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                        Returning 35 results for '9 comfort core'.
                    
                
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     advantage.
Claw. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5);{"diceNotation":"1d8+5","rollType":"damage
                                                
                                            
                                                
                                                    ","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Bite. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 9
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    ","rollAction":"Maul"} to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2","rollType":"damage","rollAction":"Maul","rollDamageType":"bludgeoning"} bludgeoning damage.The elf matriarch of the
                                                
                                            
                                                
                                                     can call on her spells and abilities in times of need, and remains in constant practice with Confessor, her maul. At her core, she believes that the gods help those who help themselves, and that
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     damage, or 9 (1d10 + 4);{"diceNotation":"1d10+4","rollType":"damage","rollAction":"Steel","rollDamageType":"slashing"} slashing damage when used with two hands. Once on each of his turns, Strongheart
                                                
                                            
                                                
                                                     comfort to those who have no goodness in them.â
Ideal. âJustice needs champions. I count myself as one.â
Bond. âValorâs Call is not just an assembly of like-minded
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    ":"to hit","rollAction":"Bite"} to hit, reach 20 ft., one target. Hit: 19 (3d6 + 9);{"diceNotation":"3d6+9","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage plus 10
                                                
                                            
                                                
                                                    ","rollAction":"Tail"} to hit, reach 20 ft., one target. Hit: 13 (1d8 + 9);{"diceNotation":"1d8+9","rollType":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage.
Photonic
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ":"1d20+6","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2","rollType":"damage","rollAction":"Bite","rollDamageType":"slashing
                                                
                                            
                                                
                                                     fragments that make up the islandâs core are also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair
                                                
                                            
                                        
                                                    Morkoth
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Amphibious. The morkoth can breathe air and water.
Spellcasting. The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9;{"diceNotation":"1d20+9","rollType
                                                
                                            
                                                
                                                     tentacles or three with its bite.
Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    Maintenance Shafts Rectangular shafts, labeled area 9 on map 17.2, allow detention drones to move throughout the sphere. Each shaft is protected by an iron grate, which has AC 19, 15 hit points, and
                                                
                                            
                                                
                                                     any other shaft entrance in the Donjon core in 1d4 minutes. Any creature other than a detention drone that attempts to travel from one shaft entrance to another must make a DC 20 Wisdom (Survival
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Druid  Core Druid Traits   Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, Animal Handling, Insight
                                                
                                            
                                                
                                                    ) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorerâs Pack, Herbalism Kit, and 9 GP; or (B) 50 GP  Druids belong to ancient orders that call on the forces of nature. Harnessing the
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                    .
3
I enjoy comfort and quiet, and prefer to avoid extra effort.
4
I have a fierce temper that doesnât reflect the inner calm I seek.
5
Iâm convinced that everyone else in the
                                                
                                            
                                                
                                                     indebted to that guild.
8
At a time of terrible grief in my life, a Rakdos performer made a mockery of my pain, leaving me with mixed feelings of sadness and humor.
9
Roll an additional
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prisonâs administrative offices and guard
                                                
                                            
                                                
                                                     comfort and amenities. If the council needs a tiebreaking vote to determine whether to commute a prisonerâs sentence, the prison wardenâa neutral arbiter with no ties to any Lordsâ Alliance memberâcasts the deciding vote.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                     of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prisonâs administrative offices and guard
                                                
                                            
                                                
                                                     comfort and amenities. If the council needs a tiebreaking vote to determine whether to commute a prisonerâs sentence, the prison wardenâa neutral arbiter with no ties to any Lordsâ Alliance memberâcasts the deciding vote.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     of a cataclysm of their own making. A select few set out for the stars in search of a new home for their people. They departed in comfort and style aboard a massive, self-sustaining starship with all
                                                
                                            
                                                
                                                     of origin. During the voyage, the shipâs built-in computer went haywire. Core systems of the spacecraftâdoors, navigation, and life supportâbegan to degrade, and the robots aboard the vessel began
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Druid ALEXANDER MOKHOV  A Nature Priest of Primal Power  Core Druid Traits   Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill
                                                
                                            
                                                
                                                     Shields Starting Equipment Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorerâs Pack, Herbalism Kit, and 9 GP; or (B) 50 GP  Druids belong to ancient orders that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     adamantine skeleton, creating a grisly colossal construct. Inside the flesh colossusâs chest is a stone sphere infused with spirits from each elemental plane acting as its core. To this day, some of
                                                
                                            
                                                
