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Returning 35 results for 'before been direct cunning reflections'.
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before been detect cunning reflections
monsters
Cunning Action. The duskcap can take a bonus action on each of its turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The duskcap deals
radiant damage in a single turn, the duskcap has disadvantage on ability checks, attack rolls, and saving throws until the end of its next turn. The duskcap dies if it spends more than 1 hour in direct
monsters
Cunning Action. The duskcap can take a bonus action on each of its turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The duskcap deals
radiant damage in a single turn, the duskcap has disadvantage on ability checks, attack rolls, and saving throws until the end of its next turn. The duskcap dies if it spends more than 1 hour in direct
monsters
Cunning Action. The duskcap can take a bonus action on each of its turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The duskcap deals
direct sunlight.Spike. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Spike"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4
monsters
Cunning Action. The duskcap can take a bonus action on each of its turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The duskcap deals
direct sunlight.Multiattack. The duskcap makes two attacks with its Spike.
Spike. Melee or Ranged Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Spike"} to hit, reach 5 ft
monsters
Cunning Action. The duskcap can take a bonus action on each of its turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The duskcap deals
direct sunlight.Multiattack. The duskcap makes two attacks with its Spike.
Spike. Melee or Ranged Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Spike"} to hit, reach 5 ft
monsters
Cunning Action. The duskcap can take a bonus action on each of its turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The duskcap deals
direct sunlight.Spike. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Spike"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
nautical theme; images of the sun; and mirrors, which they use to gaze at their own reflections and to redirect sunlight into their caves. Topaz dragons like to keep their lairs well lit and can spend
A set of seven levered brass mirrors that can be adjusted to direct light in different directions
3 A stained glass window depicting a golden city whose buildings are decorated with statues of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
nautical theme; images of the sun; and mirrors, which they use to gaze at their own reflections and to redirect sunlight into their caves. Topaz dragons like to keep their lairs well lit and can spend
A set of seven levered brass mirrors that can be adjusted to direct light in different directions
3 A stained glass window depicting a golden city whose buildings are decorated with statues of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
nautical theme; images of the sun; and mirrors, which they use to gaze at their own reflections and to redirect sunlight into their caves. Topaz dragons like to keep their lairs well lit and can spend
A set of seven levered brass mirrors that can be adjusted to direct light in different directions
3 A stained glass window depicting a golden city whose buildings are decorated with statues of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Those Who Rule The following sahuagin rule the fortress, oversee its armed forces, and direct its worship of Sekolah. Baroness Seklaz The initial attack against the lizardfolk and the subsequent
occupation of the fortress were the baroness’s doing. She is a cunning war strategist and has a measure of patience that serves her well. She has an excellent relationship with the high priestess, with
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Those Who Rule The following sahuagin rule the fortress, oversee its armed forces, and direct its worship of Sekolah. Baroness Seklaz The initial attack against the lizardfolk and the subsequent
occupation of the fortress were the baroness’s doing. She is a cunning war strategist and has a measure of patience that serves her well. She has an excellent relationship with the high priestess, with
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Those Who Rule The following sahuagin rule the fortress, oversee its armed forces, and direct its worship of Sekolah. Baroness Seklaz The initial attack against the lizardfolk and the subsequent
occupation of the fortress were the baroness’s doing. She is a cunning war strategist and has a measure of patience that serves her well. She has an excellent relationship with the high priestess, with
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
—
Challenge 2 (450 XP) Proficiency Bonus +2
Cunning Action. The duskcap can take a bonus action on each of its turns in combat. This action can be used only to take the Dash, Disengage, or Hide action
duskcap has disadvantage on ability checks, attack rolls, and saving throws until the end of its next turn. The duskcap dies if it spends more than 1 hour in direct sunlight.
