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Returning 35 results for 'sting of rage defense variant'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fist attacks against one random creature within reach. If no creatures are within reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.
4–5
two Fist attacks against one random creature within reach. If no creatures are within reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.Bite
Ancient Blue Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.
Thunderstorms rage around a legendary blue dragon’s
lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon’s first line of defense.
A blue dragon will collapse the caverns
Adult Blue Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.
Thunderstorms rage around a legendary blue dragon’s lair
, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon’s first line of defense.
A blue dragon will collapse the caverns
Monsters
Mordenkainen Presents: Monsters of the Multiverse
can see within 60 feet of him. The target must succeed on a DC 23 Wisdom saving throw or become frightened of Geryon until the end of its next turn.
Teleport. Geryon uses Teleport.
Swift Sting
–6). As a reaction when this creature takes damage, it can roll a d10 and subtract the number rolled from the damage.
Geryon (Variant);VARIANT: SOUND THE HORN
Geryon can have an action that
Geryon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
throw or become frightened of Geryon until the end of its next turn.
Swift Sting (Costs 2 Actions). Geryon attacks with his stinger.
Teleport. Geryon uses his Teleport action.Geryon's Lair
Geryon has
.
If Geryon dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.
VARIANT: SOUND THE HORN
Geryon can have an action that allows him to summon enslaved
Monsters
Storm King's Thunder
their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.
Thunderstorms rage around a legendary blue dragon’s lair, and narrow tubes lined
with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon’s first line of defense.
A blue dragon will collapse the caverns that make up its lair if
Backgrounds
Sword Coast Adventurer's Guide
You have served the community where you grew up, standing as its first line of defense against crime. You aren’t a soldier, directing your gaze outward at possible enemies. Instead, your
easily pick out the dens of criminal activity in a community, although you’re more likely to be welcome in the former locations rather than the latter.
Variant: Investigator
Rarer
classes
Player’s Handbook
as a Rage. More than a mere emotion—and not limited to anger—this Rage is an incarnation of a predator’s ferocity, a storm’s fury, and a sea’s turmoil.
Some Barbarians
personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own
classes
Basic Rules (2014)
Rage, Unarmored Defense
2
+2
2nd
+2
Reckless Attack, Danger Sense
2
+2
3rd
+2
Primal Path
3
+2
4th
+2
Ability Score
of his drow foe, then turns to drive his armored elbow into the gut of another.
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury
Monsters
Mythic Odysseys of Theros
(3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Shortsword","rollDamageType":"poison"} poison damage.Even death and the loss of their identities can’t erase the rage that inspires
. They think and speak and even feel emotions based on their new experiences, but given their circumstances, those emotions tend to be muted.
VARIANT: RETURNED KAKOMANTIS
Although the dead typically
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
in combat with their claws, bone devils also wield hooked polearms made of bone, which they use to subdue enemies before striking with their venomous tails. VARIANT: BONE DEVIL POLEARM
Some bone
devils have the following action options.
Multiattack. The devil makes two attacks: one with its hooked polearm and one with its sting.
Hooked Polearm. Melee Weapon Attack: +8 to hit, reach 10 ft
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Barbarian Level
Proficiency
Bonus
Features
Rages
Rage
Damage
1st
+2
Rage, Unarmored Defense
2
+2
2nd
+2
Reckless Attack, Danger Sense
2
+2
3rd
+2
Primal Path
Score Improvement
4
+2
9th
+4
Brutal Critical (1 die)
4
+3
10th
+4
Path Feature
4
+3
11th
+4
Relentless Rage
4
+3
12th
+4
Ability Score Improvement
5
+3
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Features Level Proficiency Bonus Class Features Rages Rage Damage Weapon Mastery 1 +2 Rage, Unarmored Defense, Weapon Mastery 2 +2 2 2 +2 Danger Sense, Reckless Attack 2 +2 2 3 +2 Barbarian Subclass
. Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes. Level 1: Unarmored Defense While you aren’t wearing any armor, your base Armor
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Features Level Proficiency Bonus Class Features Rages Rage Damage Weapon Mastery 1 +2 Rage, Unarmored Defense, Weapon Mastery 2 +2 2 2 +2 Danger Sense, Reckless Attack 2 +2 2 3 +2 Barbarian Subclass
. Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes. Level 1: Unarmored Defense While you aren’t wearing any armor, your base Armor
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
+2
Rage, Unarmored Defense
2
+2
2nd
+2
Reckless Attack, Danger Sense
2
+2
3rd
+2
Primal Path
3
+2
4th
+2
Ability Score Improvement
3
+2
5th
+3
Extra Attack
. First, put your highest ability score in Strength, followed by Constitution. Second, choose the outlander background. Level
Proficiency
Bonus
Features
Rages
Rage
Damage
1st
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. Take a Bonus Action to extend your Rage. Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes. Level 1: Unarmored Defense While you
included above.) Barbarian Class Features Level 1: Rage You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action
Magic Items
Tasha’s Cauldron of Everything
;green hags in a Green Hag (Coven Variant);coven
When you damage a target that hasn’t taken a turn in this combat, the target takes an extra 3d10 slashing damage from ghostly blades.
