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Returning 35 results for 'been bending driving class released'.
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Monsters
Acquisitions Incorporated
speak, but her AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and she gains any statistics and capabilities (except class features, legendary
actions, and lair actions) that the new form has but that she lacks.Now the owner and driving force behind Dran Enterprises — perhaps Acquisitions Incorporated's most notable rival in the adventuring-for
Monsters
Curse of Strahd
capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.No creature in Barovia is older than the master of the Abbey of Saint Markovia in Krezk. This
in a flesh golem bride, but he enjoys corrupting this once angelic being and driving the Abbot to commit further acts of depravity.
The Abbot's Traits
Ideal. “I want to rid Barovia of its sickness. By
Fraz-Urb'luu
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
dreamlands and mind-bending fantasies able to deceive the most discerning foes.
Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb’luu has slowly rebuilt his power in
. Fraz-Urb’luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and greater atrocities in the name
Monsters
Mordenkainen Presents: Monsters of the Multiverse
trick, every ounce of demonic cunning, to manipulate his enemies—mortal and Fiend alike—to do his will. Fraz-Urb’luu can create dreamlands and mind-bending fantasies able to deceive the
, some lost god or Celestial, or even another Fiend. Fraz-Urb’luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters
races
alongside complex designs for clockwork organs.
6
You were released after being petrified for generations. Your memories have faded, though, and your body isn’t what it once was.
7
rule regardless of the method you use to determine the scores, such as rolling or point buy.
Your class’s “Quick Build” section offers suggestions on which scores to increase. You
Backgrounds
Guildmasters’ Guide to Ravnica
food and fresh water in these areas for yourself and up to five other people each day.
Gruul Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Gruul
Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Gruul Guild Spells
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
fiend alike — to do his will. Fraz-Urb’luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes. Once imprisoned for centuries below Castle Greyhawk on the world
or celestial, or even another fiend. Fraz-Urb’luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
fiend alike — to do his will. Fraz-Urb’luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes. Once imprisoned for centuries below Castle Greyhawk on the world
or celestial, or even another fiend. Fraz-Urb’luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
fiend alike — to do his will. Fraz-Urb’luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes. Once imprisoned for centuries below Castle Greyhawk on the world
or celestial, or even another fiend. Fraz-Urb’luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
fiend alike — to do his will. Fraz-Urb’luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes. Once imprisoned for centuries below Castle Greyhawk on the world
or celestial, or even another fiend. Fraz-Urb’luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
fiend alike — to do his will. Fraz-Urb’luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes. Once imprisoned for centuries below Castle Greyhawk on the world
or celestial, or even another fiend. Fraz-Urb’luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
fiend alike — to do his will. Fraz-Urb’luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes. Once imprisoned for centuries below Castle Greyhawk on the world
or celestial, or even another fiend. Fraz-Urb’luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and
classes
Basic Rules (2014)
motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to
20th
+6
20
Sorcerous Restoration
6
15
4
3
3
3
3
2
2
1
1
Class Features
As a sorcerer, you gain the following class features.
classes
Basic Rules (2014)
With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.
As flames spring to
20th
+6
Eldritch Master
4
15
4
5th
8
Class Features
As a warlock, you gain the following class features.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
What You’ll Find Within Chapter 1 brims with new features and subclasses for the classes in the Player’s Handbook, and it presents the artificer class, a master of magical invention. The chapter also
offers feats for groups that use them. Chapter 2 contains patrons who can become one of the driving forces behind your group’s adventures. Chapter 3 sparkles with new magical options, including
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, bending eastward as it goes. A waterfall sounds out from a larger cavern somewhere ahead of you.
If the characters didn’t spot the bridge while navigating area 4, they spot it now. Add: A rickety
-high walls are rough but slick with spray, requiring a successful DC 15 Strength (Athletics) check to climb. The bridge has an Armor Class (AC) of 5 and 10 hit points. If the bridge is reduced to 0 hit
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
What You’ll Find Within Chapter 1 brims with new features and subclasses for the classes in the Player’s Handbook, and it presents the artificer class, a master of magical invention. The chapter also
offers feats for groups that use them. Chapter 2 contains patrons who can become one of the driving forces behind your group’s adventures. Chapter 3 sparkles with new magical options, including
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, bending eastward as it goes. A waterfall sounds out from a larger cavern somewhere ahead of you.
If the characters didn’t spot the bridge while navigating area 4, they spot it now. Add: A rickety
-high walls are rough but slick with spray, requiring a successful DC 15 Strength (Athletics) check to climb. The bridge has an Armor Class (AC) of 5 and 10 hit points. If the bridge is reduced to 0 hit
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, bending eastward as it goes. A waterfall sounds out from a larger cavern somewhere ahead of you.
