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Returning 35 results for '%s"'.
Other Suggestions:
(S)
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
S Spells
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
S | Monsters Details, lore, and statistics for all monsters in the Monster Manual beginning with the letter "S" are detailed below.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Monsters (S)
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Monsters: S
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Monsters (S)
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
S | Monsters
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Monsters (S) Sahuagin Warrior Medium Fiend, Lawful Evil
AC 12 Initiative +0 (10)
HP 22 (4d8 + 4)
Speed 30 ft., Swim 40 ft.
Ability Score Mod Save
Str 13 +1 +1
Dex 11 +0 +0
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
S Spells
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Spells (S)
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spells (S)
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Rare Plant(s) The characters find one or more unusual plants (see appendix C), determined by rolling a d6: 2d6 dancing monkey fruit growing on a tree Menga bush with 2d6 ounces of leaves 1d4 ryath
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Bestiary (S-U)
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Magic Items (S)
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Magic Items (S)
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Monsters Q - S
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Monsters S - Y
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
S. Village of Krezk Chapter 8 visits the village of Krezk and the nearby Abbey of Saint Markovia.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Random Encounters (D-S) Ezmerelda d’Avenir Ezmerelda has cast a greater invisibility spell on herself and is stealthily exploring the castle. Choose one character in the back rank of the party’s
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Monsters O - S Ooze-Folk
Medium ooze, unaligned
Armor Class 10 (natural armor)
Hit Points 19 (2d8 + 10)
Speed 30 ft.
STR
14(+2)
DEX
3(−4)
CON
20(+5)
INT
1(−5
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Descriptions (S)
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Magic Items (S-T)
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
Monsters (S—Z)
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Creatures (S-Z)
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Monsters S - W
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Magic Items (S)
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Locations R - S
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Areas of Barovia (S-Z)
Spells
Player’s Handbook
You touch a creature and magically remove one of the following effects from it:
1 Exhaustion level
The Charmed or Petrified condition
A curse, including the target’s Attunement to a cursed
magic item
Any reduction to one of the target’s ability scores
Any reduction to the target’s Hit Point maximum
Equipment
Ability: Intelligence Utilize: Discern a gem’s value (DC 15) Craft: Arcane Focus, Holy Symbol
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make
that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.
Equipment
Ability: Wisdom Utilize: Improve food’s flavor (DC 10), or detect spoiled or poisoned food (DC 15) Craft: Rations
If you have proficiency with a tool, add your Proficiency Bonus to any
ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.
Spells
Player’s Handbook
You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell’s casting and finishes growing after 120 days; you
the clone finishes forming, the creature’s soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality
Equipment
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use
the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
Equipment
A Dungeoneer’s Pack contains the following items: Backpack, Caltrops, Crowbar, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torch;Torches, and Waterskin.
Spells
Player’s Handbook
A Club or Quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee
attacks using that weapon, and the weapon’s damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice).
The spell ends early if
Spells
Player’s Handbook
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s Material component. While your soul inhabits the container, you are aware of your
surroundings as if you were in the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either






