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Returning 35 results for 'been being diffusing con religious'.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help
with religious ceremonies and other sacred duties. Priest
Medium humanoid (any race), any alignment
Armor Class 13 (chain shirt)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
10 (+0)
DEX
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help
with religious ceremonies and other sacred duties. Priest
Medium humanoid (any race), any alignment
Armor Class 13 (chain shirt)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
10 (+0)
DEX
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help
with religious ceremonies and other sacred duties. Priest
Medium humanoid (any race), any alignment
Armor Class 13 (chain shirt)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
10 (+0)
DEX
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Knight Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight’s alignment determines the extent to which a pledge is honored. Whether undertaking a quest or
Points 52 (8d8 + 16)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws Con +4, Wis +2
Senses
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Knight Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight’s alignment determines the extent to which a pledge is honored. Whether undertaking a quest or
Points 52 (8d8 + 16)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws Con +4, Wis +2
Senses
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Knight Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight’s alignment determines the extent to which a pledge is honored. Whether undertaking a quest or
Points 52 (8d8 + 16)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws Con +4, Wis +2
Senses
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Priest Acolyte Priest acolytes have great faith but modest magical skill. Some might be trainees in religious organizations or soldiers in zealous armies, while others are faith leaders in small
Dex 10 +0 +0
Con 12 +1 +1
Mod Save
Int 10 +0 +0
Wis 14 +2 +2
Cha 11 +0 +0
Skills Medicine +4, Religion +2
Gear Chain Shirt, Holy Symbol, Mace
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Anchorite of Talos These religious recluses are granted spellcasting power by Talos, the god of storms. Their human ancestors bred with orcs, and now all anchorites of Talos are half-orcs. Anchorite
of Talos
Medium humanoid (half-orc, shapechanger), neutral evil
Armor Class 13 (hide armor)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Anchorite of Talos These religious recluses are granted spellcasting power by Talos, the god of storms. Their human ancestors bred with orcs, and now all anchorites of Talos are half-orcs. Anchorite
of Talos
Medium humanoid (half-orc, shapechanger), neutral evil
Armor Class 13 (hide armor)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Priest Acolyte Priest acolytes have great faith but modest magical skill. Some might be trainees in religious organizations or soldiers in zealous armies, while others are faith leaders in small
Dex 10 +0 +0
Con 12 +1 +1
Mod Save
Int 10 +0 +0
Wis 14 +2 +2
Cha 11 +0 +0
Skills Medicine +4, Religion +2
Gear Chain Shirt, Holy Symbol, Mace
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Priest Acolyte Priest acolytes have great faith but modest magical skill. Some might be trainees in religious organizations or soldiers in zealous armies, while others are faith leaders in small
Dex 10 +0 +0
Con 12 +1 +1
Mod Save
Int 10 +0 +0
Wis 14 +2 +2
Cha 11 +0 +0
Skills Medicine +4, Religion +2
Gear Chain Shirt, Holy Symbol, Mace
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Anchorite of Talos These religious recluses are granted spellcasting power by Talos, the god of storms. Their human ancestors bred with orcs, and now all anchorites of Talos are half-orcs. Anchorite
of Talos
Medium humanoid (half-orc, shapechanger), neutral evil
Armor Class 13 (hide armor)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Astral Elf Star Priest Star priests draw their strength from the pantheon of elven gods and oversee religious practices in astral elf society. It’s common for them to serve aboard spelljamming ships
.
STR
11 (+0)
DEX
11 (+0)
CON
10 (+0)
INT
16 (+3)
WIS
20 (+5)
CHA
17 (+3)
Saving Throws Int +6, Wis +8, Cha +6
Skills Medicine +8, Religion +6
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Astral Elf Star Priest Star priests draw their strength from the pantheon of elven gods and oversee religious practices in astral elf society. It’s common for them to serve aboard spelljamming ships
.
STR
11 (+0)
DEX
11 (+0)
CON
10 (+0)
INT
16 (+3)
WIS
20 (+5)
CHA
17 (+3)
Saving Throws Int +6, Wis +8, Cha +6
Skills Medicine +8, Religion +6
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Astral Elf Star Priest Star priests draw their strength from the pantheon of elven gods and oversee religious practices in astral elf society. It’s common for them to serve aboard spelljamming ships
.
STR
11 (+0)
DEX
11 (+0)
CON
10 (+0)
INT
16 (+3)
WIS
20 (+5)
CHA
17 (+3)
Saving Throws Int +6, Wis +8, Cha +6
Skills Medicine +8, Religion +6
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Lizardfolk Shaman Lizardfolk Leaders. Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From
Medium humanoid (lizardfolk), neutral
Armor Class 13 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft., swim 30 ft.
STR
15 (+2)
DEX
10 (+0)
CON
13 (+1)
INT
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Lizardfolk Shaman Lizardfolk Leaders. Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From
Medium humanoid (lizardfolk), neutral
Armor Class 13 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft., swim 30 ft.
STR
15 (+2)
DEX
10 (+0)
CON
13 (+1)
INT
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Lizardfolk Shaman Lizardfolk Leaders. Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From
Medium humanoid (lizardfolk), neutral
Armor Class 13 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft., swim 30 ft.