                                                    , Unaligned
 Armor Class 14 (natural armor)
 Hit Points 280 (16d20 + 112)
 Speed 60 ft.
  STR
 24 (+7)
 DEX
 9 (â1)
 CON
 24 (+7)
 INT
 6 (â2)
 WIS
 10 (+0)
 CHA
 5 (â3)
 
 Damage Immunities
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Paladin MICHAEL BROUSSARD  A Devout Warrior of Sacred Oaths  Core Paladin Traits   Primary Ability Strength and Charisma Hit Point Die D10 per Paladin level Saving Throw Proficiencies Wisdom and
                                                
                                            
                                                
                                                     Shields Starting Equipment Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priestâs Pack, and 9 GP; or (B) 150 GP  Paladins are united by their oaths to stand against the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Paladin  Core Paladin Traits   Primary Ability Strength and Charisma Hit Point Die D10 per Paladin level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: Athletics
                                                
                                            
                                                
                                                     Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priestâs Pack, and 9 GP; or (B) 150 GP  Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prisonâs administrative offices and guard
                                                
                                            
                                                
                                                     representative to Revelâs End, and together they form a parole committee called the Absolution Council. Rarely are all ten council members present, since Revelâs End offers little in the way of comfort and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     body of elemental ice with a core of lightning that animates them. If a galvanice weird is destroyed, the ice shatters and lightning crackles outward in a dangerous explosion. Still, most Izzet
                                                
                                            
                                                
                                                     researchers find that their usefulness outweighs this risk. Galvanice Weird
 Medium elemental, chaotic neutral
 Armor Class 12 (natural armor)
 Hit Points 22 (3d8 + 9)
 Speed 30 ft.
   STR
 14(+2
                                                
                                            
                                        
                                                    Orc
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     or less intact, the orcs leave themselves the option of returning to raid the community over and over.
When orcs fight elves, all of that changes. The enmity between the two races cuts to the core
                                                
                                            
                                                
                                                    
Ruhk
Neega
Bone Crusher
7
Mobad
Baggi
Flesh Ripper
8
Shamog
Shautha
Doom Hammer
9
Mugrub
Ovak
Elf Butcher
10
Bajok
Vola
Spine Snapper
11
Rhorog
Engong
Death Spear
12
Jahrukk
Volen
The Brutal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     much for comfort as to flaunt their musculature. Airy Aesthetes. Djinn rule floating islands of cloudstuff covered with enormous pavilions, or topped with wondrous buildings, courtyards, fountains, and
                                                
                                            
                                                
                                                     gardens. Creatures of comfort and ease, djinn enjoy succulent fruits, pungent wines, fine perfumes, and beautiful music. Djinn are known for their sense of mischief and their favorable attitude
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     than a hundred feet before hitting a lower bridge. While this may seem like small comfort, the major bridges in the upper and middle wards are enchanted with feather fall enchantments that trigger
                                                
                                            
                                                
                                                     that was drawn to the city. This cushions your fall⊠but now youâre on top of an air elemental. 
   9  A guardian angel manifests and catches you. Is this sheer luck due to Sharnâs proximity to Syrania
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     their lairâs comfort. Rather than retiring to crypts, they seek filthy or inaccessible fissures, places any living soul would avoid. For a few moments after feeding, nosferatu are lucid and capable
                                                
                                            
                                                
                                                     two Claw attacks followed by one Bite attack. If both Claw attacks hit the same creature, the Bite attack is made with advantage.
 Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     The body of a servant or an ancestor. 3 The core of a dracolichâs melted hoard. 4 A corrupted dragon egg. 5 A dragon horn a hero took as a trophy. 6 A nationâs royal or religious treasure. 7 A powerful
                                                
                                            
                                                
                                                     magic item. 8 A source of magical wonders, such as a giant tree or mystical pool. 9 The vault of an archdevil, a wicked god, or another extraplanar villain. 10 The weapon that slew the dracolich.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     sending adventurers into the Mournland in hopes of salvaging some or all of the network inside a fallen colossus. Colossus Power Core. The power source of a colossus is a Khyber dragonshard of
                                                
                                            
                                                
                                                     unusually large size, cut into a specific pattern that allows the dragonshard to contain raw magical energy without exploding. A single power core is about the size of a wine barrel, hooked up to an elaborate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
                                                    
                                                
                                            
                                                     many dragons of Eldraine hoard wealth and material goods, witchkites prefer hoarding forbidden and dangerous magical secrets. The arcane nature of a witchkiteâs hoard seeps into the dragonâs core
                                                
                                            
                                                
                                                    , Wis +8, Cha +9
 Skills Arcana +7, Perception +8, Stealth +5
 Damage Resistances fire, psychic
 Senses darkvision 120 ft., passive Perception 18
 Languages Draconic
 Challenge 15 (13,000 XP
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     to end a targetâs threat or simply deliver a message (violently or otherwise), those around you can take comfort in knowing that when you take on a job, the job gets done. When your franchise loses
                                                
