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Returning 35 results for 'balm being diffusing clad require'.
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Monsters
Strixhaven: A Curriculum of Chaos
.
Legendary Resistance (3/Day). If the archaic fails a saving throw, it can choose to succeed instead.
Unusual Nature. The archaic doesn’t require air, food, drink, or sleep.Multiattack. The
that brought the Founder Dragons into being. In that outrush of creative force, the oracle’s soul can be caught in the tide and clad in the very substance of the world, becoming an archaic
Monsters
Van Richten’s Guide to Ravenloft
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Unusual Nature. The mind flayer doesn’t require air, food, or sleep.Multiattack. The mind flayer makes
grotesque balm stalls the elder brain’s degeneration but is far from a cure.
Vampiric mind flayers are physically and mentally unstable beings. Ghoulish creatures, they let nothing stand between
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
grotesque balm stalls the elder brain’s degeneration but is far from a cure. Vampiric mind flayers are physically and mentally unstable beings. Ghoulish creatures, they let nothing stand between them
Wisdom (Perception) checks that rely on sight.
Unusual Nature. The mind flayer doesn’t require air, food, or sleep.
Actions
Multiattack. The mind flayer makes two Claw attacks or one Claw attack
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
grotesque balm stalls the elder brain’s degeneration but is far from a cure. Vampiric mind flayers are physically and mentally unstable beings. Ghoulish creatures, they let nothing stand between them
Wisdom (Perception) checks that rely on sight.
Unusual Nature. The mind flayer doesn’t require air, food, or sleep.
Actions
Multiattack. The mind flayer makes two Claw attacks or one Claw attack
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
clothing. Some nimblewrights wear plain clothing, while others are clad in flashier attire. A nimblewright is emotionless, its face frozen in whatever expression was given to it by its creator. Duelist
. A nimblewright moves like a dancer and fights like a swashbuckler, using dodges and parries to avoid damage while deftly skewering its foes. Constructed Nature. A nimblewright doesn’t require air
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
grotesque balm stalls the elder brain’s degeneration but is far from a cure. Vampiric mind flayers are physically and mentally unstable beings. Ghoulish creatures, they let nothing stand between them
Wisdom (Perception) checks that rely on sight.
Unusual Nature. The mind flayer doesn’t require air, food, or sleep.
Actions
Multiattack. The mind flayer makes two Claw attacks or one Claw attack
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
clothing. Some nimblewrights wear plain clothing, while others are clad in flashier attire. A nimblewright is emotionless, its face frozen in whatever expression was given to it by its creator. Duelist
. A nimblewright moves like a dancer and fights like a swashbuckler, using dodges and parries to avoid damage while deftly skewering its foes. Constructed Nature. A nimblewright doesn’t require air
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
clothing. Some nimblewrights wear plain clothing, while others are clad in flashier attire. A nimblewright is emotionless, its face frozen in whatever expression was given to it by its creator. Duelist
. A nimblewright moves like a dancer and fights like a swashbuckler, using dodges and parries to avoid damage while deftly skewering its foes. Constructed Nature. A nimblewright doesn’t require air
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
clad in fearsome plate armor. Beneath its helmet, one can see the knight’s skull with malevolent pinpoints of light burning in its eye sockets. Eldritch Power. The death knight retains the ability to
a life of wickedness or finds redemption can it finally escape its undead purgatory and truly perish. Undead Nature. A death knight doesn’t require air, food, drink, or sleep. Death Knight
Medium
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
luminous, wispy forms that vaguely recall their mortal features. A banshee’s face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it. Divine Wrath
glimpse of itself is enough to send a banshee into a rage. Undead Nature. A banshee doesn’t require air, food, drink, or sleep. Banshee
Medium undead, chaotic evil
Armor Class 12
Hit Points 58 (13d8
