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Returning 35 results for '18 survival have'.
Classes
Player’s Handbook
: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light and Medium armor and
Improvement
5
12
4
3
3
2
—
17
+6
Precise Hunter
6
14
4
3
3
3
1
18
+6
Feral Senses
6
14
4
3
3
3
1
19
+6
Epic Boon
6
15
4
3
3
3
2
20
+6
Foe
Classes
Player’s Handbook
, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Herbalism Kit
Armor Training
Light armor and Shields
1
—
—
15
+5
Improved Elemental Fury
3
4
18
4
3
3
3
2
1
1
1
—
16
+5
Ability Score Improvement
3
4
18
4
3
3
3
2
1
1
1
—
17
+6
Classes
Player’s Handbook
: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light and Medium armor and Shields
Starting
+5
Subclass feature
5
+3
4
15
+5
Persistent Rage
5
+3
4
16
+5
Ability Score Improvement
5
+4
4
17
+6
Improved Brutal Strike
6
+4
4
18
+6
Indomitable Might
6
Classes
Player’s Handbook
Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light
17
+6
Action Surge (two uses), Indomitable (three uses)
4
6
18
+6
Subclass feature
4
6
19
+6
Epic Boon
4
6
20
+6
Three Extra Attacks
4
6
Fighter Class Features
Monsters
Mordenkainen Presents: Monsters of the Multiverse
or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the
. The froghemoth cares nothing for its egg and might eat the hatchling. A young froghemoth’s survival thus depends on its parent leaving it behind in indifference. A newborn froghemoth grows to
classes
Skill Proficiencies
Choose 3: Athletics, History, Investigation, Medicine, Nature, Perception, Religion, and Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
13
+5
Improved Monster Grimoire
4
14
+5
Lair Sense
4
15
+5
Hunting Guild feature
4
16
+5
Ability Score Improvement
4
17
+6
Slayer's Aid
5
18
+6
Hunting Guild
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
of purebloods and slaves are thrown at opposing forces in the hope of allowing the malisons and abominations time to escape.
Survival First
Yuan-ti are likely to retreat or flee from conflict if
6
Itstli
16
Suisatal
7
Manuya
17
Talash
8
Meztli
18
Teoshi
9
Nesalli
19
Yaotal
10
Otleh
20
Zihu
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
where the townsfolk would try to hunt down all kobolds and put the tribe’s survival at risk.
Some aggressive individual kobolds and tribes do exist, but in general kobolds don’t purposely
actions contribute to the survival of the group. The tribe practices for the eventuality of defending the lair against intruders, and their plans always include knowing the best escape routes and who is
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
-tiered caste system made up of lashers, hunters, gatherers, and pariahs. The status of every family in the tribe is based on its importance to the tribe’s survival. Families that belong to the
stone
14
Special breed of rat kept as pet
15
Teeth pulled out in certain places
16
Owlbear-feather cloaks
17
Scars from lashings
18
Orc-tusk lip piercings
19
Umbrellas
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
plate)
Hit Points 143 (26d8 + 26)
Speed 30 ft.
STR
12 (+1)
DEX
15 (+2)
CON
13 (+1)
INT
18 (+4)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws Dex +5
, Con +4, Wis +7, Cha +7
Skills Deception +7, History +7, Intimidation +7, Survival +7
Senses darkvision 60 ft., passive Perception 14
Languages Celestial, Common, Elvish
Challenge 7 (2,900 XP
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
, Perception +8, Survival +8
Senses passive Perception 18
Languages Gith plus any four languages
Challenge 9 (5,000 XP) Proficiency Bonus +4
Actions
Multiattack. The githyanki makes three Staff
survival skills. Sometimes a xenomancer’s research requires that a specimen be captured and imprisoned (to study its behavior) or killed and dissected (to study or harvest its insides). Many xenomancers
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
plate)
Hit Points 143 (26d8 + 26)
Speed 30 ft.
STR
12 (+1)
DEX
15 (+2)
CON
13 (+1)
INT
18 (+4)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws Dex +5
, Con +4, Wis +7, Cha +7
Skills Deception +7, History +7, Intimidation +7, Survival +7
Senses darkvision 60 ft., passive Perception 14
Languages Celestial, Common, Elvish
Challenge 7 (2,900 XP
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
, Perception +8, Survival +8
Senses passive Perception 18
Languages Gith plus any four languages
Challenge 9 (5,000 XP) Proficiency Bonus +4
Actions
Multiattack. The githyanki makes three Staff
survival skills. Sometimes a xenomancer’s research requires that a specimen be captured and imprisoned (to study its behavior) or killed and dissected (to study or harvest its insides). Many xenomancers
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
)
INT
12 (+1)
WIS
15 (+2)
CHA
8 (−1)
Skills Perception +8, Survival +8
Senses passive Perception 18
Languages Common plus one more language
Challenge 7 (2,900 XP) Proficiency Bonus
the planes. Mercykiller Bloodhound Small or Medium Humanoid, Any Alignment
Armor Class 18 (plate armor)
Hit Points 104 (16d8 + 48)
Speed 40 ft.
