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Returning 35 results for 'bead being devourer class release'.
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magic-items
Armor Class: 15Hit Points: 120
Siege Staffs, the primary form of arcane artillery, are made of wood—typically around fifteen feet long—engraved with mystic sigils and inlaid with
dragonshards.
Activating a Siege Staff takes 3 Magic actions: one to prime the staff; one to aim it; and one to release the spell. There are several basic models of Siege Staff, each of which serves a different purpose. When activated, it produces one of the following effects, determined by its model:
magic-items
Armor Class: 15 Hit Points: 120
Siege Staff;Siege Staffs, the primary form of arcane artillery, are made of wood—typically around fifteen feet long—engraved with mystic sigils and inlaid
with dragonshards.
Activating a Siege Staff takes 3 Magic actions: one to prime the staff; one to aim it; and one to release the spell.
This model releases focused blasts of pure energy. Developed
Monsters
Eberron: Rising from the Last War
alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class
guide the quori race, and the Devourer of Dreams — the personal emissary of the Dreaming Dark — is of this order. Although the kalaraqs never fight one another overtly, each has its own agenda, and
magic-items
Armor Class: 15Hit Points: 120
Siege Staff;Siege Staffs, the primary form of arcane artillery, are made of wood—typically around fifteen feet long—engraved with mystic sigils and inlaid
with dragonshards.
Activating a Siege Staff takes 3 Magic actions: one to prime the staff; one to aim it; and one to release the spell.
This model was typically used to bombard massed troops or
magic-items
Armor Class: 15Hit Points: 120
Siege Staff;Siege Staffs, the primary form of arcane artillery, are made of wood—typically around fifteen feet long—engraved with mystic sigils and inlaid
with dragonshards.
Activating a Siege Staff takes 3 Magic actions: one to prime the staff; one to aim it; and one to release the spell.
This model amplifies the spells cast by an attuned spellcaster
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
version of the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release
a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.
A dispel magic spell can end
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
require air, food (other than souls), drink, or sleep. I’ve heard of “rib-sticking,” but this is ridiculous.
— Volo
Devourer
Large fiend, chaotic evil
Armor Class 16 (natural armor)
Hit Points
Devourer Of all the abominations Orcus has unleashed, devourers are among the most feared. These tall, mummy-like fiends wander the planes, consuming souls and, by example, spreading Orcus’s creed of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Devourer Of all the abominations unleashed by Orcus (appears in this book), devourers are among the most feared. These tall, mummy-like Undead wander the planes, consuming souls and spreading Orcus’s
creed of replacing all life with everlasting death. A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
flayer
Intellect Devourer
Tiny aberration, lawful evil
Armor Class 12
Hit Points 21 (6d4 + 6)
Speed 40 ft.
STR
6 (−2)
DEX
14 (+2)
CON
13 (+1)
INT
12 (+1
Intellect Devourer An intellect devourer resembles a walking brain protected by a crusty covering and set on bestial clawed legs. This foul aberration feeds on the intelligence of sentient creatures
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
flayer
Intellect Devourer
Tiny aberration, lawful evil
Armor Class 12
Hit Points 21 (6d4 + 6)
Speed 40 ft.
STR
6 (−2)
DEX
14 (+2)
CON
13 (+1)
INT
12 (+1
Intellect Devourer An intellect devourer resembles a walking brain protected by a crusty covering and set on bestial clawed legs. This foul aberration feeds on the intelligence of sentient creatures
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
flayer
Intellect Devourer
Tiny aberration, lawful evil
Armor Class 12
Hit Points 21 (6d4 + 6)
Speed 40 ft.
STR
6 (−2)
DEX
14 (+2)
CON
13 (+1)
INT
12 (+1
Intellect Devourer An intellect devourer resembles a walking brain protected by a crusty covering and set on bestial clawed legs. This foul aberration feeds on the intelligence of sentient creatures
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Devourer Of all the abominations unleashed by Orcus (appears in this book), devourers are among the most feared. These tall, mummy-like Undead wander the planes, consuming souls and spreading Orcus’s
creed of replacing all life with everlasting death. A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
require air, food (other than souls), drink, or sleep. I’ve heard of “rib-sticking,” but this is ridiculous.
— Volo
Devourer
Large fiend, chaotic evil
Armor Class 16 (natural armor)
Hit Points
Devourer Of all the abominations Orcus has unleashed, devourers are among the most feared. These tall, mummy-like fiends wander the planes, consuming souls and, by example, spreading Orcus’s creed of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
require air, food (other than souls), drink, or sleep. I’ve heard of “rib-sticking,” but this is ridiculous.
— Volo
Devourer
Large fiend, chaotic evil
Armor Class 16 (natural armor)
Hit Points
Devourer Of all the abominations Orcus has unleashed, devourers are among the most feared. These tall, mummy-like fiends wander the planes, consuming souls and, by example, spreading Orcus’s creed of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Devourer Of all the abominations unleashed by Orcus (appears in this book), devourers are among the most feared. These tall, mummy-like Undead wander the planes, consuming souls and spreading Orcus’s
creed of replacing all life with everlasting death. A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon
classes
Basic Rules (2014)
spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.
