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Returning 35 results for 'shields of read deadly variants'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
’t read, and speaks only in gibberish. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is
staff that can be ridden like a flying broom and that augments the hag’s magic.
Bheur hags are attracted to selfish actions inspired by deadly cold, such as murdering a traveler for a winter coat
Species
Fizban's Treasury of Dragons
and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, and of raging lightning storms, as well as the subtle whisper of swamp and
. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is
classes
Player’s Handbook
Shields
Starting Equipment
Choose A or B: (A) Studded Leather;Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 7 GP
wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.
Becoming a Ranger...
As a Level 1 Character
Gain all the
Species
Mordenkainen Presents: Monsters of the Multiverse
survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard
follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Rest Variants The rules for short and long rests presented in chapter 8 of the Player’s Handbook work well for a heroic-style campaign. Characters can go toe-to-toe with deadly foes, take damage to
within an inch of their lives, yet still be ready to fight again the next day. If this approach doesn’t fit your campaign, consider the following variants. Epic Heroism This variant uses a short rest
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Light and Medium armor and Shields Starting Equipment Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and
wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants. Becoming a Ranger... As a Level 1 Character Gain all the traits in the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival Weapon Proficiencies Simple and Martial weapons Armor Training Light and Medium armor and Shields Starting Equipment Choose A
deadly focus to protect the world from the ravages of monsters and tyrants. Becoming a Ranger... As a Level 1 Character Gain all the traits in the Core Ranger Traits table. Gain the Ranger’s level 1
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
D2. Shrine Entrance As the characters reach the top of the switchbacks, read the following text: The path levels off and widens before an arch cut from the dark stone of the mountain. Flanking the
the mountain rather than built from fitted stonework.
Two dwarf guards stand watch atop this stony shelf. Instead of spears and shields, they carry warhammers that they wield with two hands (1d10 + 1
classes
Basic Rules (2014)
and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses
skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
of farming of which goblins are capable and are charged with checking traps for captured people or beasts. Gatherers aren’t usually armed with weapons more deadly than a sling or a knife, but
Painted or stained hands
10
Bugs kept in a bag for snacking
11
War cry tattooed on chest
12
Shields made from ankheg chitin
13
Bracelet made of pieces of goblins turned to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
opens the door, read: You see a bare chamber, with a small door on the north wall, and pairs of swords crossed behind shields hung upon the walls. There are three such sets on each of the walls to either
until they are destroyed or the one who violated their area is dead. Surviving weapons and shields return to their former positions after the offender is hacked to pieces. Worse still, if the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Customizing the Puzzle Consider using this puzzle’s structure to create any number of thematic word searches hiding deadly traps. Once you’ve created a hint suggesting what types of words to look for
can undertake the puzzle and cross the room safely. You can also increase the difficulty by introducing trap variants, as described below. Trap Variants Rather than have the same poison gas trap on
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Netherese Tongue” sidebar). Immortal servants known as magen (see appendix C) tirelessly perform their duties or wait in silence for new orders. Deadly living spells (see appendix C) guard a handful
percentile dice and consult the Ythryn Encounters table to determine if the party has a random encounter. Some random encounters have variants if Avarice or Auril is present in the necropolis (see
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
rest concludes to the sound of warning horns. Darrett or a messenger from Marshal Vendri urges them to hurry to the command post atop the Trade Gate. Once the characters arrive, read the following text
rapid percussion, their deadly bolts barely keeping the dragonnels wheeling overhead at bay. Beyond the dragonnel riders, the flying citadel looms like a thunderhead, drifting slowly but relentlessly closer.
At this point, there has been no word from Clystran or the dragonnels he went to track down.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
variants of the monsters discussed in chapter 1. This chapter is a continuation of the Monster Manual and adopts a similar presentation. If you are unfamiliar with the monster stat block format, read the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Work Read the following text aloud: A team of dwarves is hard at work, pounding on the stone behind the altar with stout tools. Watching them intently is another dwarf wearing black leather armor. Next
the oni, Obratu. Eight dwarf guards are hammering at the stone wall behind the altar. Instead of spears and shields, the guards carry warhammers that they wield with two hands (1d10 + 1 bludgeoning
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Arrival When the characters approach the vessel, read the following boxed text aloud: An armored dreadnaught made from metal and bones rests on a rocky outcrop in the bay. Flames leap from a brazier
mounted to its mainmast and its ragged sails are stitched from worn leather. Barbaric half-orcs patrol its decks and standby, ready to employ its deadly siege weapons. A giant’s skeleton clutching a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Adventure Overview This adventure begins when the characters read the story of the lost golem in Alkazaar’s Appendix and discover the magic picture in the book. The picture-portal can teleport the
known as the Hall of Rainbows that could contain clues to the golem’s origin. But the Bedine also warn that the cave complex is in the territory of a deadly purple worm. The adventurers travel to the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
never read. Alas, his stipulation fell on deaf ears. When the book falls by accident into the characters’ hands, each of them is afflicted by a supernatural malediction known as the scrivener’s mark. The
characters must travel to Baldur’s Gate to learn the origin of this potentially deadly mark, then retrace Machil Rillyn’s steps to a ruined library called the Haven of the Red Quill. All the while, the archfey bound to the book assails their minds, begging to be freed from her dark prison.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Draakhorn is being used by the cult to summon chromatic dragons to their cause. As the characters are arriving in Waterdeep, read or paraphrase the following. A sudden shift in the wind brings with it a
strange sense of unease. The feeling is akin to the drop in air pressure before the approach of a deadly storm, or faint tremors felt from a landslide or earthquake far away. You’re not the only ones
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
any beast that has an innate swimming speed. Languages. You can speak, read, and write Aquan. SAHUAGIN: DANGER FROM THE DEPTHS
The sea elves face as many perils in their watery world as other elves
face on dry land, but none are as deadly as the sahuagin. The animosity between these two races stems from the sahuagin’s ferocious territoriality. They simply won’t abide any other intelligent society
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Draakhorn is being used by the cult to summon chromatic dragons to their cause. As the characters are arriving in Waterdeep, read or paraphrase the following. A sudden shift in the wind brings with it a
strange sense of unease. The feeling is akin to the drop in air pressure before the approach of a deadly storm, or faint tremors felt from a landslide or earthquake far away. You’re not the only ones
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Levna Drakehorn Though a recent inductee into the Order of the Rose, Levna is a confident, experienced Solamnic knight. She is brave, decisive, and deadly with her two-handed sword. After a chance
Languages Common
Proficiency Bonus +2
Bonus Proficiencies. Levna is proficient with simple and martial weapons, shields, and all armor.
