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Returning 35 results for 'bat blend diffusing call reality'.
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Monsters
Baldur’s Gate: Descent into Avernus
charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.
Bloodletters. All cultists of Bhaal learn to call upon their god’s power to leave their
cause terrible pain and bleeding.
Killers from the Shadows. Bhaal’s followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call
Monsters
Baldur’s Gate: Descent into Avernus
the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn invisible for a crucial moment.
Cult Ranks. Low-ranking cultists of Bhaal are called night
learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor
Monsters
Baldur’s Gate: Descent into Avernus
. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.
Bloodletters. All cultists of Bhaal learn to call upon their god's power to leave their
terrible pain and bleeding.
Killers from the Shadows. Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god's
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the
target (escape DC 18).
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature
Vampire
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form
damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the
).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by
Monsters
The Book of Many Things
the living portents impact the earth, they carve great craters, yet miraculously, none who live in the impact zone are harmed. These beings of light then assume Humanoid forms to blend in with the
encounter.
Variant: Servants of Living Stars
Some stars in the sky are Elder Evils, alien beings of godlike power from the reality-defying Far Realm.
A living portent can be a fragment of these beings
Monsters
Waterdeep: Dungeon of the Mad Mage
Shapechanger. If Zorak isn't in sunlight or running water, he can use his action to polymorph into a Tiny bat or a Medium cloud of mist, or back into his true form.
While in bat form, Zorak can't
":"1d8+4","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage. Instead of dealing damage, Zorak can grapple the target (escape DC 18).
Bite. (Bat or Vampire
Fraz-Urb'luu
Legacy
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Monsters
Out of the Abyss
that of a great gargoyle, some 12 feet tall, with an extended, muscular neck and a smiling face framed by long, pointed ears and lank, dark hair, and bat-like wings are furled against his powerful
elaborate fantasies that have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream.”
61–80
“I convince myself that
Monsters
Waterdeep: Dungeon of the Mad Mage
Shapechanger. If Keresta isn't in sunlight or running water, she can use her action to polymorph into a Tiny bat or a Medium cloud of mist, or back into her true form.
While in bat form, Keresta
. (Bat or Vampire Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by Keresta
Monsters
Mordenkainen's Fiendish Folio Volume 1
Teleport action.
Call the Void (Costs 3 Actions). Each creature that is not a construct or undead within 30 feet of Ygorl must make a DC 22 Constitution saving throw against the lord of entropy’s
of eternity. It has no sense of empathy or compassion, driven only to unmake so that the resulting base elements of reality can fuel the multiverse’s endless cycles of creation and destruction
Monsters
Icewind Dale: Rime of the Frostmaiden
fantasizes about rising to fame and prominence in record time and hopes that plundering the lost Netherese city of Ythryn will turn her fantasies into reality.
The tiefling has the secret support of the
the Knights of the Black Sword, if she needs to call on their talents.
Familiar. Avarice’s familiar throughout the adventure is a squawking raven named Skelm. It uses the raven stat block in
Monsters
Curse of Strahd
nameless holy figure, whom others call the Abbot, was drawn to the abbey after Saint Markovia died by Strahd's hand. He sought to restore the abbey after it fell to corruption, but was himself
meant to be perfect. They didn't want to be ordinary humans. They wanted the eyes of a cat, wings to fly like a bat, the strength of a mule, and the guile of a snake. In short, they craved bestial
Monsters
Curse of Strahd
Shapechanger. If Strahd isn’t in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.
While in
bat or wolf form, Strahd can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his
Backgrounds
Sword Coast Adventurer's Guide
reflect the agenda, sentiment, or philosophy of one’s order.
KNIGHTLY ORDERS OF FAERÛN
Many who rightfully call themselves “knight” earn that title as part of an order in
. The reality of the dangers they faced eventually sank in, as did Lurue’s tenets. Over time the small group grew and spread, gaining a following in places as far as Cormyr. The Knights of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
they sleep.
Rocks. Strewn upon the uneven floor amid mounds of bat guano are loose rocks that Xorta hurls at intruders and others who bother her.
Xorta reclines in the north alcove, partially hidden
behind natural columns of rock. She uses her Stone Camouflage trait to blend in with her surroundings.
Xorta has a mind to explore more of Undermountain, but her parents won’t let her stray far. She
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
they sleep.
Rocks. Strewn upon the uneven floor amid mounds of bat guano are loose rocks that Xorta hurls at intruders and others who bother her.
Xorta reclines in the north alcove, partially hidden
behind natural columns of rock. She uses her Stone Camouflage trait to blend in with her surroundings.
