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Returning 5 results for '16 meditating charger'.
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16 meditation charges
16 meditating charges
16 meditation charge
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16 meditating charge
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
leads back to Atagua.
A character who investigates the walls and succeeds on a DC 16 Intelligence (Investigation or Nature) check realizes they’re inside some gigantic creature, though it doesn’t seem
blends in well amid the floating meat and has advantage on its Dexterity (Stealth) checks. If Ozk notices any non-Aberration, it stops meditating on its own decay and attacks, shouting in Deep Speech that
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
in the Undying Court. Based in the city of Shae Mordai, the members of the Undying Court spend their time meditating, engaging in research, or continuing to perfect the arts they practiced in life
Armor Class 17 (natural armor)
Hit Points 104 (16d8 + 32)
Speed 30 ft.
STR
16 (+3)
DEX
10 (+0)
CON
14 (+2)
INT
17 (+3)
WIS
21 (+5)
CHA
16 (+3
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Neri is returned to life, she replaces Iymrith as Serissa’s advisor, and Serissa rewards the characters by giving them the magic items in the sea chest in the royal treasury (area 16). Queen Neri, like
Serissa, has a fondness for the small folk, and she’s just as eager to find out what happened to Hekaton. 16. Royal Treasury Thirty-four rusty anchors dangle from iron chains bolted to the 50-foot
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
moth-eaten blanket and a side table. Levitating a few inches off the bed is a cross-legged ghost wearing light robes, seemingly meditating. The ghost’s eyes snap open. “We have visitors,” the ghost
hit, reach 5 ft., one target. Hit: 19 (3d12) necrotic damage.
Fell Necromancy. Gremorly targets one creature he can see within 60 feet of himself. The target must make a DC 16 Constitution saving
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
sahuagin carcass for what it is. Otherwise, a successful DC 16 Intelligence (Investigation or Nature) check enables a character to deduce that the carcass belongs to some sort of humanoid sea creature
is meditating. He is roused by the sound of combat or any direct attempts to contact him. Unless cornered, he flees to area 20 and returns with the occupants of that room. If they are gone or slain