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Returning 35 results for 'beast blending diffusing conduct recovery'.
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feats
General Feat (Prerequisite: Level 4+, Shifter)
You have a potent connection to the beast within, strengthening your body and your ability to shift. You gain the following benefits.
Ability Score
transformation now lasts 10 minutes.
Shifter Recovery. You can use your Shifting trait one additional time. You regain 1 expended use when you finish a Short Rest, and all expended uses when you finish a Long Rest.
Monsters
Curse of Strahd
"} hit points and is freed from any curse, disease, poison, blindness, or deafness.
Change Shape. The Abbot magically polymorphs into a humanoid or beast that has a challenge rating equal to or less
languish in the abbey's madhouse, the Abbot is giving his creation lessons in etiquette and ladylike conduct so that “she” can be formally presented to Strahd and win his love.
Strahd has no interest
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Any hook horrors there attack only if the intruders slay or drive off the gorgons. White Gate. A white gate is situated in the opening in the rock wall that leads to the Forest of Recovery. Forest of
Recovery Powerful conjuration magic suffuses the trees in this zone. When an intruder ends its turn in an area of trees, the creature must make a DC 15 Wisdom saving throw. On a failed save, any damage
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Any hook horrors there attack only if the intruders slay or drive off the gorgons. White Gate. A white gate is situated in the opening in the rock wall that leads to the Forest of Recovery. Forest of
Recovery Powerful conjuration magic suffuses the trees in this zone. When an intruder ends its turn in an area of trees, the creature must make a DC 15 Wisdom saving throw. On a failed save, any damage
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Any hook horrors there attack only if the intruders slay or drive off the gorgons. White Gate. A white gate is situated in the opening in the rock wall that leads to the Forest of Recovery. Forest of
Recovery Powerful conjuration magic suffuses the trees in this zone. When an intruder ends its turn in an area of trees, the creature must make a DC 15 Wisdom saving throw. On a failed save, any damage
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants.
Beast Trainers. Hobgoblins have a long history of training animals to service. Like the more civilized races, they
tire of combat, but they don’t take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants.
Beast Trainers. Hobgoblins have a long history of training animals to service. Like the more civilized races, they
tire of combat, but they don’t take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants.
Beast Trainers. Hobgoblins have a long history of training animals to service. Like the more civilized races, they
tire of combat, but they don’t take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
disease. Nature’s Sanctuary When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
disease. Nature’s Sanctuary When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
disease. Nature’s Sanctuary When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
emerge during play, such as a character’s tendency to one-up a rude innkeeper or their oft-expressed fondness for displacer beast fur. Players often reveal their characters’ motivations through play. If
settle a grudge. A sneaky character puts their skills to the test by leading the rest of the party to conduct a heist. A character learns the location of a magic item needed to save their hometown. A
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
emerge during play, such as a character’s tendency to one-up a rude innkeeper or their oft-expressed fondness for displacer beast fur. Players often reveal their characters’ motivations through play. If
settle a grudge. A sneaky character puts their skills to the test by leading the rest of the party to conduct a heist. A character learns the location of a magic item needed to save their hometown. A
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
emerge during play, such as a character’s tendency to one-up a rude innkeeper or their oft-expressed fondness for displacer beast fur. Players often reveal their characters’ motivations through play. If
settle a grudge. A sneaky character puts their skills to the test by leading the rest of the party to conduct a heist. A character learns the location of a magic item needed to save their hometown. A
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
sister, Glister. The rule of hospitality (see “Rules of Conduct" in chapter 2) prevents the hag from harming Glister, but Gleam can sense her sister’s distress. The twins work as an acrobatic duo, and
player characters the centerpiece of the adventure.
Pollenella the Honeybee Tiny Beast, Unaligned
Armor Class 13
Hit Points 1 (1d4 – 1)
Speed 5 ft., fly 30 ft.
STR
1 (–5)
DEX
16
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
sister, Glister. The rule of hospitality (see “Rules of Conduct" in chapter 2) prevents the hag from harming Glister, but Gleam can sense her sister’s distress. The twins work as an acrobatic duo, and
player characters the centerpiece of the adventure.
Pollenella the Honeybee Tiny Beast, Unaligned
Armor Class 13
Hit Points 1 (1d4 – 1)
Speed 5 ft., fly 30 ft.
STR
1 (–5)
DEX
16
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
sister, Glister. The rule of hospitality (see “Rules of Conduct" in chapter 2) prevents the hag from harming Glister, but Gleam can sense her sister’s distress. The twins work as an acrobatic duo, and
player characters the centerpiece of the adventure.
Pollenella the Honeybee Tiny Beast, Unaligned
Armor Class 13
Hit Points 1 (1d4 – 1)
Speed 5 ft., fly 30 ft.
STR
1 (–5)
DEX
16
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, plant, and harvest. She knew that the bounty of a halfling village would be tempting plunder for any brigand or monster, so she used her powers to conceal their homes from easy discovery, blending them
able to warn halfling adventurers of danger while in her incorporeal form. Halflings who favor Charmalaine are usually adventurers or those who pursue other risky professions such as hunting, beast
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, plant, and harvest. She knew that the bounty of a halfling village would be tempting plunder for any brigand or monster, so she used her powers to conceal their homes from easy discovery, blending them
able to warn halfling adventurers of danger while in her incorporeal form. Halflings who favor Charmalaine are usually adventurers or those who pursue other risky professions such as hunting, beast
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, plant, and harvest. She knew that the bounty of a halfling village would be tempting plunder for any brigand or monster, so she used her powers to conceal their homes from easy discovery, blending them
able to warn halfling adventurers of danger while in her incorporeal form. Halflings who favor Charmalaine are usually adventurers or those who pursue other risky professions such as hunting, beast
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, blending in with the surrounding stonework and rubble. A character who succeeds on a DC 15 Wisdom (Perception) check spots a footpath leading up to the hidden entrance. If the characters are actively
the middle of the room is a hulking beast that looks like a mangy bear with an owl’s head. It rears up and roars when it sees you.
The Cragmaws have captured an owlbear and confined it to this tower
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, blending in with the surrounding stonework and rubble. A character who succeeds on a DC 15 Wisdom (Perception) check spots a footpath leading up to the hidden entrance. If the characters are actively
the middle of the room is a hulking beast that looks like a mangy bear with an owl’s head. It rears up and roars when it sees you.
The Cragmaws have captured an owlbear and confined it to this tower
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, blending in with the surrounding stonework and rubble. A character who succeeds on a DC 15 Wisdom (Perception) check spots a footpath leading up to the hidden entrance. If the characters are actively
the middle of the room is a hulking beast that looks like a mangy bear with an owl’s head. It rears up and roars when it sees you.
The Cragmaws have captured an owlbear and confined it to this tower
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Thunderwing was Xanthoria’s friend until the druid’s mind became twisted by the influence of Zuggtmoy, causing Xanthoria to conduct grisly experiments on living creatures. Thunderwing is one of
cavern was created by Xanthoria to conduct more experiments. Specifically, Xanthoria found herself able to communicate with other beings that had been infected with her spores and wanted to understand
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Thunderwing was Xanthoria’s friend until the druid’s mind became twisted by the influence of Zuggtmoy, causing Xanthoria to conduct grisly experiments on living creatures. Thunderwing is one of
cavern was created by Xanthoria to conduct more experiments. Specifically, Xanthoria found herself able to communicate with other beings that had been infected with her spores and wanted to understand
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Thunderwing was Xanthoria’s friend until the druid’s mind became twisted by the influence of Zuggtmoy, causing Xanthoria to conduct grisly experiments on living creatures. Thunderwing is one of
cavern was created by Xanthoria to conduct more experiments. Specifically, Xanthoria found herself able to communicate with other beings that had been infected with her spores and wanted to understand
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Eliander uses this cell to conduct meetings that require the utmost secrecy. The jail is used to hold prisoners with sentences of up to a year, but those facing longer terms or sentenced to hard labor are
intact hide of any beast or monstrosity of challenge rating 3 or higher. Harvesting the hide from such a creature requires an intact carcass, an hour of work, and a successful DC 15 Dexterity (Sleight of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Eliander uses this cell to conduct meetings that require the utmost secrecy. The jail is used to hold prisoners with sentences of up to a year, but those facing longer terms or sentenced to hard labor are
intact hide of any beast or monstrosity of challenge rating 3 or higher. Harvesting the hide from such a creature requires an intact carcass, an hour of work, and a successful DC 15 Dexterity (Sleight of
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
.”
Dirlagraun the Displacer Beast
CHAPTER 1: WITCHLIGHT CARNIVAL
Dirlagraun was raised by a noble high elf family of the Summer Court and blessed with the ability to speak and understand Common and Sylvan
. The displacer beast adores the company of children and served as a nanny to the family’s children.
Dirlagraun’s own offspring, a kitten named Star, went missing a few weeks ago.
Alignment
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Eliander uses this cell to conduct meetings that require the utmost secrecy. The jail is used to hold prisoners with sentences of up to a year, but those facing longer terms or sentenced to hard labor are
intact hide of any beast or monstrosity of challenge rating 3 or higher. Harvesting the hide from such a creature requires an intact carcass, an hour of work, and a successful DC 15 Dexterity (Sleight of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
.”
Dirlagraun the Displacer Beast
CHAPTER 1: WITCHLIGHT CARNIVAL
Dirlagraun was raised by a noble high elf family of the Summer Court and blessed with the ability to speak and understand Common and
Sylvan. The displacer beast adores the company of children and served as a nanny to the family’s children.
Dirlagraun’s own offspring, a kitten named Star, went missing a few weeks ago.
Alignment
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
.”
Dirlagraun the Displacer Beast
CHAPTER 1: WITCHLIGHT CARNIVAL
Dirlagraun was raised by a noble high elf family of the Summer Court and blessed with the ability to speak and understand Common and Sylvan
. The displacer beast adores the company of children and served as a nanny to the family’s children.
Dirlagraun’s own offspring, a kitten named Star, went missing a few weeks ago.
Alignment