Actions
Spike. Melee or
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
knowledge by force and cunning. A mighty wizard with magic worthy of epic tales, she is a monster whose adamantine claws can flense whole armies before any soldier can land a blow on her plated hide
either direct agents of her will or have trapped her and pursue their own goals. One fact is indisputable: Sora Kell is an immortal being who employs mortals to do her bidding. In exchange, she trades
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
knowledge by force and cunning. A mighty wizard with magic worthy of epic tales, she is a monster whose adamantine claws can flense whole armies before any soldier can land a blow on her plated hide
either direct agents of her will or have trapped her and pursue their own goals. One fact is indisputable: Sora Kell is an immortal being who employs mortals to do her bidding. In exchange, she trades
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Reflections of Lolth From the time they’re old enough to understand, drow are taught that they’re superior to all other creatures, for they remain steadfast in their devotion to Lolth despite the
into a drider. When Lolth is well served, she rewards her faithful with favors. When she is defied, she visits the Underdark in one of her forms and takes a direct hand in punishing the malefactor in a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
knowledge by force and cunning. A mighty wizard with magic worthy of epic tales, she is a monster whose adamantine claws can flense whole armies before any soldier can land a blow on her plated hide
either direct agents of her will or have trapped her and pursue their own goals. One fact is indisputable: Sora Kell is an immortal being who employs mortals to do her bidding. In exchange, she trades
Orc
Legacy
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races
Volo's Guide to Monsters
created the orcs and continues to direct their destiny. He is aided and abetted by the other warrior deities, Bahgtru and Ilneval, who bring strength and cunning to the battlefield. The followers of all
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent. Ooze Nature. An ooze doesn’t require sleep.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Reflections of Lolth From the time they’re old enough to understand, drow are taught that they’re superior to all other creatures, for they remain steadfast in their devotion to Lolth despite the
into a drider. When Lolth is well served, she rewards her faithful with favors. When she is defied, she visits the Underdark in one of her forms and takes a direct hand in punishing the malefactor in a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
peoples and monsters that inhabit the worlds on the Material Plane originated. After the First World was shattered by a great cataclysm, the many worlds were formed like reflections or (in some cases
charted and no less perilous. The Leap to Another Realm The most direct method involves the use of spells such as Teleportation Circle or Teleport, or magical portals like those described in this
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent. Ooze Nature. An ooze doesn’t require sleep.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent. Ooze Nature. An ooze doesn’t require sleep.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
peoples and monsters that inhabit the worlds on the Material Plane originated. After the First World was shattered by a great cataclysm, the many worlds were formed like reflections or (in some cases
charted and no less perilous. The Leap to Another Realm The most direct method involves the use of spells such as Teleportation Circle or Teleport, or magical portals like those described in this
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
peoples and monsters that inhabit the worlds on the Material Plane originated. After the First World was shattered by a great cataclysm, the many worlds were formed like reflections or (in some cases
charted and no less perilous. The Leap to Another Realm The most direct method involves the use of spells such as Teleportation Circle or Teleport, or magical portals like those described in this
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Reflections of Lolth From the time they’re old enough to understand, drow are taught that they’re superior to all other creatures, for they remain steadfast in their devotion to Lolth despite the
into a drider. When Lolth is well served, she rewards her faithful with favors. When she is defied, she visits the Underdark in one of her forms and takes a direct hand in punishing the malefactor in a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
can direct the characters to the nearby wildernesses where these groups dwell. Heart Delta Heart Delta lies a few miles away from Camp Greenbriar. When the characters visit there, read or paraphrase
cunning, but he is nursing his wounded pride after a clash with Ophelia. He seeks to create a Faunel where the residents embrace their skills, becoming proud and powerful. Ebonclaw is suspicious of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
can direct the characters to the nearby wildernesses where these groups dwell. Heart Delta Heart Delta lies a few miles away from Camp Greenbriar. When the characters visit there, read or paraphrase
cunning, but he is nursing his wounded pride after a clash with Ophelia. He seeks to create a Faunel where the residents embrace their skills, becoming proud and powerful. Ebonclaw is suspicious of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
can direct the characters to the nearby wildernesses where these groups dwell. Heart Delta Heart Delta lies a few miles away from Camp Greenbriar. When the characters visit there, read or paraphrase
cunning, but he is nursing his wounded pride after a clash with Ophelia. He seeks to create a Faunel where the residents embrace their skills, becoming proud and powerful. Ebonclaw is suspicious of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a
the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. Song of Defense 10th-level Bladesinging feature You can direct your magic to absorb damage
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a
the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. Song of Defense 10th-level Bladesinging feature You can direct your magic to absorb damage
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a
the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. Song of Defense 10th-level Bladesinging feature You can direct your magic to absorb damage
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
obeyed. A hill giant tribe’s chief is usually the biggest giant that can still move about. Only on rare occasion does a hill giant with more brains than bulk use its cunning to gain the favor of giants
.
Direct and Deadly. Hill giants’ ability to digest nearly anything has allowed them to survive for eons without needing to adapt and change.
With no culture of their own, hill giants ape the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
obeyed. A hill giant tribe’s chief is usually the biggest giant that can still move about. Only on rare occasion does a hill giant with more brains than bulk use its cunning to gain the favor of giants
.
Direct and Deadly. Hill giants’ ability to digest nearly anything has allowed them to survive for eons without needing to adapt and change.
With no culture of their own, hill giants ape the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
a manor or convincing pixies to construct them a silken bower. The most elaborate faerie dragon lairs are modeled off those of larger dragons, featuring multiple chambers and cunning traps. Faerie
preens and holds long, complimentary conversations with myriad admiring reflections here. Escape Tunnel. From the sleeping chamber, a concealed escape tunnel leads out through a hollow root before