Xorta has a mind to explore more of Undermountain, but her parents won’t let her stray far. She
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
they sleep.
Rocks. Strewn upon the uneven floor amid mounds of bat guano are loose rocks that Xorta hurls at intruders and others who bother her.
Xorta reclines in the north alcove, partially hidden
behind natural columns of rock. She uses her Stone Camouflage trait to blend in with her surroundings.
Xorta has a mind to explore more of Undermountain, but her parents won’t let her stray far. She
Species
Acquisitions Incorporated
then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world
.
Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant
Wizard
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call
. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The God-Brain The scope of what mind flayers call history exists on a cosmic scale. Through ages of empire and conflict, the illithid elder brains indulged experiments without comparison or reference
for lesser beings, explorations beyond the boundaries of time, reality, immortality, and the multiverse. Many failed—at least one catastrophically so. To summarize an eon of atrocities, one elder
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The God-Brain The scope of what mind flayers call history exists on a cosmic scale. Through ages of empire and conflict, the illithid elder brains indulged experiments without comparison or reference
for lesser beings, explorations beyond the boundaries of time, reality, immortality, and the multiverse. Many failed—at least one catastrophically so. To summarize an eon of atrocities, one elder
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The God-Brain The scope of what mind flayers call history exists on a cosmic scale. Through ages of empire and conflict, the illithid elder brains indulged experiments without comparison or reference
for lesser beings, explorations beyond the boundaries of time, reality, immortality, and the multiverse. Many failed—at least one catastrophically so. To summarize an eon of atrocities, one elder
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
First World, The Scholars speak of a primordial state, a single reality they call the First World, which preceded the Material Plane. Many of the peoples and monsters that inhabit the worlds on the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
First World, The Scholars speak of a primordial state, a single reality they call the First World, which preceded the Material Plane. Many of the peoples and monsters that inhabit the worlds on the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
First World, The Scholars speak of a primordial state, a single reality they call the First World, which preceded the Material Plane. Many of the peoples and monsters that inhabit the worlds on the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Fear An overwhelming foe or horrid monster doesn’t need magic or some supernatural ability to strike fear into the most stalwart adventurers. During any frightful encounter, you can call on a
spells. An enemy demonstrates it can deal enough damage to reduce a character to 0 hit points in one blow. A creature is alien or monstrous in ways the character never could have imagined. An object undermines a character’s understanding of reality.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
goblinoid things. But then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world
. Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant, and the Verdan emerged. I’m sorry, was that the question?
— K’thriss Drow’b
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
goblinoid things. But then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world
. Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant, and the Verdan emerged. I’m sorry, was that the question?
— K’thriss Drow’b
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
goblinoid things. But then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world
. Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant, and the Verdan emerged. I’m sorry, was that the question?
— K’thriss Drow’b
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Fear An overwhelming foe or horrid monster doesn’t need magic or some supernatural ability to strike fear into the most stalwart adventurers. During any frightful encounter, you can call on a
spells. An enemy demonstrates it can deal enough damage to reduce a character to 0 hit points in one blow. A creature is alien or monstrous in ways the character never could have imagined. An object undermines a character’s understanding of reality.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Fear An overwhelming foe or horrid monster doesn’t need magic or some supernatural ability to strike fear into the most stalwart adventurers. During any frightful encounter, you can call on a
spells. An enemy demonstrates it can deal enough damage to reduce a character to 0 hit points in one blow. A creature is alien or monstrous in ways the character never could have imagined. An object undermines a character’s understanding of reality.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, traps, puzzles, and conflicts. When you design an adventure, you call the shots. You do things exactly the way you want to. Fundamentally, adventures are stories. An adventure shares many of the
limited in scope but blend together to create a larger narrative. If an adventure is a single issue or episode, a campaign is the series as a whole. Whether you’re creating your own adventures or using
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
A Race without a Home As offspring of the infernal, tieflings call no place in Faerûn their own, although some places and nations are more tolerant of them than most. In the North, the largest
a tiefling is a member of the Ashmadai or was drawn to Neverwinter by the opportunity to blend in that a metropolis provides. Small and scattered groups of tieflings are found elsewhere across Faerûn
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, traps, puzzles, and conflicts. When you design an adventure, you call the shots. You do things exactly the way you want to. Fundamentally, adventures are stories. An adventure shares many of the
limited in scope but blend together to create a larger narrative. If an adventure is a single issue or episode, a campaign is the series as a whole. Whether you’re creating your own adventures or using