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
luminous, wispy forms that vaguely recall their mortal features. A banshee’s face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it. Divine Wrath
glimpse of itself is enough to send a banshee into a rage. Undead Nature. A banshee doesn’t require air, food, drink, or sleep. Banshee
Medium undead, chaotic evil
Armor Class 12
Hit Points 58 (13d8
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
luminous, wispy forms that vaguely recall their mortal features. A banshee’s face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it. Divine Wrath
glimpse of itself is enough to send a banshee into a rage. Undead Nature. A banshee doesn’t require air, food, drink, or sleep. Banshee
Medium undead, chaotic evil
Armor Class 12
Hit Points 58 (13d8
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
clad in fearsome plate armor. Beneath its helmet, one can see the knight’s skull with malevolent pinpoints of light burning in its eye sockets. Eldritch Power. The death knight retains the ability to
a life of wickedness or finds redemption can it finally escape its undead purgatory and truly perish. Undead Nature. A death knight doesn’t require air, food, drink, or sleep. Death Knight
Medium
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
clad in fearsome plate armor. Beneath its helmet, one can see the knight’s skull with malevolent pinpoints of light burning in its eye sockets. Eldritch Power. The death knight retains the ability to
a life of wickedness or finds redemption can it finally escape its undead purgatory and truly perish. Undead Nature. A death knight doesn’t require air, food, drink, or sleep. Death Knight
Medium
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
wearing a tiger-faced mask and is clad only in a loincloth. A jagged scar runs across the left side of his chest, above the heart, and his chest is sunken and bony. The spear is stone-hafted, but bears
dust. Treasure. In the belly of the stuffed tiger are 500 gp. Eye of the Tiger. A secret door is concealed in the mouth of the wall carving. The catch to open it is hidden in the hollow of the right eye. The door and the catch each require a successful DC 20 Wisdom (Perception) check to find.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
wearing a tiger-faced mask and is clad only in a loincloth. A jagged scar runs across the left side of his chest, above the heart, and his chest is sunken and bony. The spear is stone-hafted, but bears
dust. Treasure. In the belly of the stuffed tiger are 500 gp. Eye of the Tiger. A secret door is concealed in the mouth of the wall carving. The catch to open it is hidden in the hollow of the right eye. The door and the catch each require a successful DC 20 Wisdom (Perception) check to find.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
wearing a tiger-faced mask and is clad only in a loincloth. A jagged scar runs across the left side of his chest, above the heart, and his chest is sunken and bony. The spear is stone-hafted, but bears
dust. Treasure. In the belly of the stuffed tiger are 500 gp. Eye of the Tiger. A secret door is concealed in the mouth of the wall carving. The catch to open it is hidden in the hollow of the right eye. The door and the catch each require a successful DC 20 Wisdom (Perception) check to find.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
brought the Founder Dragons into being. In that outrush of creative force, the oracle’s soul can be caught in the tide and clad in the very substance of the world, becoming an archaic. Because their
fails a saving throw, it can choose to succeed instead.
Unusual Nature. The archaic doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The archaic makes two Force Strike attacks. It
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
brought the Founder Dragons into being. In that outrush of creative force, the oracle’s soul can be caught in the tide and clad in the very substance of the world, becoming an archaic. Because their
fails a saving throw, it can choose to succeed instead.
Unusual Nature. The archaic doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The archaic makes two Force Strike attacks. It
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
brought the Founder Dragons into being. In that outrush of creative force, the oracle’s soul can be caught in the tide and clad in the very substance of the world, becoming an archaic. Because their
fails a saving throw, it can choose to succeed instead.
