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Returning 35 results for 'bat bravery diffusing channel returns'.
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bat brave diffusing channel returner
bat bravery diffusing channel returner
Monsters
Monster Manual
minute, it succeeds automatically.
Shape-Shift. The quasit shape-shifting;shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft
.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.PoisonCold, Fire, Lightning
Monsters
Monster Manual
sunlight or running water, it shape-shifting;shape-shifts into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft. [hover]), or it returns to its vampire
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
Monsters
Quests from the Infinite Staircase
":"1d6+3", "rollType":"damage", "rollAction":"Handaxe", "rollDamageType":"slashing"} slashing damage.Champions are blessed by Gorm to lead their fellow guardians. In battle, they channel auras of ghostly
shoulder.
Guardians follow a strict code of decorum that values bravery, honesty, and justice tempered with mercy. Still, they are quick to chastise blasphemers, criminals, and cultists who oppose their
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Conclusion If the characters defeat Anthradusk and return to Eldemere, she commends them for their bravery—thanking them on both her own behalf and Cozmioko’s. She’s certain the brass dragon is now
at peace. If the characters bring back any relics from Haskasori, Eldemere directs them to buyers. Regardless of what or how much the party returns with, these antiquarians pay an amount equal to the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Conclusion If the characters defeat Anthradusk and return to Eldemere, she commends them for their bravery—thanking them on both her own behalf and Cozmioko’s. She’s certain the brass dragon is now
at peace. If the characters bring back any relics from Haskasori, Eldemere directs them to buyers. Regardless of what or how much the party returns with, these antiquarians pay an amount equal to the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Conclusion If the characters defeat Anthradusk and return to Eldemere, she commends them for their bravery—thanking them on both her own behalf and Cozmioko’s. She’s certain the brass dragon is now
at peace. If the characters bring back any relics from Haskasori, Eldemere directs them to buyers. Regardless of what or how much the party returns with, these antiquarians pay an amount equal to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
see the following: Bats. Two ordinary bats flap around the room. Each bat transforms into a nycaloth if it is reduced to 0 hit points or if the door to the room is opened.
Scroll. On the north wall
armory is a pair of well-paid nycaloths named Yzig and Gorzog. They can’t leave the room until they’re restored to their true form, and they won’t leave the castle before Maddgoth returns. Their
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
see the following: Bats. Two ordinary bats flap around the room. Each bat transforms into a nycaloth if it is reduced to 0 hit points or if the door to the room is opened.
Scroll. On the north wall
armory is a pair of well-paid nycaloths named Yzig and Gorzog. They can’t leave the room until they’re restored to their true form, and they won’t leave the castle before Maddgoth returns. Their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
see the following: Bats. Two ordinary bats flap around the room. Each bat transforms into a nycaloth if it is reduced to 0 hit points or if the door to the room is opened.
Scroll. On the north wall
armory is a pair of well-paid nycaloths named Yzig and Gorzog. They can’t leave the room until they’re restored to their true form, and they won’t leave the castle before Maddgoth returns. Their
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Fizban's Treasury of Dragons
refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel
the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The increased Hit Die recovery ends immediately. The existing abundance of
Monsters
Fizban's Treasury of Dragons
light, or channel positive energy for healing and nurturing.
Creating a Crystal Dragon
Use the Crystal Dragon Personality Traits and Crystal Dragon Ideals tables to inspire your portrayal of
made with advantage.
If the dragon dies, the animal population near the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
attack rolls against it have advantage until the start of its next turn. Siege Monster. The ragebeast deals double damage to objects and structures. Elementals Gruul shamans channel primal energies to
world. They don’t kill hydras for trophies, but pulling a spine from a hydra’s neck is a mark of great bravery among the Gruul. Gruul Creatures Challenge Creature Source 1/4 Anarch GGR 1/2
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
attack rolls against it have advantage until the start of its next turn. Siege Monster. The ragebeast deals double damage to objects and structures. Elementals Gruul shamans channel primal energies to
world. They don’t kill hydras for trophies, but pulling a spine from a hydra’s neck is a mark of great bravery among the Gruul. Gruul Creatures Challenge Creature Source 1/4 Anarch GGR 1/2
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
attack rolls against it have advantage until the start of its next turn. Siege Monster. The ragebeast deals double damage to objects and structures. Elementals Gruul shamans channel primal energies to
world. They don’t kill hydras for trophies, but pulling a spine from a hydra’s neck is a mark of great bravery among the Gruul. Gruul Creatures Challenge Creature Source 1/4 Anarch GGR 1/2
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Speed 20 ft. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it.
While in bat form, the vampire can’t speak. Its game statistics, other than its size and Speed, are
hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Speed 20 ft. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it.
While in bat form, the vampire can’t speak. Its game statistics, other than its size and Speed, are
hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Speed 20 ft. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it.