                                            
                                                
                                                     it 
   8  A hammer forged to resemble a giantâs fist on one side and a dragonâs head on the other 
   9  A helmet shaped like the head of a hare, with tiny diamonds for eyes 
   10  A bow carved
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     reveals that these inscriptions spell out the core tenets of Sharâs faith: In darkness, act. Never wait for the darkness to pass before making your move. Quench the light of the moon when you can. Hide
                                                
                                            
                                                
                                                    , bronze-colored eyes, and dragon wings. Piled around the statue are 9,300 gp. West Statue. This stone statue stands 9 feet tall and is painted jet black. It depicts Shar as a cloaked woman with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    , every nerve singing with the tension in the air all around you.
 Finally, a swirling light begins to flare in the darkness. A barely audible humming shakes you to the core, rising and falling like a
                                                
                                            
                                                
                                                     Abyss in chapter 9, his gemstone is hurled into the fray by Vizeranâs ritual. Unless the characters retrieve it, another demon lord steps on the gem, destroys it, and sends Fraz-Urbâluuâs spirit back to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     forming a spectral shadow of the soul. The light shed by an undying doesnât generate heat, but it provides a sense of warmth and comfort. The most powerful of the undying can separate their spirits
                                                
                                            
                                                
                                                    )
Saving Throws Con +6, Int +7, Wis +9
 Skills Arcana +7, History +11, Insight +9, Perception +9, Religion +7
 Damage Vulnerabilities necrotic
 Damage Immunities poison, radiant
 Condition
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     longer has its sleep, petrification, disintegration, or death rays. The beholderâs adjusted challenge rating is 9 (5,000 XP).  Ghazrim and Lorthuun both serve the Zhentarim, but they rarely see eye to
                                                
                                            
                                                
                                                    .
 Shed 9 is locked, and Ghazrim DuLoc carries the only key. The lock is also trapped with a poison needle (see âSample Trapsâ in chapter 5 of the Dungeon Masterâs Guide). The shed contains 250 pp
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     for each roll. 2â9 Two suits of animated armor (see âServantsâ below) 10â12 One stone golem (see âServantsâ below) 13â17 The fake Quill (see âArrant Quill and the Fake Quillâ below) 18â20 Renekor the
                                                
                                            
                                                
                                                     takes some comfort in being able to live out the life he couldâve had. His time spent alone with his thoughts in Wisteria Vale has led him to suspect that the Harpers were never going to find a cure, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    .
   STR
 14(+2)
 
  DEX
 14(+2)
 
  CON
 14(+2)
 
  INT
 20(+5)
 
  WIS
 15(+2)
 
  CHA
 13(+1)
Saving Throws Dex +6, Int +9, Wis +6
 Skills Arcana +9, History +9, Perception +10
                                                
                                            
                                                
                                                    .
 Challenge 11 (7,200 XP)
 Amphibious. The morkoth can breathe air and water.
 Spellcasting. The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9 to hit with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     being a defender is core to your identity as a ranger. As a member of Acquisitions Incorporated, you channel your natural proclivity for protectiveness into a razor-sharp focus on the franchise. Pure
                                                
                                            
                                                
                                                    . Urban Beast Friends    d10 Beast 
     1  Rat 
   2  Pigeon 
   3  Skunk 
   4  Crow 
   5  Raccoon 
   6  Possum 
   7  Snake 
   8  Toad 
   9  Giant beetle 
   10  Lizard 
   No Weapons
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    
 Condition Immunities poisoned
 Senses darkvision 120 ft., passive Perception 12
 Languages Abyssal, Common, Infernal
 Challenge 9 (5,000 XP)
 Innate Spellcasting. The abhorrent overlordâs
                                                
                                            
                                                
                                                    : +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 14 (4d6) necrotic damage. The abhorrent overlord regains hit points equal to half the amount of necrotic damage dealt if
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ., swim 50 ft.
   STR
  14 (+2) 
  DEX
  14 (+2) 
  CON
  14 (+2) 
  INT
  20 (+5) 
  WIS
  15 (+2) 
  CHA
  13 (+1)
Saving Throws Dex +6, Int +9, Wis +6
 Skills Arcana +9
                                                
                                            
                                                
                                                    , History +9, Perception +10, Stealth +6
 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20
 Languages telepathy 120 ft.
 Challenge 11 (7,200 XP) Proficiency Bonus +4
 Amphibious
                                                
                                            
                                        