STR
15 (+2)
DEX
10 (+0)
CON
13 (+1)
INT
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Level 1 Hit Points by Class Class Hit Point Maximum Barbarian 12 + Con. modifier Fighter, Paladin, or Ranger 10 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 8 + Con. modifier Sorcerer
or Wizard 6 + Con. modifier The character sheet includes room to note your current Hit Points when you take damage, as well as any Temporary Hit Points you might gain. There’s also space to track
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Level 1 Hit Points by Class Class Hit Point Maximum Barbarian 12 + Con. modifier Fighter, Paladin, or Ranger 10 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 8 + Con. modifier Sorcerer
or Wizard 6 + Con. modifier The character sheet includes room to note your current Hit Points when you take damage, as well as any Temporary Hit Points you might gain. There’s also space to track
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Points by Class Class Hit Point Maximum Barbarian 12 + Con. modifier Fighter, Paladin, or Ranger 10 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 8 + Con. modifier Sorcerer or Wizard
6 + Con. modifier The character sheet includes room to note your current Hit Points when you take damage, as well as any Temporary Hit Points you might gain. There’s also space to track Death Saving
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Level 1 Hit Points by Class Class Hit Point Maximum Barbarian 12 + Con. modifier Fighter, Paladin, or Ranger 10 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 8 + Con. modifier Sorcerer
or Wizard 6 + Con. modifier The character sheet includes room to note your current Hit Points when you take damage, as well as any Temporary Hit Points you might gain. There’s also space to track
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Points by Class Class Hit Point Maximum Barbarian 12 + Con. modifier Fighter, Paladin, or Ranger 10 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 8 + Con. modifier Sorcerer or Wizard
6 + Con. modifier The character sheet includes room to note your current Hit Points when you take damage, as well as any Temporary Hit Points you might gain. There’s also space to track Death Saving
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Points by Class Class Hit Point Maximum Barbarian 12 + Con. modifier Fighter, Paladin, or Ranger 10 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 8 + Con. modifier Sorcerer or Wizard
6 + Con. modifier The character sheet includes room to note your current Hit Points when you take damage, as well as any Temporary Hit Points you might gain. There’s also space to track Death Saving
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
)
DEX
13(+1)
CON
12(+1)
INT
7(−2)
WIS
11(+0)
CHA
8(−1)
Damage Immunities fire
Senses passive Perception 10
Languages Draconic, Ignan
Challenge 1/2 (100
pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it. Religious Militants. Firenewt society and culture are
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
)
DEX
13(+1)
CON
12(+1)
INT
7(−2)
WIS
11(+0)
CHA
8(−1)
Damage Immunities fire
Senses passive Perception 10
Languages Draconic, Ignan
Challenge 1/2 (100
pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it. Religious Militants. Firenewt society and culture are
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
)
DEX
13(+1)
CON
12(+1)
INT
7(−2)
WIS
11(+0)
CHA
8(−1)
Damage Immunities fire
Senses passive Perception 10
Languages Draconic, Ignan
Challenge 1/2 (100
pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it. Religious Militants. Firenewt society and culture are
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. Some of them believe that, by doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion
)
DEX
14 (+2)
CON
29 (+9)
INT
30 (+10)
WIS
24 (+7)
CHA
25 (+7)
Saving Throws Dex +10, Con +17, Wis +15, Cha +15
Skills Arcana +26, History +18
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. Some of them believe that, by doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion
)
DEX
14 (+2)
CON
29 (+9)
INT
30 (+10)
WIS
24 (+7)
CHA
25 (+7)
Saving Throws Dex +10, Con +17, Wis +15, Cha +15
Skills Arcana +26, History +18
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. Some of them believe that, by doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion
)
DEX
14 (+2)
CON
29 (+9)
INT
30 (+10)
WIS
24 (+7)
CHA
25 (+7)
Saving Throws Dex +10, Con +17, Wis +15, Cha +15
Skills Arcana +26, History +18
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
destructive potential of the tarrasque is so vast that some cultures incorporate the monster into religious doctrine, weaving its sporadic appearance into stories of divine judgment and wrath
)
DEX
11 (+0)
CON
30 (+10)
INT
3 (−4)
WIS
11 (+0)
CHA
11 (+0)
Saving Throws Int +5, Wis +9, Cha +9
Damage Immunities fire, poison; bludgeoning
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
shattered their minds. The kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the
)
DEX
10 (+0)
CON
11 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
8 (−1)
Skills Perception +4
Senses darkvision 120 ft., passive Perception 14
Languages Undercommon
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
shattered their minds. The kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the
)
DEX
10 (+0)
CON
11 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
8 (−1)
Skills Perception +4
Senses darkvision 120 ft., passive Perception 14
Languages Undercommon
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
destructive potential of the tarrasque is so vast that some cultures incorporate the monster into religious doctrine, weaving its sporadic appearance into stories of divine judgment and wrath
)
DEX
11 (+0)
CON
30 (+10)
INT
3 (−4)
WIS
11 (+0)
CHA
11 (+0)
Saving Throws Int +5, Wis +9, Cha +9
Damage Immunities fire, poison; bludgeoning
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
shattered their minds. The kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the
)
DEX
10 (+0)
CON
11 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
8 (−1)
Skills Perception +4
Senses darkvision 120 ft., passive Perception 14
Languages Undercommon