Pack Tactics. Levna has advantage on an attack roll against
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can strip it of its spellcasting ability, if not its life. The archpriest’s decrees are enforced by monitors, devout kuo-toa that act as the archpriest’s eyes and ears. Monitors are deadly hand-to-hand
mancatchers) designed to trap and immobilize foes. Kuo-toa warriors also treat their shields with a sticky goo that catches incoming weapons. In general, kuo-toa don’t like the weight of armor on their
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
rise to deadly rivalries. Resistance to lawful authority can become tyranny of another sort. And when passions become inflamed, giving in to them can lead to tragedy rather than triumph. Purphoros’s
Adult red dragon* MM
24 Ancient red dragon* MM
* See chapter 6 for details about these creatures in Theros. The oracles of Purphoros read the god’s will in earth, fire, and volcanic fumes
(RYAN BARGER)
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Strength saving throw or be pushed 10 feet away from the orb. Read or paraphrase the following text: A hazy image of a figure appears, hovering above the green, glowing orb. The ominous shape wears hooded
vengeance on Strixhaven soon enough. You all will pay!”
This is Murgaxor, a wizard long ago expelled from Strixhaven for practicing deadly magic. He’s been controlling Dean Tullus through the orb
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
minutes to find Major Kalar’s white tent amid the bustle of officers and messengers. When the characters enter the tent, read the following: A stony-faced hobgoblin woman in a sharp-looking uniform
deadly attacks from the gate’s far side. Assaults from Acheron are common, but these attacks have been highly effective and have caught Rigus’s defenders off guard each time. Extra troops now defend the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Group Debriefing The meeting with Marshal Vendri takes place in a small meeting room. Read the following: Marshal Vendri has claimed a modest meeting room down the hall from the council chamber
the City of Lost Names in the Northern Wastes, the marshal knows nothing about the location and notes that the Northern Wastes is nothing but a deadly wasteland. If Soth is heading there, she believes
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
immune to any effect that would sense its emotions or read its thoughts, and it can’t be detected by abilities that sense Fiends.
Actions
Multiattack. The slasher makes two Slasher’s Knife attacks
Multiattack. The juggernaut makes two attacks. It can replace one attack with Deadly Shaping if it is ready.
Executioner’s Pick. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Q36. Dragon’s Audience Hall The west wall of this fifty-foot-long, thirty-foot-wide audience hall has crumbled, leaving a gaping hole and a pile of rubble. Weapons and shields that once hung from the
the revenant. If the characters approach it, it says, “Go away.” If they don’t leave immediately, read: The creature’s grip on the greatsword tightens. “If you have come to destroy me, know this: I
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
tower the characters observe on their ascent. When the characters reach the pinnacle, read the following text: The commander of the Feathergale Knights is a well-built male human in his early fifties
Feathergale Spire (see chapter 2) Doing one’s duty for the realm Hunting and hawking Hippogriffs, giant vultures, and other aerial mounts If the characters mention elemental cults, read the following text
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
feet tall and hewn from solid rock. C1. Sealed Gates When the characters descend into the catacombs, read: A pair of basalt doors block the passage ahead, their surfaces engraved with a relief of a
after 1 hour unless they are held or wedged open. C2. Funerary Chambers There are several funerary chambers in the catacombs. When the characters enter one of these rooms, read the following boxed text to
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Tepui Locations The following locations are keyed to map 14.1. Map 14.1: ghost orchid tepuiView Player Version A1: Waterfall Pool As the characters approach the base of the tepui, read or paraphrase
. The waterfall’s water is deadly, as described in area A1. Tainted Mist. A character who succeeds on a DC 14 Wisdom (Perception) check notes that the mist surrounding the tepui grows thicker 100 feet up
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
unearthed over his lifetime, the foundries of Dis produce deadly armaments that help to stem the abyssal tide. The fighting requires constant reinforcements, creating a voracious appetite for the
act kills the imp and causes its body to disintegrate before the message can be read. The lord of Dis measures everything in terms of the knowledge it contains and the secrets that can be gleaned
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giants who wield two huge shields like plow blades. These shields bear spikes on their exterior and have hollow interiors into which the dreadnought pours hot coals at the first sign of danger. Armed with
its two shields, the dreadnought can present a fiery wall to any attacker. When the dreadnought has finished, often all that is left of a foe is a smoking smear on the floor. When not called on to