5
rage, you must use your action to make an unarmed strike against a creature that damaged you, or a random creature you can see if you weren’t damaged by a creature, moving as close as you can to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
alchemist (see chapter 6). The deep gnomes also recognize that Werz’s gems resemble empty spell gems, similar to those used in the defense of Blingdenstone. The gems, mundane in their current form, are
talking business suddenly fly into a rage and start brawling. If the characters don’t intervene to stop the fight, other patrons do. No guards appear unless weapons or spells come out, and the fight
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
feet of it that can understand a language.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sting. Melee Weapon Attack: +4 to hit, reach
target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
VARIANT: PSEUDODRAGON FAMILIAR
Some pseudodragons are willing to serve
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
throws against spells and other magical effects.
Actions
Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must
or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
VARIANT: IMP FAMILIAR
Imps can be found in the service to mortal
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
in her head and pull her tentacles up into the shell protectively, like a strange hermit crab. Whymsee (Kraken Priest Variant)
Medium humanoid (human), neutral evil
Armor Class 17 (natural armor
next turn.
Shell Defense. Whymsee withdraws into her shell. Until she emerges, she gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in her shell, Whymsee is
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
mouths of Grolantor are set loose is during a war, during a raid against an enemy settlement, or in a last-ditch defense of Grolantor’s faithful. When a mouth of Grolantor has slaughtered and eaten
action for that turn:
1–3: The giant makes three Fist attacks against one random creature within reach. If no creatures are within reach, the giant flies into a rage and gains advantage on all attack
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
faith, making them proficient with the quarterstaff and nothing else. You could give them a benefit to make up for the loss of proficiencies—something like the monk’s Unarmored Defense class feature, but
an existing feature that can be used as a model? How does the new class feature compare to other features of the same level? Variant: Spell Points One way to modify how a class feels is to change how
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
VARIANT: POLTERGEIST
A poltergeist is a different kind of specter — the confused
, invisible spirit of an individual with no sense of how he or she died. A poltergeist expresses its rage by hurling creatures and objects using the power of its shattered psyche.
A poltergeist has a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
immediately. Otherwise, they mock the party but don’t fight except in self-defense. Roaming Ooze The presence of the Pudding King (see “The Pudding Court” later in this chapter) is drawing oozes to
Blingdenstone. Roll a d4 and consult the Roaming Ooze table to determine what appears. d4 Encounter 1 1 black pudding 2 1 gelatinous cube 3 1d4 + 1 gray oozes, one of which is a psychic gray ooze variant (as
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
feet of him. The target must succeed on a DC 23 Wisdom saving throw or become frightened of Geryon until the end of its next turn.
Teleport. Geryon uses Teleport.
Swift Sting (Costs 2 Actions
rolled from the damage.
Variant: Sound the Horn Geryon can have an action that allows him to summon minotaurs. Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4 minotaurs (see the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
this area must succeed on a DC 21 Wisdom saving throw or derive no benefit from the rest. If Geryon dies, these effects fade over the course of 1d10 days. VARIANT: SOUND THE HORN
Geryon can have an
its next turn.
Swift Sting (Costs 2 Actions). Geryon attacks with his stinger.
Teleport. Geryon uses his Teleport action.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. If provoked to action, loxodons are true terrors — bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to
, if you have the loxodon’s Natural Armor trait and the monk’s Unarmored Defense feature, you don’t mix them together. Instead, you choose which one determines your AC.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
) bludgeoning damage.
Returned Palamnite Even death and the loss of their identities can’t erase the rage that inspires Returned palamnites. These Returned led violent lives, existences filled with such
attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage.
VARIANT: RETURNED KAKOMANTIS
Although the dead typically
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
afflicted with madness, Kurr can’t bring himself to kill any living creature except in self-defense. If the characters spare his life, Kurr can act as a guide, for he has explored a great deal of the
party regardless of its size. If there are five or more quaggoths in the group, one of them is a quaggoth thonot (see the “Variant: Quaggoth Thonot” sidebar in the “Quaggoth” entry of the Monster
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creatures that enter the room using their Psychic Crush action option (see the “Variant: Psychic Gray Oozes” sidebar in the “Oozes” entry in the Monster Manual). While contained in the altar, the oozes
Plane. An oath of service binds the ghost to the temple for as long as it stands. The ghost is unaligned and fights only in self-defense. If reduced to 0 hit points, the ghost is destroyed for 24 hours
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
points and doesn’t regenerate.
Vaprak’s Rage (Recharges after a Short or Long Rest). As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the
last-ditch defense of the tribe’s home. When the mouth of Grolantor has slaughtered and eaten its fill of the tribe’s enemies, it passes out amid the gory remains of its victims, making it easy to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
in the pool (see below). They also come to the aid of the guards in area 29. They otherwise attack only in self-defense or if Sansuri commands them to. Looking out over the battlements are three
disturbs the water. If the elemental is attacked, the aarakocra simulacra join the fray, coming to its defense. Fruit trees grow in a few places, and a pumpkin patch dominates one large area. The pumpkins
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
this place is cared for by a druid. Creatures that attack a village under the protection of the god’s druids soon learn the error of their ways when all manner of plants lash out to grapple and sting
he uses not only for defense, but also to bestow unlooked-for treats upon those he favors. Although he never seems to rest in his travels, Brandobaris always has time to reward halflings who dare to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
crevasse that runs through it, once served as the last line of defense for Khundrukar’s dwarves. Creatures. Two orcs guard the eastern side of the room. They do everything in their power to prevent the
black robe looks up from her work, her face twisted in an expression of rage.
Creatures. Burdug the shaman, an orc Eye of Gruumsh, has commandeered a chamber as her private domain. She lives here with