep: Dragon Heist
Indomitable (2/Day). Tashlyn can reroll a saving throw that she fails. She must use the new roll.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Tashlyn can regain 20 hit
is Master of Arms and Mercenaries for the Waterdeep Zhentarim. In this role, she provides armor, weapons, and training to sellswords on the Black Network's payroll.
Tashlyn has established a useful
Monsters
Spelljammer: Adventures in Space
: compulsion, fearPsionic Shield (3/Day). When the braxat would be hit by an attack roll or a magic missile spell that originates from a source the braxat can see, the braxat can create an invisible
spells from damaging it.A braxat is a towering, warm-blooded carnivore with a thick, articulated shell covering its back, a squarish head topped with horny protrusions, and thick arms ending in large hands
Monsters
Spelljammer: Adventures in Space
Merging. Two dohwars can have a telepathic conversation with each other and a third willing creature of their choice, provided all three are within 30 feet of one another.Bite. Melee Weapon Attack
also shroud themselves in hooded cloaks.
The average dohwar stands 3 feet tall and has bright plumage matching a particular color in the rainbow spectrum. This color can change at unpredictable times in
Monsters
Waterdeep: Dungeon of the Mad Mage
spellcasting ability is Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The Left Hand of Manshoon can cast disguise
usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil
Monsters
Dragonlance: Shadow of the Dragon Queen
can’t regain hit points until the start of the skeletal knight’s next turn.
Throwing Axe. Melee or Ranged Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction
free to 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
Species
Eberron: Rising from the Last War
bodyguards for those who can afford their services. House Deneith is also renowned for its Sentinel Marshals, agents who hold the authority to pursue criminals and enforce the law across the length of
The Mark of Sentinel warns and protects. It heightens senses and reflexes, allowing an heir to respond to threats with uncanny speed. It can shield its bearer from harm. Whether on the battlefield or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
saving throw. The evoker can select up to three creatures it can see in the area to ignore the explosion, as the evoker sculpts the energy around them. On a failed save, a creature takes 40 (9d8
harness arcane energy to destroy. Many armies employ evokers to rain destruction down on enemy forces.
Wizards
Wizards pursue magical power through the study of arcane texts. Some travel the world
Monsters
Waterdeep: Dungeon of the Mad Mage
(spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Vertrand can cast disguise self and invisibility at will and has the following
study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fey Ancestry. The draegloth has advantage on saving throws against being charmed, and magic can’t put it to sleep.Multiattack. The draegloth makes one Bite attack and two Claw attacks.
Bite
’s plans to triumph over rivals.
A draegloth is an ogre-sized, four-armed biped with purple skin and pale hair. Two of its arms are muscular, tipped with sharp claws; the other two are the size and
Monsters
Waterdeep: Dungeon of the Mad Mage
(spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Zox can cast disguise self and invisibility at will and has the following
arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their
Monsters
Waterdeep: Dungeon of the Mad Mage
(spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Melissara can cast disguise self and invisibility at will and has the following
the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
/day each: arcane eye, detect magic, detect thoughts, fly, lightning bolt, locate object, mage armor, Rary's telepathic bond
1/day: true seeingPortent (3/Day). When the diviner or a creature it can see
they might be know-it-alls, spilling insights to advance their own status.
Wizards
Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells.
Monsters
Tyranny of Dragons
Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
);{"diceNotation":"1d10+1","rollType":"damage","rollAction":"Heavy Crossbow","rollDamageType":"piercing"} piercing damage.Veterans are professional fighters that take up arms for pay or to protect
Monsters
Waterdeep: Dungeon of the Mad Mage
save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Nester can cast disguise self and invisibility at will and has the following wizard
damage.The floating skull and hanging skeletal arms are all that remain of him; they move like they're attached to an invisible body.
Monsters
Strixhaven: A Curriculum of Chaos
objects and structures.
Tunneler. The ruin grinder can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.Multiattack. The ruin grinder makes two
attached to a ruin grinder’s arms tear through millennia-old bedrock with ease, leading some Lorehold mages to fear that the grinders destroy more history than they unearth.Fire, Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
such forbidden texts can be hidden from other illithids and even from an elder brain. Yet eventually, mind flayer arcanist;mind flayer arcanists determined to pursue wizardry must flee the colony for
", "rollDamageType":"psychic"} psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. The
Spells
Xanathar's Guide to Everything
;dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.
The demons are hostile to
all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.
As part of
Spells
Xanathar's Guide to Everything
You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs
, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See Tiny Servant for its statistics.
As a bonus action, you can mentally command the creature if it