While in bat form, the vampire can’t speak. Its game statistics, other than its size and Speed, are
hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
: Slimy Cavern Gathered or ate contaminated mushrooms −1 Recovered the elf corpse’s equipment +1 L8: Stinking Cave Defeated the trolls +3 Found the trolls’ loot +1 L9: Bat Corridor Disturbed the bats
a cleric or paladin’s Channel Divinity feature against the ghasts +1 L19: Cave of Crystals Attacked the xorn −1 Sent any xorn home +2 Enlisted the help of the xorn +1 L20: Pool Caverns Freed
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
do so within the Nine Hells, where it’s closer to the infernal hierarchy and can more easily channel its power. Elsewhere in the multiverse, most devils are too removed from their power structure to
sealed with a contract, the devil returns to the Nine Hells. An archdevil who wishes to make a deal with a character can do so in person or send a minion to propose the deal and negotiate on its
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
do so within the Nine Hells, where it’s closer to the infernal hierarchy and can more easily channel its power. Elsewhere in the multiverse, most devils are too removed from their power structure to
sealed with a contract, the devil returns to the Nine Hells. An archdevil who wishes to make a deal with a character can do so in person or send a minion to propose the deal and negotiate on its
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Vampire Familiar Vampire familiars are living people who serve vampires, either willingly or due to coercion by their deathless masters. They channel deathly energy through their weapons
’ repeated feedings. A vampire familiar loses its supernatural abilities and returns to its original Humanoid state if its vampire master is destroyed. Vampire Familiar Medium or Small Humanoid, Neutral Evil
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Vampire Familiar Vampire familiars are living people who serve vampires, either willingly or due to coercion by their deathless masters. They channel deathly energy through their weapons
’ repeated feedings. A vampire familiar loses its supernatural abilities and returns to its original Humanoid state if its vampire master is destroyed. Vampire Familiar Medium or Small Humanoid, Neutral Evil
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
: Slimy Cavern Gathered or ate contaminated mushrooms −1 Recovered the elf corpse’s equipment +1 L8: Stinking Cave Defeated the trolls +3 Found the trolls’ loot +1 L9: Bat Corridor Disturbed the bats
a cleric or paladin’s Channel Divinity feature against the ghasts +1 L19: Cave of Crystals Attacked the xorn −1 Sent any xorn home +2 Enlisted the help of the xorn +1 L20: Pool Caverns Freed
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
do so within the Nine Hells, where it’s closer to the infernal hierarchy and can more easily channel its power. Elsewhere in the multiverse, most devils are too removed from their power structure to
sealed with a contract, the devil returns to the Nine Hells. An archdevil who wishes to make a deal with a character can do so in person or send a minion to propose the deal and negotiate on its
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Vampire Familiar Vampire familiars are living people who serve vampires, either willingly or due to coercion by their deathless masters. They channel deathly energy through their weapons
’ repeated feedings. A vampire familiar loses its supernatural abilities and returns to its original Humanoid state if its vampire master is destroyed. Vampire Familiar Medium or Small Humanoid, Neutral Evil
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
shallow alcoves that contain wooden troughs. Two wooden posts pounded into the rocky earth have iron rings bolted to them, and chained to one of them is a short humanoid with bat wings and spider
human mouth. She has the arms and wings of a bat, as well as a cloven hoof in place of her right foot. She doesn’t allow anyone to get close enough to undo her shackles, but if her bonds are magically
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
: Slimy Cavern Gathered or ate contaminated mushrooms −1 Recovered the elf corpse’s equipment +1 L8: Stinking Cave Defeated the trolls +3 Found the trolls’ loot +1 L9: Bat Corridor Disturbed the bats
a cleric or paladin’s Channel Divinity feature against the ghasts +1 L19: Cave of Crystals Attacked the xorn −1 Sent any xorn home +2 Enlisted the help of the xorn +1 L20: Pool Caverns Freed
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
shallow alcoves that contain wooden troughs. Two wooden posts pounded into the rocky earth have iron rings bolted to them, and chained to one of them is a short humanoid with bat wings and spider
human mouth. She has the arms and wings of a bat, as well as a cloven hoof in place of her right foot. She doesn’t allow anyone to get close enough to undo her shackles, but if her bonds are magically
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
shallow alcoves that contain wooden troughs. Two wooden posts pounded into the rocky earth have iron rings bolted to them, and chained to one of them is a short humanoid with bat wings and spider
human mouth. She has the arms and wings of a bat, as well as a cloven hoof in place of her right foot. She doesn’t allow anyone to get close enough to undo her shackles, but if her bonds are magically
Monsters
Fizban's Treasury of Dragons
pool that connects to the caldera lake via an underwater channel. When the volcano is active, the waters here bubble up into the caves before draining down nearby lava tubes. During especially active
and settle there in large numbers.
If the dragon dies, the population of giant lizard;giant lizards near the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType
Monsters
Fizban's Treasury of Dragons
to natural stone caves; these caves slope down to a subterranean pool that connects to the caldera lake via an underwater channel. When the volcano is active, the waters here bubble up into the caves
; are attracted to the area within 6 miles of the lair and settle there in large numbers.
If the dragon dies, the population of giant lizard;giant lizards near the lair returns to normal levels
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it.
While in bat form, the vampire can’t speak. Its game statistics, other than its size and Speed, are unchanged
destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there.
Spider






