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Returning 31 results for 'before bonus devising cautious relative'.
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Monsters
Strixhaven: A Curriculum of Chaos
Relative Density. The fractal can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Relative Density
advantage. The fractal can become no larger than Huge via this bonus action.
Diminish. The fractal’s size decreases by one category. While the fractal is Tiny, it makes attack rolls, Dexterity
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Attitudes Each dragon councilor has one of four attitudes in this chapter, ranging from unfriendly to cautious, neutral, and friendly. To secure the cooperation of the metallic dragons as a whole
dragon, they gain a two-step improvement in the attitude of that dragon (for example, from unfriendly to neutral, or from cautious to friendly). A general concession grants a one-step improvement to a
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Immunities poisoned
Senses passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 1/4 (50 XP) Proficiency Bonus +2
Relative Density. The fractal can move
5 ft., one target. Hit: 3 (1d4 + 1) force damage, or 6 (2d4 + 1) force damage if the fractal is Medium or bigger.
Bonus Actions
Augment. The fractal’s size increases by one category. While the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
governments, as well as in the ongoing effort to protect their cities from discovery or attacks by hostiles. They oppose reckless behavior and argue for a slow, cautious approach in all matters. Yuan
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, Common, Draconic
Challenge 5 (1,800 XP) Proficiency Bonus +3
Devil’s Sight. Magical darkness doesn’t impede the yuan-ti’s
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. They always have a friendly jibe or acerbic remark on the tip of their tongue, and their cavalier attitude doesn’t always sit well with their more cautious companions. Alignment. Chaotic good
, Sleight of Hand +7, Stealth +7
Senses passive Perception 9
Languages Common
Challenge 3 (700 XP) Proficiency Bonus +2
Evasion. When subjected to an effect that allows a Dexterity saving throw to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Air. Wind whips and whistles around them, allowing a ship to move with a speed of 60 feet regardless of direction relative to the wind. Defiant Sails These sails glitter with a fine coat of mithral
drawback doesn’t apply if the attacker is aboard the ship. Dragon Sails Dragon scales woven into these sails make them more resistant to damage. The sails gain a +3 bonus to AC, and they have
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
—
Challenge 5 (1,800 XP) Proficiency Bonus +3
Actions
Stomp. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage, and the target must succeed on a DC 14
) Proficiency Bonus +2
Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 12 Strength saving
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
there.
10 I’m exceptionally cautious, planning laboriously and devising countless contingencies.
11 I have a reputation for defeating a great evil, but that’s a lie and the wicked force
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Wereraven Wereravens are secretive, cautious lycanthropes that seek to blend into society and subtly oppose evil. As avowed foes of malevolent beings, wereravens are stalked by wicked forces. Knowing
) Proficiency Bonus +2
Mimicry. The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chattering. A creature that hears the sounds can tell they are
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
characters must be cautious while using area spells that deal fire or force damage. One such spell does minimal damage that can be fixed by the crew at sea after the fight ends. If two such spells are used
try to swamp it by making a DC 25 Strength check, with a +2 bonus to the check for each additional merrow involved in the attempt. Success means that Frostskimmr lurches dangerously and each creature
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
characters must be cautious while using area spells that deal fire or force damage. One such spell does minimal damage that can be fixed by the crew at sea after the fight ends. If two such spells
merrow try to swamp it by making a DC 25 Strength check, with a +2 bonus to the check for each additional merrow involved in the attempt. Success means that Frostskimmr lurches dangerously and each
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
open, and so on. This entry specifies what the trap targets, its attack bonus or saving throw DC, and what happens on a hit or a failed saving throw. Countermeasures. Traps can be detected or
experience, the characters can become overly cautious, and you run the risk of the action grinding to a halt as the players search every square inch of the dungeon for trip wires and pressure plates
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
powerful Undead. A cautious vampire might sleep in an animated coffin to evade hunters during the day, while a necromancer might enlist animated coffins to conscript corpses from faraway settlements into
Bonus +2
False Appearance. If the animated coffin is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the coffin move or act, that
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range
were that weapon and use his or her proficiency bonus. An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages the languages it knew in life
Challenge 4 (1,100 XP) Proficiency Bonus +2
Turn Resistance. The deathlock has advantage on saving
devising tactics and carrying out plans. Powerful deathlocks recruit lesser creatures to help them carry out their missions, becoming the masterminds behind vast conspiracies and intrigues that culminate
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
a bonus action up to 30 feet to an unoccupied space it can see. In addition, every creature that starts its turn within 5 feet of the cultist must make a DC 15 Dexterity saving throw, taking 16 (3d10
) radiant damage on a failed save, or half as much damage on a successful one. Cult of Tharizdun the Chained God Tharizdun’s Spark (Recharge 6). As a bonus action, the cultist touches a simple or
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Fractious in groups and individually weak, derro would have died out long ago but for two elements of their character. They are cautious and distrustful, which serves them well as they navigate the
Challenge 1/4 (50 XP) Proficiency Bonus +2
Magic Resistance. The derro has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the derro
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
deinonychus can make one bite attack against it as a bonus action.