STR
17 (+3)
DEX
12 (+1)
CON
16 (+3
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Baphomet Large Monstrosity, Chaotic Evil
AC 14 Initiative +0 (10)
HP 85 (10d10 + 30)
Speed 40 ft.
Ability Score Mod Save
Str 18 +4 +4
Dex 11 +0 +0
Con 16 +3 +3
Ability Score Mod Save
Int 6 −2 −2
Wis 16 +3 +3
Cha 9 −1 −1
Skills Perception +7, Survival +7
Senses Darkvision 60 ft.; Passive Perception 17
Languages Abyssal
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Perception +8, Stealth +7, Survival +5
Damage Resistances cold, radiant
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
Languages Common, Draconic, telepathy 120 ft.
Challenge 5
., fly 80 ft.
STR
17 (+3)
DEX
12 (+1)
CON
18 (+4)
INT
16 (+3)
WIS
14 (+2)
CHA
17 (+3)
Saving Throws Dex +4, Con +7, Wis +5, Cha +6
Skills
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Perception +8, Stealth +7, Survival +5
Damage Resistances cold, radiant
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
Languages Common, Draconic, telepathy 120 ft.
Challenge 5
., fly 80 ft.
STR
17 (+3)
DEX
12 (+1)
CON
18 (+4)
INT
16 (+3)
WIS
14 (+2)
CHA
17 (+3)
Saving Throws Dex +4, Con +7, Wis +5, Cha +6
Skills
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Baphomet Large Monstrosity, Chaotic Evil
AC 14 Initiative +0 (10)
HP 85 (10d10 + 30)
Speed 40 ft.
Ability Score Mod Save
Str 18 +4 +4
Dex 11 +0 +0
Con 16 +3 +3
Ability Score Mod Save
Int 6 −2 −2
Wis 16 +3 +3
Cha 9 −1 −1
Skills Perception +7, Survival +7
Senses Darkvision 60 ft.; Passive Perception 17
Languages Abyssal
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
)
INT
12 (+1)
WIS
15 (+2)
CHA
8 (−1)
Skills Perception +8, Survival +8
Senses passive Perception 18
Languages Common plus one more language
Challenge 7 (2,900 XP) Proficiency Bonus
the planes. Mercykiller Bloodhound Small or Medium Humanoid, Any Alignment
Armor Class 18 (plate armor)
Hit Points 104 (16d8 + 48)
Speed 40 ft.
STR
17 (+3)
DEX
12 (+1)
CON
16 (+3
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. Minotaur of Baphomet Large Monstrosity, Chaotic Evil
AC 14 Initiative +0 (10)
HP 85 (10d10 + 30)
Speed 40 ft.
Ability Score Mod Save Str 18 +4 +4 Dex 11 +0 +0 Con 16 +3 +3 Ability Score
Mod Save Int 6 −2 −2 Wis 16 +3 +3 Cha 9 −1 −1
Skills Perception +7, Survival +7
Senses Darkvision 60 ft.; Passive Perception 17
Languages Abyssal
CR 3 (XP 700; PB +2)
Actions
Abyssal
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. Minotaur of Baphomet Large Monstrosity, Chaotic Evil
AC 14 Initiative +0 (10)
HP 85 (10d10 + 30)
Speed 40 ft.
Ability Score Mod Save Str 18 +4 +4 Dex 11 +0 +0 Con 16 +3 +3 Ability Score
Mod Save Int 6 −2 −2 Wis 16 +3 +3 Cha 9 −1 −1
Skills Perception +7, Survival +7
Senses Darkvision 60 ft.; Passive Perception 17
Languages Abyssal
CR 3 (XP 700; PB +2)
Actions
Abyssal
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Armor Class 14
Hit Points 38 (7d8 + 7)
Speed 30 ft., swim 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
12 (+1)
INT
13 (+1)
WIS
14 (+2)
CHA
16 (+3)
Skills Medicine +4, Nature
+3, Stealth +6, Survival +4
Senses darkvision 60 ft., passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 3 (700 XP)
Amphibious. Siren can breathe air and water.
