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Returning 35 results for 'back both deflection constructed recipient'.
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Magic Items
Dungeon Master’s Guide
.
Acrobatic Assist (Quarterstaff and 10-Foot Pole Forms Only). While holding this weapon, you have Advantage on Dexterity (Acrobatics) checks.
Attack Deflection (Quarterstaff Form Only). When you are hit by
long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Animal Messenger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up
gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
At Higher Levels. If you cast this spell
Cadaver Collector
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home.
Sweeping the Dead
creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time.
Constructed Nature. A cadaver collector
Monsters
Mythic Odysseys of Theros
":"Hooves","rollDamageType":"fire"} fire damage.Among the first anvilwroughts to be forged by Purphoros, elegant burnished harts wander the mortal realm in search of new sights to bring back to the god of
the sands of time or are guarded by ancient monsters.
Constructed Nature. An anvilwrought doesn't require air, food, drink, or sleep.Fire, Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
him win back his title.
Rumors suggest that he can often be found in Sigil, where he bargains with yugoloths to build yet another army with which he might invade Malbolge and wrest the throne from
and the other planes.
Most of Moloch’s cultists have switched allegiance to one of the other archdevils, but idols constructed to honor him still stand in deep dungeons, their jeweled eyes and
Monsters
Sleeping Dragon’s Wake
rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Lhammaruntosz's choice
surrounding area as the captain of the Scaly Eye, a fleet that battled pirates and other threats. To honor her deeds, the Swords of Leilon constructed the Bronze Shrine, a massive temple to Bahamut, god
Monsters
Fizban's Treasury of Dragons
visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with the dragon
persistently hunts a giant crab that always manages to evade the wyrmling. (The crab might have been the recipient of a druid’s awaken spell.)
4
A mated pair of griffon;griffons found a topaz
monsters
additional 105,000 XP (210,000 XP total) for defeating the koboldzilla after its Apotheosis activates.
Constructed Weakness. The koboldzilla has the following flaws:
Arcanothermic Engine. If the
accoutrements, before disappearing back down the holes. Each non-kobold creature in the lair, other than the koboldzilla, must make a VDC Dexterity saving throw. On a success, the creature loses one
monsters
additional 8,400 XP (16,800 XP total) for defeating the koboldzilla after its Apotheosis activates.
Constructed Weakness. The koboldzilla has the following flaws:
Arcanothermic Engine. If the
accoutrements, before disappearing back down the holes. Each non-kobold creature in the lair, other than the koboldzilla, must make a VDC Dexterity saving throw. On a success, the creature loses one
monsters
additional 33,000 XP (66,000 XP total) for defeating the koboldzilla after its Apotheosis activates.
Constructed Weakness. The koboldzilla has the following flaws:
Arcanothermic Engine. If the
; various accoutrements, before disappearing back down the holes. Each non-kobold creature in the lair, other than the koboldzilla, must make a VDC Dexterity saving throw. On a success, the creature loses
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(Acrobatics) checks. Attack Deflection (Quarterstaff Form Only). When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(Acrobatics) checks. Attack Deflection (Quarterstaff Form Only). When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(Acrobatics) checks. Attack Deflection (Quarterstaff Form Only). When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(Acrobatics) checks. Attack Deflection (Quarterstaff Form Only). When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
(Acrobatics) checks. Attack Deflection (Quarterstaff Form Only). When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your
). This weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
(Acrobatics) checks. Attack Deflection (Quarterstaff Form Only). When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your
). This weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
(Acrobatics) checks. Attack Deflection (Quarterstaff Form Only). When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your
). This weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
(Acrobatics) checks. Attack Deflection (Quarterstaff Form Only). When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your
). This weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
(Acrobatics) checks. Attack Deflection (Quarterstaff Form Only). When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your
). This weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
slide open to reveal chambers strewn with minotaur bones — ten chambers in all. One of these chambers has a hallway at the back of it leading to area 56. Advice from the Spirits Any characters
“Acererak’s Gift” below). If a crystal key is inserted when the sarcophagus and the key are not the same color, the key is teleported back to the maze and the sarcophagus remains sealed. Treasure The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
slide open to reveal chambers strewn with minotaur bones — ten chambers in all. One of these chambers has a hallway at the back of it leading to area 56. Advice from the Spirits Any characters
“Acererak’s Gift” below). If a crystal key is inserted when the sarcophagus and the key are not the same color, the key is teleported back to the maze and the sarcophagus remains sealed. Treasure The
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
(Acrobatics) checks. Attack Deflection (Quarterstaff Form Only). When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your
). This weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
slide open to reveal chambers strewn with minotaur bones — ten chambers in all. One of these chambers has a hallway at the back of it leading to area 56. Advice from the Spirits Any characters
“Acererak’s Gift” below). If a crystal key is inserted when the sarcophagus and the key are not the same color, the key is teleported back to the maze and the sarcophagus remains sealed. Treasure The
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description
the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. At Higher Levels. If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description
the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. At Higher Levels. If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
White Plume Mountain The characters might need to travel back to a time when Keraptis first constructed his legendary dungeon (featured in Tales from the Yawning Portal), and used components from the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
White Plume Mountain The characters might need to travel back to a time when Keraptis first constructed his legendary dungeon (featured in Tales from the Yawning Portal), and used components from the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description
the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. At Higher Levels. If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description
the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. At Higher Levels. If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description
the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. At Higher Levels. If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description
the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. At Higher Levels. If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
White Plume Mountain The characters might need to travel back to a time when Keraptis first constructed his legendary dungeon (featured in Tales from the Yawning Portal), and used components from the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Etherealness feature of incorporeal undead, is the exception to this rule. A creature that enters the Border Ethereal from Strahd’s domain is pulled back into Barovia upon leaving that plane. For the
contact with beings from other planes function normally—with one proviso: Strahd can sense when someone in his domain is casting such a spell and can choose to make himself the spell’s recipient, so that he becomes the one who is contacted.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Etherealness feature of incorporeal undead, is the exception to this rule. A creature that enters the Border Ethereal from Strahd’s domain is pulled back into Barovia upon leaving that plane. For the
contact with beings from other planes function normally—with one proviso: Strahd can sense when someone in his domain is casting such a spell and can choose to make himself the spell’s recipient, so that he becomes the one who is contacted.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Etherealness feature of incorporeal undead, is the exception to this rule. A creature that enters the Border Ethereal from Strahd’s domain is pulled back into Barovia upon leaving that plane. For the
contact with beings from other planes function normally—with one proviso: Strahd can sense when someone in his domain is casting such a spell and can choose to make himself the spell’s recipient, so that he becomes the one who is contacted.