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Returning 35 results for 'before borders douse class returner'.
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Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, turning the world to ash, smoke, and cinders. Fire Elemental
Large elemental, neutral
Armor Class 13
Hit Points 102 (12d10 + 36)
Speed 50 ft.
STR
10(+0)
DEX
17(+3)
CON
16
someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, turning the world to ash, smoke, and cinders. Fire Elemental
Large elemental, neutral
Armor Class 13
Hit Points 102 (12d10 + 36)
Speed 50 ft.
STR
10(+0)
DEX
17(+3)
CON
16
someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, turning the world to ash, smoke, and cinders. Fire Elemental
Large elemental, neutral
Armor Class 13
Hit Points 102 (12d10 + 36)
Speed 50 ft.
STR
10(+0)
DEX
17(+3)
CON
16
someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, neutral
Armor Class 13
Hit Points 102 (12d10 + 36)
Speed 50 ft.
STR
10 (+0)
DEX
17 (+3)
CON
16 (+3)
INT
6 (−2)
WIS
10 (+0)
CHA
7 (−2
there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, neutral
Armor Class 13
Hit Points 102 (12d10 + 36)
Speed 50 ft.
STR
10 (+0)
DEX
17 (+3)
CON
16 (+3)
INT
6 (−2)
WIS
10 (+0)
CHA
7 (−2
there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, neutral
Armor Class 13
Hit Points 102 (12d10 + 36)
Speed 50 ft.
STR
10 (+0)
DEX
17 (+3)
CON
16 (+3)
INT
6 (−2)
WIS
10 (+0)
CHA
7 (−2
there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the recipient’s body’s statistics, but don’t gain access to the recipient’s knowledge, class features, or proficiencies. Dr. Mordenheim can swap a donor’s brain or head back from the recipient’s body to
, such as by keeping it in cold storage or under the effect of a gentle repose spell. Closing the Borders. When Dr. Mordenheim closes Lamordia’s borders, temperatures across the domain drop below 0
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the recipient’s body’s statistics, but don’t gain access to the recipient’s knowledge, class features, or proficiencies. Dr. Mordenheim can swap a donor’s brain or head back from the recipient’s body to
, such as by keeping it in cold storage or under the effect of a gentle repose spell. Closing the Borders. When Dr. Mordenheim closes Lamordia’s borders, temperatures across the domain drop below 0
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the recipient’s body’s statistics, but don’t gain access to the recipient’s knowledge, class features, or proficiencies. Dr. Mordenheim can swap a donor’s brain or head back from the recipient’s body to
, such as by keeping it in cold storage or under the effect of a gentle repose spell. Closing the Borders. When Dr. Mordenheim closes Lamordia’s borders, temperatures across the domain drop below 0
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Centaur Reclusive wanderers and omen-readers of the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of
other creatures. Centaur
Large monstrosity, neutral good
Armor Class 12
Hit Points 45 (6d10 + 12)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
9 (-1
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
neutral
Armor Class 14 (natural armor)
Hit Points 9 (2d6 + 2)
Speed 30 ft.
STR
7 (−2)
DEX
15 (+2)
CON
12 (+1)
INT
8 (−1)
WIS
11 (+0)
CHA
10 (+0
target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the creature takes 3 (1d6) fire damage at the end of each of its turns.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
neutral
Armor Class 14 (natural armor)
Hit Points 9 (2d6 + 2)
Speed 30 ft.
STR
7 (−2)
DEX
15 (+2)
CON
12 (+1)
INT
8 (−1)
WIS
11 (+0)
CHA
10 (+0
target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the creature takes 3 (1d6) fire damage at the end of each of its turns.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Centaur Reclusive wanderers and omen-readers of the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of
other creatures. Centaur
Large monstrosity, neutral good
Armor Class 12
Hit Points 45 (6d10 + 12)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
9 (-1
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Centaur Reclusive wanderers and omen-readers of the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of
other creatures. Centaur
Large monstrosity, neutral good
Armor Class 12
Hit Points 45 (6d10 + 12)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
9 (-1
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
size. Blistercoil Weird
Medium elemental, chaotic neutral
Armor Class 13
Hit Points 45 (7d8 + 14)
Speed 40 ft., swim 60 ft.
STR
16(+3)
DEX
16(+3)
CON
15(+2)
INT
catches fire; until someone takes an action to douse the fire, the burning creature takes 5 (1d10) fire damage at the start of each of its turns.