Checking and rechecking his work, a human scribes an intricate magic
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers. Checking and rechecking his work, a human scribes an intricate
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers. Checking and rechecking his work, a human scribes an intricate
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers. Checking and rechecking his work, a human scribes an intricate
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers. Checking and rechecking his work, a human scribes an intricate
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers. Checking and rechecking his work, a human scribes an intricate
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers. Checking and rechecking his work, a human scribes an intricate
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Crew Stations In addition to a Helm, a Lyrandar Skyskiff has the following crew station. Tow Cable Small Object Armor Class: 10 Hit Points: 40
Harpoon. Ranged Attack Roll: +6, range 50/100 ft
, it has the Grappled condition. The crew member operating this station can release a harpooned target (no action required).
Reel (Requires Elemental Core). A target Grappled by this station’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Crew Stations In addition to a Helm, a Lyrandar Skyskiff has the following crew station. Tow Cable Small Object Armor Class: 10 Hit Points: 40
Harpoon. Ranged Attack Roll: +6, range 50/100 ft
, it has the Grappled condition. The crew member operating this station can release a harpooned target (no action required).
Reel (Requires Elemental Core). A target Grappled by this station’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Crew Stations In addition to a Helm, a Lyrandar Skyskiff has the following crew station. Tow Cable Small Object Armor Class: 10 Hit Points: 40
Harpoon. Ranged Attack Roll: +6, range 50/100 ft
, it has the Grappled condition. The crew member operating this station can release a harpooned target (no action required).
Reel (Requires Elemental Core). A target Grappled by this station’s
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Young Amethyst Dragon Young Amethyst Dragon
Large Dragon (Gem), Typically Neutral
Armor Class 18 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 40 ft., fly 80 ft. (hover), swim 40 ft
target. Hit: 9 (1d8 + 5) slashing damage.
Singularity Breath (Recharge 5–6). The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 30-foot cone. Each
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Young Amethyst Dragon Young Amethyst Dragon
Large Dragon (Gem), Typically Neutral
Armor Class 18 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 40 ft., fly 80 ft. (hover), swim 40 ft
target. Hit: 9 (1d8 + 5) slashing damage.
Singularity Breath (Recharge 5–6). The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 30-foot cone. Each
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Amethyst Dragon Wyrmling Amethyst Dragon Wyrmling
Medium Dragon (Gem), Typically Neutral
Armor Class 17 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft., fly 60 ft. (hover), swim 30 ft
target. Hit: 9 (1d10 + 4) piercing damage plus 4 (1d8) force damage.
Singularity Breath (Recharge 5–6). The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Amethyst Dragon Wyrmling Amethyst Dragon Wyrmling
Medium Dragon (Gem), Typically Neutral
Armor Class 17 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft., fly 60 ft. (hover), swim 30 ft
target. Hit: 9 (1d10 + 4) piercing damage plus 4 (1d8) force damage.
Singularity Breath (Recharge 5–6). The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Amethyst Dragon Wyrmling Amethyst Dragon Wyrmling
Medium Dragon (Gem), Typically Neutral
Armor Class 17 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft., fly 60 ft. (hover), swim 30 ft
target. Hit: 9 (1d10 + 4) piercing damage plus 4 (1d8) force damage.
Singularity Breath (Recharge 5–6). The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Thousand Teeth the Devourer Thousand Teeth is an ancient crocodilian nightmare that has served as the apex predator in the swamps near Saltmarsh for as long as anyone can remember. This monster
Dunwater. Thousand Teeth
Large monstrosity, neutral evil
Armor Class 12 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 30 ft., swim 50 ft.
STR
19 (+4)
DEX
10 (+0)
CON
17
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Thousand Teeth the Devourer Thousand Teeth is an ancient crocodilian nightmare that has served as the apex predator in the swamps near Saltmarsh for as long as anyone can remember. This monster
Dunwater. Thousand Teeth
Large monstrosity, neutral evil
Armor Class 12 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 30 ft., swim 50 ft.
STR
19 (+4)
DEX
10 (+0)
CON
17
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Thousand Teeth the Devourer Thousand Teeth is an ancient crocodilian nightmare that has served as the apex predator in the swamps near Saltmarsh for as long as anyone can remember. This monster
Dunwater. Thousand Teeth
Large monstrosity, neutral evil
Armor Class 12 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 30 ft., swim 50 ft.
STR
19 (+4)
DEX
10 (+0)
CON
17
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
. Lamprey Ship Summary Armor Class: 15 (wood) Cargo: 6 tons Hit Points: 250 Crew: 15 Damage Threshold: 15 Keel/Beam: 115 ft./25 ft. Speed: fly 35 ft. (4 mph) Cost: 20,000 gp 4 Ballistae (Crew: 3 Each
) Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)
It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Young Amethyst Dragon Young Amethyst Dragon
Large Dragon (Gem), Typically Neutral
Armor Class 18 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 40 ft., fly 80 ft. (hover), swim 40 ft
target. Hit: 9 (1d8 + 5) slashing damage.
Singularity Breath (Recharge 5–6). The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 30-foot cone. Each