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Returning 9 results for 'tomahawk arms monsters'.
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tomahawk armor monsters
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tomahawk armor monster
Monsters
Eberron: Rising from the Last War
Glowing Chasm in the northern part of the Mournland, with one of its arms torn off.
“Artorok” (Colossus WX-73) sits at the bottom of Lake Cyre amid the scaffolding of a sunken House
otherwise intact.
“Karrnslayer” (Colossus WX-31) lost its legs but crawls through the Mournland, using its arms to drag its great bulk across the ground. It is always prone and can’t
School of Enchantment
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Player’s Handbook (2014)
As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down
their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.
School of Enchantment (PHB)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Player’s Handbook (2014)
As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down
their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.
Equipment
level of contamination (see Appendix C of Monsters of Drakkenheim).
Arcane Anomalies
1d100
Arcane Anomalies
01–02
A resonant cascade of eldritch phenomena! The resulting
saving throw. On a failed save, they take 14 (4d6) Psychic damage and gain one random form of Drakkenheim Madness> (see Appendix C in Monsters of Drakkenheim). On a successful save, they take half as
Equipment
level of contamination (see Appendix C of Monsters of Drakkenheim).
Arcane Anomalies
1d100
Arcane Anomalies
01–02
A resonant cascade of eldritch phenomena! The resulting
throw. On a failed save, they take 14 (4d6) Psychic damage and gain one random form of Drakkenheim Madness> (see Appendix C in Monsters of Drakkenheim). On a successful save, they take half as much
Equipment
of contamination (see Appendix C of Monsters of Drakkenheim).
Arcane Anomalies
1d100
Arcane Anomalies
01–02
A resonant cascade of eldritch phenomena! The resulting energies
throw. On a failed save, they take 14 (4d6) Psychic damage and gain one random form of Drakkenheim Madness> (see Appendix C in Monsters of Drakkenheim). On a successful save, they take half as much
Equipment
level of contamination (see Appendix C of Monsters of Drakkenheim).
Arcane Anomalies
1d100
Arcane Anomalies
01–02
A resonant cascade of eldritch phenomena! The resulting
saving throw. On a failed save, they take 14 (4d6) Psychic damage and gain one random form of Drakkenheim Madness> (see Appendix C in Monsters of Drakkenheim). On a successful save, they take half as
Equipment
level of contamination (see Appendix C of Monsters of Drakkenheim).
Arcane Anomalies
1d100
Arcane Anomalies
01–02
A resonant cascade of eldritch phenomena! The resulting
throw. On a failed save, they take 14 (4d6) Psychic damage and gain one random form of Drakkenheim Madness> (see Appendix C in Monsters of Drakkenheim). On a successful save, they take half as much
Equipment
gain one level of contamination (see Appendix C of Monsters of Drakkenheim).
Arcane Anomalies
1d100
Arcane Anomalies
01–02
A resonant cascade of eldritch phenomena! The
Intelligence saving throw. On a failed save, they take 14 (4d6) Psychic damage and gain one random form of Drakkenheim Madness> (see Appendix C in Monsters of Drakkenheim). On a successful save, they take