Actions
Multiattack. The deinonychus makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit
relative of the pteranodon has a wingspan exceeding 30 feet. Although it can move on the ground like a quadruped, it is more comfortable in the air. Quetzalcoatlus
Huge beast, unaligned
Armor Class 13
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
adulthood around age 8. They age noticeably faster than humans, and though few goblins live to old age, the most cautious rarely live longer than 60 years. Alignment. Most of the goblins of Ravnica are
level. Once you use this trait, you can’t use it again until you finish a short or long rest. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Languages
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
living and the dead Position Proficiency: In addition to the proficiencies noted below, you can add your proficiency bonus to an ability check to intimidate a creature close to death, assess what disease
glasses.
3 Burning a small piece of the body and looking for shapes in the smoke.
4 A cautious, reasoned, professional guesstimate.
5 Careful measurements. The distance between
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Functions: Destroy targets (people and information); study conflicts Position Proficiency: In addition to the proficiencies noted below, you can add your proficiency bonus to an ability check to make sense of
see, trying to learn useful information about it. As a bonus action, make a DC 15 Wisdom (Insight) check. On a success, you learn three details of your choice about the creature. Once you use this
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
character’s backstory, someone the character wronged on a previous quest, or a relative of someone the character killed or brought to ruin. This person might seek revenge in combat or through social sabotage
darkvision 60 ft., passive Perception 13
Languages Common, Goblin, Sylvan
Challenge 2 (450 XP) Proficiency Bonus +2
Fortune Teller. Oddlewin can cast the Augury spell as a ritual, using cards as the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Bonus +5
Creature Sense. The elder brain is aware of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each
only)
Bonus Actions
Psychic Link. The elder brain targets one incapacitated creature it senses with its Creature Sense trait and establishes a psychic link with the target. Until the link ends, the
Magic Items
Infernal Machine Rebuild
make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DM’s devising.
05
You emanate a weak magnetic aura
, causing those creatures to recall their saddest memories.
08
You have a +1 bonus to Wisdom (Insight checks) involving creatures you can see.
Your body is ghostly and translucent except for your
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. While confined to her antimagic cell, she is cautious since she can’t rely on her magic tattoos to defend herself. Outside her cell, she grows overly confident and even banters if she’s able to do so
, Dwarvish, Elvish, thieves’ cant, Undercommon
Challenge 5 (1,800 XP) Proficiency Bonus +3
Antimagic Susceptibility. In an area of antimagic, Prisoner 13’s tattoos and reactions don’t function
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. While confined to her antimagic cell, she is cautious since she can’t rely on her magic tattoos to defend herself. Outside her cell, she grows overly confident and even banters if she’s able to do so
, Dwarvish, Elvish, thieves’ cant, Undercommon
Challenge 5 (1,800 XP) Proficiency Bonus +3
Antimagic Susceptibility. In an area of antimagic, Prisoner 13’s tattoos and reactions don’t function
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. The behir is hungry but cautious. If the characters don’t attack, the behir asks them in Draconic to drive the gricks out of the adjoining cave. If a fight breaks out, the behir tries to maneuver into
this radius), passive Perception 14
Languages Deep Speech, Grell
Challenge 4 (1,100 XP) Proficiency Bonus +2
Actions
Multiattack. The grell psychic makes one Tentacle attack and one Beak
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Senses passive Perception 12
Languages Common
Challenge 2 (450 XP)
Flaming Weapon (Recharges after a Short or Long Rest). As a bonus action, the guard can wreath one melee weapon it is wielding in
knows a fight is coming but can’t preemptively strike, Bastian becomes more cautious, casting wall of fire to protect himself before he hurls magic into the fray. Bastian Thermandar
Medium humanoid
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
next turn.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Gunvald can regain 15 hit points.
Actions
Multiattack. Gunvald makes three melee attacks.
Battleaxe. Melee
nearly fifty years old—ancient by tribal standards. He has led the Elk Tribe for over half his life, and age has made him cautious. He has seen other kings and queens rise and fall, has made war with
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
(450 XP) Proficiency Bonus +2
Fear Aura. Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of
. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bonus Actions
Shadow Teleport (Recharge 5–6). The meenlock teleports to an
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The
or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful






