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Returning 35 results for 'bards bleed diffusing company radiant'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
.
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from
radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit
Monsters
Fizban's Treasury of Dragons
", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage plus 2 (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"radiant"} radiant damage
in that area must make a DC 12 Constitution saving throw, taking 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType":"radiant"} radiant
Monsters
Fizban's Treasury of Dragons
", "rollAction":"Bite", "rollDamageType":"radiant"} radiant damage.
Claw. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit
(6d8);{"diceNotation":"6d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType":"radiant"} radiant damage on a failed save, or half as much damage on a successful one. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Hypersensitivity. The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks.
Unusual Nature. The mist
undetected to bleed their victims dry.
Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn’t return to their burial places after being defeated or suffering
Monsters
Fizban's Treasury of Dragons
", "rollDamageType":"piercing"} piercing damage plus 4 (1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"radiant"} radiant damage.
Claw. Melee Weapon Attack: +9
":"radiant"} radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 15 temporary hit points by absorbing a portion of the radiant energy.
Spellcasting
Monsters
Fizban's Treasury of Dragons
", "rollDamageType":"piercing"} piercing damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"radiant"} radiant damage.
Claw. Melee Weapon Attack: +13
":"radiant"} radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 25 temporary hit points by absorbing a portion of the radiant energy.
Spellcasting
Monsters
Mordenkainen Presents: Monsters of the Multiverse
known as the Blood Lord. While he takes pleasure in the sufferings of the living, he far prefers the company and service of Undead. His desire is to see all life quenched and the multiverse transformed
creature and any friendly Undead are immune to the frightened condition and have resistance to radiant damage. Enemies have disadvantage on death saving throws while in the aura.
Necrotic, Poison; Bludgeoning, Piercing, and Slashing that is NonmagicalCold, Fire, Lightning
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
severe for both the Radiant Citadel and the civilizations that depend on it. Adventurers are sometimes hired to oversee the transport of commodities to and from the Citadel or to negotiate on behalf of a
major trading company or government. Normally this is a smooth process, but when large amounts of gold are involved, trade is never risk free.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
severe for both the Radiant Citadel and the civilizations that depend on it. Adventurers are sometimes hired to oversee the transport of commodities to and from the Citadel or to negotiate on behalf of a
major trading company or government. Normally this is a smooth process, but when large amounts of gold are involved, trade is never risk free.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Heliod God of the Sun Heliod is the radiant god of the sun. According to myth, he ensures that the sun rises every day to provide light and warmth to the world. Every inhabitant of Theros
cheerful and sociable, enjoying the company of others and forming bonds easily. His friendship can be as easily lost, though, turning him from ally to enemy as the consequence of a single misstep or
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
severe for both the Radiant Citadel and the civilizations that depend on it. Adventurers are sometimes hired to oversee the transport of commodities to and from the Citadel or to negotiate on behalf of a
major trading company or government. Normally this is a smooth process, but when large amounts of gold are involved, trade is never risk free.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
severe for both the Radiant Citadel and the civilizations that depend on it. Adventurers are sometimes hired to oversee the transport of commodities to and from the Citadel or to negotiate on behalf of a
major trading company or government. Normally this is a smooth process, but when large amounts of gold are involved, trade is never risk free.
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
severe for both the Radiant Citadel and the civilizations that depend on it. Adventurers are sometimes hired to oversee the transport of commodities to and from the Citadel or to negotiate on behalf of a
major trading company or government. Normally this is a smooth process, but when large amounts of gold are involved, trade is never risk free.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Heliod God of the Sun Heliod is the radiant god of the sun. According to myth, he ensures that the sun rises every day to provide light and warmth to the world. Every inhabitant of Theros
cheerful and sociable, enjoying the company of others and forming bonds easily. His friendship can be as easily lost, though, turning him from ally to enemy as the consequence of a single misstep or
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Heliod God of the Sun Heliod is the radiant god of the sun. According to myth, he ensures that the sun rises every day to provide light and warmth to the world. Every inhabitant of Theros
cheerful and sociable, enjoying the company of others and forming bonds easily. His friendship can be as easily lost, though, turning him from ally to enemy as the consequence of a single misstep or
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
severe for both the Radiant Citadel and the civilizations that depend on it. Adventurers are sometimes hired to oversee the transport of commodities to and from the Citadel or to negotiate on behalf of a
major trading company or government. Normally this is a smooth process, but when large amounts of gold are involved, trade is never risk free.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Court of Whispers The denizens of the Court of Whispers barter for current knowledge. Heralds, criers, bards, and griots buy and sell information from the fifteen founding civilizations active in the
open plazas, and plentiful work is available here for talented adventurers. The Speakers for the Ancestors—the leaders of the Radiant Citadel—employ freelancers from the Court of Whispers to keep track
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Court of Whispers The denizens of the Court of Whispers barter for current knowledge. Heralds, criers, bards, and griots buy and sell information from the fifteen founding civilizations active in the
open plazas, and plentiful work is available here for talented adventurers. The Speakers for the Ancestors—the leaders of the Radiant Citadel—employ freelancers from the Court of Whispers to keep track
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Court of Whispers The denizens of the Court of Whispers barter for current knowledge. Heralds, criers, bards, and griots buy and sell information from the fifteen founding civilizations active in the
open plazas, and plentiful work is available here for talented adventurers. The Speakers for the Ancestors—the leaders of the Radiant Citadel—employ freelancers from the Court of Whispers to keep track
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Court of Whispers The denizens of the Court of Whispers barter for current knowledge. Heralds, criers, bards, and griots buy and sell information from the fifteen founding civilizations active in the
open plazas, and plentiful work is available here for talented adventurers. The Speakers for the Ancestors—the leaders of the Radiant Citadel—employ freelancers from the Court of Whispers to keep track
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Court of Whispers The denizens of the Court of Whispers barter for current knowledge. Heralds, criers, bards, and griots buy and sell information from the fifteen founding civilizations active in the
open plazas, and plentiful work is available here for talented adventurers. The Speakers for the Ancestors—the leaders of the Radiant Citadel—employ freelancers from the Court of Whispers to keep track
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Court of Whispers The denizens of the Court of Whispers barter for current knowledge. Heralds, criers, bards, and griots buy and sell information from the fifteen founding civilizations active in the
open plazas, and plentiful work is available here for talented adventurers. The Speakers for the Ancestors—the leaders of the Radiant Citadel—employ freelancers from the Court of Whispers to keep track
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs
Guilds and Groups Guilds and similar associations abound in Sharn. Their headquarters are places where people can find the company of fellow professionals, or perhaps enlist the assistance of an
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs
Guilds and Groups Guilds and similar associations abound in Sharn. Their headquarters are places where people can find the company of fellow professionals, or perhaps enlist the assistance of an
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs
Guilds and Groups Guilds and similar associations abound in Sharn. Their headquarters are places where people can find the company of fellow professionals, or perhaps enlist the assistance of an
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
unseen and undetected to bleed their victims dry. Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn’t return to their burial places after being defeated or
feet, rather than 1 extra foot. The mist can’t manipulate objects in any way that requires fingers or manual dexterity.
Sunlight Hypersensitivity. The mist takes 10 radiant damage whenever it starts