Unusual Nature. The archaic doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The archaic makes two Force Strike attacks. It
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
contact with the characters for as long as possible. When they are no longer able to conceal their presence, the wereravens greet the characters in humanoid form, clad in sandals and dusty black robes
trust and friendship of the wereravens should require good roleplaying, and it could take days, weeks, or months for members of the Scarlet Sash to trust any characters enough to welcome them into
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
contact with the characters for as long as possible. When they are no longer able to conceal their presence, the wereravens greet the characters in humanoid form, clad in sandals and dusty black robes
trust and friendship of the wereravens should require good roleplaying, and it could take days, weeks, or months for members of the Scarlet Sash to trust any characters enough to welcome them into
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
contact with the characters for as long as possible. When they are no longer able to conceal their presence, the wereravens greet the characters in humanoid form, clad in sandals and dusty black robes
trust and friendship of the wereravens should require good roleplaying, and it could take days, weeks, or months for members of the Scarlet Sash to trust any characters enough to welcome them into
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
might also organize into guilds. Merchant barons who effectively rule a city or nation through iron-clad control of the economy or a network of innkeepers who share news and supply routes could both
Perks With a guild as your group’s patron, you gain the following perks. These perks require an annual contribution of 15 gp paid to the guild (replacing the 5 gp per month cost for characters with the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
might also organize into guilds. Merchant barons who effectively rule a city or nation through iron-clad control of the economy or a network of innkeepers who share news and supply routes could both
Perks With a guild as your group’s patron, you gain the following perks. These perks require an annual contribution of 15 gp paid to the guild (replacing the 5 gp per month cost for characters with the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
cannot be seen from the door; they require up-close observation to be discovered. Falling Through the Floor. The tracks left on the floor by the smugglers represent the only safe places to walk in the
recently oiled. Once the door is opened, read the following text: In the southeast corner of this decayed bedroom lies a man; he is alive, though bound and gagged. He is clad only in undergarments and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
might also organize into guilds. Merchant barons who effectively rule a city or nation through iron-clad control of the economy or a network of innkeepers who share news and supply routes could both
Perks With a guild as your group’s patron, you gain the following perks. These perks require an annual contribution of 15 gp paid to the guild (replacing the 5 gp per month cost for characters with the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
cannot be seen from the door; they require up-close observation to be discovered. Falling Through the Floor. The tracks left on the floor by the smugglers represent the only safe places to walk in the
recently oiled. Once the door is opened, read the following text: In the southeast corner of this decayed bedroom lies a man; he is alive, though bound and gagged. He is clad only in undergarments and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
cannot be seen from the door; they require up-close observation to be discovered. Falling Through the Floor. The tracks left on the floor by the smugglers represent the only safe places to walk in the
recently oiled. Once the door is opened, read the following text: In the southeast corner of this decayed bedroom lies a man; he is alive, though bound and gagged. He is clad only in undergarments and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
that doesn’t require food automatically succeeds on the saving throw. Once the effect ends on a creature, it becomes immune to the cave’s psychic trauma. This immunity does not remove levels of
, vulnerability to fire damage, and immunity to cold, poison, and psychic damage. Treasure. Beyond three walls of ice, in the northernmost cyst, is the frost-covered skeleton of Drakareth, clad in a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
that doesn’t require food automatically succeeds on the saving throw. Once the effect ends on a creature, it becomes immune to the cave’s psychic trauma. This immunity does not remove levels of
, vulnerability to fire damage, and immunity to cold, poison, and psychic damage. Treasure. Beyond three walls of ice, in the northernmost cyst, is the frost-covered skeleton of Drakareth, clad in a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
that doesn’t require food automatically succeeds on the saving throw. Once the effect ends on a creature, it becomes immune to the cave’s psychic trauma. This immunity does not remove levels of
, vulnerability to fire damage, and immunity to cold, poison, and psychic damage. Treasure. Beyond three walls of ice, in the northernmost cyst, is the frost-covered skeleton of Drakareth, clad in a
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
, puny fleas.”
Each character can make a DC 10 Intelligence (Arcana) check upon hearing the guardian’s challenge (this doesn’t require an action). On a successful check, the character realizes this
leather-clad ruffians stand motionless in formation near her, their forms rimed in glittering frost.
The praying woman is Captain Kara Blayne, a human Pirate Captain and leader of the Children of
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
, puny fleas.”
Each character can make a DC 10 Intelligence (Arcana) check upon hearing the guardian’s challenge (this doesn’t require an action). On a successful check, the character realizes this
leather-clad ruffians stand motionless in formation near her, their forms rimed in glittering frost.
The praying woman is Captain Kara Blayne, a human Pirate Captain and leader of the Children of
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
, puny fleas.”
Each character can make a DC 10 Intelligence (Arcana) check upon hearing the guardian’s challenge (this doesn’t require an action). On a successful check, the character realizes this
leather-clad ruffians stand motionless in formation near her, their forms rimed in glittering frost.
The praying woman is Captain Kara Blayne, a human Pirate Captain and leader of the Children of