If the characters didn’t spot the bridge while navigating area 4, they spot it now. Add: A rickety
-high walls are rough but slick with spray, requiring a successful DC 15 Strength (Athletics) check to climb. The bridge has an Armor Class (AC) of 5 and 10 hit points. If the bridge is reduced to 0 hit
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
What You’ll Find Within Chapter 1 brims with new features and subclasses for the classes in the Player’s Handbook, and it presents the artificer class, a master of magical invention. The chapter also
offers feats for groups that use them. Chapter 2 contains patrons who can become one of the driving forces behind your group’s adventures. Chapter 3 sparkles with new magical options, including
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Siren Imprisoned inside a mist-filled chamber in the Tomb of Horrors, Siren serves as evidence of Acererak’s heartless sense of humor. This mysterious fey creature yearns to be released, but an
Armor Class 14
Hit Points 38 (7d8 + 7)
Speed 30 ft., swim 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
12 (+1)
INT
13 (+1)
WIS
14 (+2)
CHA
16 (+3)
Skills Medicine +4, Nature
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the minds or petrify the bodies of its victims. Death’s Head
Tiny Undead
Armor Class 16 (natural armor)
Hit Points 17 (5d4 + 5)
Speed 0 ft., fly 30 ft. (hover)
STR
8 (−1)
DEX
plus 7 (2d6) necrotic damage.
Mind-Bending Bite (Aberrant Head Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 5 (1d10) necrotic damage, and the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Siren Imprisoned inside a mist-filled chamber in the Tomb of Horrors, Siren serves as evidence of Acererak’s heartless sense of humor. This mysterious fey creature yearns to be released, but an
Armor Class 14
Hit Points 38 (7d8 + 7)
Speed 30 ft., swim 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
12 (+1)
INT
13 (+1)
WIS
14 (+2)
CHA
16 (+3)
Skills Medicine +4, Nature
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Siren Imprisoned inside a mist-filled chamber in the Tomb of Horrors, Siren serves as evidence of Acererak’s heartless sense of humor. This mysterious fey creature yearns to be released, but an
Armor Class 14
Hit Points 38 (7d8 + 7)
Speed 30 ft., swim 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
12 (+1)
INT
13 (+1)
WIS
14 (+2)
CHA
16 (+3)
Skills Medicine +4, Nature
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the minds or petrify the bodies of its victims. Death’s Head
Tiny Undead
Armor Class 16 (natural armor)
Hit Points 17 (5d4 + 5)
Speed 0 ft., fly 30 ft. (hover)
STR
8 (−1)
DEX
plus 7 (2d6) necrotic damage.
Mind-Bending Bite (Aberrant Head Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 5 (1d10) necrotic damage, and the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Fraz-Urb’luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes. Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb’luu has
against his demonic adversaries, driving the hunters to greater and greater atrocities in the name of their cause, only to eventually reveal his true nature and claim their souls as his own. Fraz-Urb’luu
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
multiverse. They must be created from pegasi. The ritual that creates a nightmare requires the torturous removal of a pegasus’s wings, driving that noble creature to evil as it is transformed by dark
magic. Nightmare
Large fiend, neutral evil
Armor Class 13 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 60 ft., fly 90 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
multiverse. They must be created from pegasi. The ritual that creates a nightmare requires the torturous removal of a pegasus’s wings, driving that noble creature to evil as it is transformed by dark
magic. Nightmare
Large fiend, neutral evil
Armor Class 13 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 60 ft., fly 90 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
multiverse. They must be created from pegasi. The ritual that creates a nightmare requires the torturous removal of a pegasus’s wings, driving that noble creature to evil as it is transformed by dark
magic. Nightmare
Large fiend, neutral evil
Armor Class 13 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 60 ft., fly 90 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the minds or petrify the bodies of its victims. Death’s Head
Tiny Undead
Armor Class 16 (natural armor)
Hit Points 17 (5d4 + 5)
Speed 0 ft., fly 30 ft. (hover)
STR
8 (−1)
DEX
plus 7 (2d6) necrotic damage.
Mind-Bending Bite (Aberrant Head Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 5 (1d10) necrotic damage, and the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Fraz-Urb’luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes. Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb’luu has
against his demonic adversaries, driving the hunters to greater and greater atrocities in the name of their cause, only to eventually reveal his true nature and claim their souls as his own. Fraz-Urb’luu
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
advancing the inscrutable schemes of their malevolent masters. But great hordes of dolgrims remain clustered in Khyber with the daelkyr, dreaming of the day when they will be released into Eberron to
feast and destroy. Dolgrim
Small aberration, chaotic evil
Armor Class 15 (natural armor, shield)
Hit Points 13 (3d6 + 3)
Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
12
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Portentia Dran Now the owner and driving force behind Dran Enterprises — perhaps Acquisitions Incorporated’s most notable rival in the adventuring-for-profit-and-power biz — Portentia Dran is more
known only to her. Portentia Dran
Medium monstrosity (shapechanger), lawful evil
Armor Class 17 (chain shirt)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
12 (+1)
DEX
18 (+4
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Portentia Dran Now the owner and driving force behind Dran Enterprises — perhaps Acquisitions Incorporated’s most notable rival in the adventuring-for-profit-and-power biz — Portentia Dran is more
known only to her. Portentia Dran
Medium monstrosity (shapechanger), lawful evil
Armor Class 17 (chain shirt)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
12 (+1)
DEX
18 (+4
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Fraz-Urb’luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes. Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb’luu has
against his demonic adversaries, driving the hunters to greater and greater atrocities in the name of their cause, only to eventually reveal his true nature and claim their souls as his own. Fraz-Urb’luu