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Returning 35 results for 'beasts bottom diffusing combat regards'.
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Dryad
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into
the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the
Monsters
Mythic Odysseys of Theros
strategies often emulate the favored servants of Nylea—especially wild beasts like wolves and lynxes. Typically a few soldiers harry an enemy while the rest capitalize on their foe's distraction.
Hoplites
military unit. In combat, hoplites typically work in groups and use coordinated tactics to win victories.
The three Hoplite Unit Names tables present the sorts of titles used by hoplite contingents hailing
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded
the Night"} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The
Vampire
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests
. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The vampire can take 3 legendary actions, choosing from the options below. Only one
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected
, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The vampire can take 3
Monsters
Waterdeep: Dungeon of the Mad Mage
saving throw against this magic or be charmed by Zorak. The charmed target regards Zorak as a trusted friend to be heeded and protected. Although the target isn't under Zorak's control, it takes
in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Zorak and obeying his spoken commands. The beasts remain for 1 hour, until Zorak dies
Monsters
The Book of Many Things
Planes as a tyrannical marauder.
Roleplaying Malaxxix
Malaxxix is a being of great cunning, terrible rage, and insatiable bloodlust who regards any opportunity to inflict misery on others as
saving throws.
Swarming Insects. Insects and insectile Beasts within 1 mile of the palanquin become disoriented and aggressive, coalescing into unnatural swarms and attacking any creatures in sight
Backgrounds
Ghosts of Saltmarsh
Wrestling. You fought in hand-to-hand combat with an immense lobster.
2
It Dragged the Boat. You nearly caught a fish of monstrous size that pulled your boat for miles.
3
Fins of Pure Gold
compensated.
3
I will fish the many famous waters of this land.
4
The gods saved me during a terrible storm, and I will honor their gift.
5
My destiny awaits me at the bottom of a
Ranger
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and
hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds
Monsters
Waterdeep: Dungeon of the Mad Mage
succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Keresta. The charmed target regards Keresta as a trusted friend to be heeded and protected. Although the target isn't under
commands. The beasts remain for 1 hour, until Keresta dies, or until Keresta dismisses them as a bonus action.Keresta can take 3 legendary actions, choosing from the options below. Only one legendary
Monsters
Curse of Strahd
against this magic or be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn’t under Strahd’s control, but it takes Strahd’s requests
","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat
delicacies.
Guest Suite. A large chamber with connected smaller chambers, such as that seen toward the bottom of the map, forms a suite used as guest lodgings for visiting dragons. Though any
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat
. A large chamber with connected smaller chambers, such as that seen toward the bottom of the map, forms a suite used as guest lodgings for visiting dragons. Though any treasures with significant
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Deadly Hunters Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization — humanoid raiders, rampaging beasts and monstrosities, terrible giants
, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Deadly Hunters Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization — humanoid raiders, rampaging beasts and monstrosities, terrible giants
, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Deadly Hunters Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization — humanoid raiders, rampaging beasts and monstrosities, terrible giants
, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Deadly Hunters Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization — humanoid raiders, rampaging beasts and monstrosities, terrible giants
, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Deadly Hunters Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization — humanoid raiders, rampaging beasts and monstrosities, terrible giants
, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Deadly Hunters Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization — humanoid raiders, rampaging beasts and monstrosities, terrible giants
, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad can use 10 feet
throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad can use 10 feet
throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad can use 10 feet
throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
world.
Beasts. Nonhumanoid creatures that, like real-world animals, are a normal part of the world’s ecology.
Dragons. Large, winged, reptilian creatures of ancient origin and tremendous power
dwarves and elves.
Monstrosities. Frightening creatures that sometimes resemble beasts but that are often touched by magic and almost never benign.
Oozes. Gelatinous creatures that generally have no
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
world.
Beasts. Nonhumanoid creatures that, like real-world animals, are a normal part of the world’s ecology.
Dragons. Large, winged, reptilian creatures of ancient origin and tremendous power
dwarves and elves.
Monstrosities. Frightening creatures that sometimes resemble beasts but that are often touched by magic and almost never benign.
Oozes. Gelatinous creatures that generally have no
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Type A creature’s type speaks to its fundamental nature. The following types of creatures appear in this adventure. Beasts. Nonhumanoid creatures that, like real-world animals, are a normal part of
. Frightening creatures that sometimes resemble beasts but that are often touched by magic and almost never benign. Oozes. Gelatinous creatures that generally have no fixed shape. They are mostly
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
world.
Beasts. Nonhumanoid creatures that, like real-world animals, are a normal part of the world’s ecology.
Dragons. Large, winged, reptilian creatures of ancient origin and tremendous power
dwarves and elves.
Monstrosities. Frightening creatures that sometimes resemble beasts but that are often touched by magic and almost never benign.
Oozes. Gelatinous creatures that generally have no
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Type A creature’s type speaks to its fundamental nature. The following types of creatures appear in this adventure. Beasts. Nonhumanoid creatures that, like real-world animals, are a normal part of
. Frightening creatures that sometimes resemble beasts but that are often touched by magic and almost never benign. Oozes. Gelatinous creatures that generally have no fixed shape. They are mostly
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Type A creature’s type speaks to its fundamental nature. The following types of creatures appear in this adventure. Beasts. Nonhumanoid creatures that, like real-world animals, are a normal part of
. Frightening creatures that sometimes resemble beasts but that are often touched by magic and almost never benign. Oozes. Gelatinous creatures that generally have no fixed shape. They are mostly
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the edge of the cliff or climb down the ravine to walk along the bottom?”), to make a single ability check (use the Typical DCs table in the Dungeon Master’s Guide), or to navigate their way through a
small dungeon or an encounter (which might involve multiple ability checks or even combat). Let the character of the player who flipped the card be the focus of the day’s events and make any required
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the edge of the cliff or climb down the ravine to walk along the bottom?”), to make a single ability check (use the Typical DCs table in the Dungeon Master’s Guide), or to navigate their way through a
small dungeon or an encounter (which might involve multiple ability checks or even combat). Let the character of the player who flipped the card be the focus of the day’s events and make any required
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the edge of the cliff or climb down the ravine to walk along the bottom?”), to make a single ability check (use the Typical DCs table in the Dungeon Master’s Guide), or to navigate their way through a
small dungeon or an encounter (which might involve multiple ability checks or even combat). Let the character of the player who flipped the card be the focus of the day’s events and make any required
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of Yeenoghu with 2d6 + 3 gnolls 11–15 2d4 displacer beasts 16–20 1d6 + 2 veterans 21–25 A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool. 26–30
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of Yeenoghu with 2d6 + 3 gnolls 11–15 2d4 displacer beasts 16–20 1d6 + 2 veterans 21–25 A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool. 26–30
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of Yeenoghu with 2d6 + 3 gnolls 11–15 2d4 displacer beasts 16–20 1d6 + 2 veterans 21–25 A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool. 26–30
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, Strahd regards the Ulmist inquisitor with grave respect and allows her to leave the house. “I will permit you to flee this place,” he intones. “But only if you do so immediately, and you never return
allows the party to leave Death House with Sarusanda. On a failure, Strahd sees through the ruse and dismisses Sarusanda before challenging the characters to combat.