Innate
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
wracked by magical fire storms. Flying characters and fast-moving infernal war machines can easily avoid these fire storms. Characters traveling on foot must succeed on a DC 20 group Wisdom (Survival
as much damage on a successful one. The fire storm ignites flammable objects that aren’t being worn or held. A successful dispel magic (DC 18) cast on the storm causes it to flame out and disappear.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Anchorite of Talos Anchorite of Talos
Medium humanoid (half-orc, shapechanger), neutral evil
Armor Class 13 (hide armor)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
9 (−1)
WIS
15 (+2)
CHA
12 (+1)
Skills Nature +1, Stealth +3, Survival +4
Senses darkvision 60 ft., passive Perception 12
Languages Common
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Anchorite of Talos Anchorite of Talos
Medium humanoid (half-orc, shapechanger), neutral evil
Armor Class 13 (hide armor)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
9 (−1)
WIS
15 (+2)
CHA
12 (+1)
Skills Nature +1, Stealth +3, Survival +4
Senses darkvision 60 ft., passive Perception 12
Languages Common
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
58 (9d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
16 (+3)
WIS
13 (+1)
CHA
13 (+1)
Saving Throws Con +4, Int +5, Wis +3
Skills Athletics +5, Deception +3, Perception +3, Survival +3
Senses passive Perception 13
Languages Common, Gith
Challenge 3 (700 XP) Proficiency Bonus +2
Actions
Multiattack. The githyanki
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Anchorite of Talos Anchorite of Talos
Medium humanoid (half-orc, shapechanger), neutral evil
Armor Class 13 (hide armor)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
9 (−1)
WIS
15 (+2)
CHA
12 (+1)
Skills Nature +1, Stealth +3, Survival +4
Senses darkvision 60 ft., passive Perception 12
Languages Common
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Armor Class 14
Hit Points 38 (7d8 + 7)
Speed 30 ft., swim 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
12 (+1)
INT
13 (+1)
WIS
14 (+2)
CHA
16 (+3)
Skills Medicine +4, Nature
+3, Stealth +6, Survival +4
Senses darkvision 60 ft., passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 3 (700 XP)
Amphibious. Siren can breathe air and water.
Innate
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
other creatures. Centaur
Large monstrosity, neutral good
Armor Class 12
Hit Points 45 (6d10 + 12)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
9 (-1
)
WIS
13 (+1)
CHA
11 (+0)
Skills Athletics +6, Perception +3, Survival +3
Senses passive Perception 13
Languages Elvish, Sylvan
Challenge 2 (450 XP)
Charge. If the centaur
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
of Talos
Medium humanoid (half-orc, shapechanger), neutral evil
Armor Class 13 (hide armor)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2
)
INT
9 (-1)
WIS
15 (+2)
CHA
12 (+1)
Skills Nature +1, Stealth +3, Survival +4
Senses darkvision 60 ft., passive Perception 12
Languages Common, Orc
Challenge 3 (700
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Anchorite of Talos Anchorite of Talos
Medium humanoid (half-orc, shapechanger), neutral evil
Armor Class 13 (hide armor)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
9 (−1)
WIS
15 (+2)
CHA
12 (+1)
Skills Nature +1, Stealth +3, Survival +4
Senses darkvision 60 ft., passive Perception 12
Languages Common
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
58 (9d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
16 (+3)
WIS
13 (+1)
CHA
13 (+1)
Saving Throws Con +4, Int +5, Wis +3
Skills Athletics +5, Deception +3, Perception +3, Survival +3
Senses passive Perception 13
Languages Common, Gith
Challenge 3 (700 XP) Proficiency Bonus +2
Actions
Multiattack. The githyanki
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
residents. Many such communities owe their survival to the insight and acumen of a centaur. Despite their reclusive nature, centaurs trade with elves and with the caravans of other benevolent
its days. Centaur
Large monstrosity, neutral good
Armor Class 12
Hit Points 45 (6d10 + 12)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
9 (−1
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
of Talos
Medium humanoid (half-orc, shapechanger), neutral evil
Armor Class 13 (hide armor)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2
)
INT
9 (-1)
WIS
15 (+2)
CHA
12 (+1)
Skills Nature +1, Stealth +3, Survival +4
Senses darkvision 60 ft., passive Perception 12
Languages Common, Orc
Challenge 3 (700
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
wracked by magical fire storms. Flying characters and fast-moving infernal war machines can easily avoid these fire storms. Characters traveling on foot must succeed on a DC 20 group Wisdom (Survival
as much damage on a successful one. The fire storm ignites flammable objects that aren’t being worn or held. A successful dispel magic (DC 18) cast on the storm causes it to flame out and disappear.