Heated Body. A creature that touches the weird or hits it
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
its skull—set with gems of red and black in each of its eye sockets—then attacks.. Eye of Fear and Flame
Medium undead, chaotic evil
Armor Class 15 (natural armor)
Hit Points 136 (16d8 + 64
ignites takes 5 (1d10) fire damage at the start of each of its turns until a creature takes an action to douse the fire.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
size. Blistercoil Weird
Medium elemental, chaotic neutral
Armor Class 13
Hit Points 45 (7d8 + 14)
Speed 40 ft., swim 60 ft.
STR
16(+3)
DEX
16(+3)
CON
15(+2)
INT
catches fire; until someone takes an action to douse the fire, the burning creature takes 5 (1d10) fire damage at the start of each of its turns.
Heated Body. A creature that touches the weird or hits it
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
its skull—set with gems of red and black in each of its eye sockets—then attacks.. Eye of Fear and Flame
Medium undead, chaotic evil
Armor Class 15 (natural armor)
Hit Points 136 (16d8 + 64
ignites takes 5 (1d10) fire damage at the start of each of its turns until a creature takes an action to douse the fire.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
its skull—set with gems of red and black in each of its eye sockets—then attacks.. Eye of Fear and Flame
Medium undead, chaotic evil
Armor Class 15 (natural armor)
Hit Points 136 (16d8 + 64
ignites takes 5 (1d10) fire damage at the start of each of its turns until a creature takes an action to douse the fire.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
size. Blistercoil Weird
Medium elemental, chaotic neutral
Armor Class 13
Hit Points 45 (7d8 + 14)
Speed 40 ft., swim 60 ft.
STR
16(+3)
DEX
16(+3)
CON
15(+2)
INT
catches fire; until someone takes an action to douse the fire, the burning creature takes 5 (1d10) fire damage at the start of each of its turns.
Heated Body. A creature that touches the weird or hits it
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
neutral
Armor Class 14 (natural armor)
Hit Points 9 (2d6 + 2)
Speed 30 ft.
STR
7 (−2)
DEX
15 (+2)
CON
12 (+1)
INT
8 (−1)
WIS
11 (+0)
CHA
10 (+0
target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the creature takes 3 (1d6) fire damage at the end of each of its turns.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
birdlike humanoids guard the windy borders of their home against invaders from the Elemental Plane of Earth, such as gargoyles, their sworn enemies.
Enemies of Elemental Evil. In service to the Wind
it takes to guard against the incursions of Elemental Evil.
Aarakocra have no concept of political borders or property ownership, and the value of gems, gold, and other precious materials means
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
birdlike humanoids guard the windy borders of their home against invaders from the Elemental Plane of Earth, such as gargoyles, their sworn enemies.
Enemies of Elemental Evil. In service to the Wind
it takes to guard against the incursions of Elemental Evil.
Aarakocra have no concept of political borders or property ownership, and the value of gems, gold, and other precious materials means
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
birdlike humanoids guard the windy borders of their home against invaders from the Elemental Plane of Earth, such as gargoyles, their sworn enemies.
Enemies of Elemental Evil. In service to the Wind
it takes to guard against the incursions of Elemental Evil.
Aarakocra have no concept of political borders or property ownership, and the value of gems, gold, and other precious materials means
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
that quaint colloquialism. Little do they know the truth about the true horror of such a rebirth.
Phoenix
Gargantuan elemental, neutral
Armor Class 18
Hit Points 175 (10d20 + 70)
Speed 20 ft
or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Fiery Talons. Melee Weapon Attack
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures. Wilderness Nomads. Centaur tribes
its days. Centaur
Large monstrosity, neutral good
Armor Class 12
Hit Points 45 (6d10 + 12)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
9 (−1
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
undersea caves filled with treasures and trophies, taken from their victims and sunken ships. They tie the rotting corpses of dead enemies and drowned sailors to strands of kelp to mark the borders of
their territory. Merrow
Large monstrosity, chaotic evil
Armor Class 13 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 10 ft., swim 40 ft.
STR
18 (+4)
DEX
10 (+0)
CON
15
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
that quaint colloquialism. Little do they know the truth about the true horror of such a rebirth.
Phoenix
Gargantuan elemental, neutral
Armor Class 18
Hit Points 175 (10d20 + 70)
Speed 20 ft
or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Fiery Talons. Melee Weapon Attack
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
undersea caves filled with treasures and trophies, taken from their victims and sunken ships. They tie the rotting corpses of dead enemies and drowned sailors to strands of kelp to mark the borders of
their territory. Merrow
Large monstrosity, chaotic evil
Armor Class 13 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 10 ft., swim 40 ft.
STR
18 (+4)
DEX
10 (+0)
CON
15
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures. Wilderness Nomads. Centaur tribes
its days. Centaur
Large monstrosity, neutral good
Armor Class 12
Hit Points 45 (6d10 + 12)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
9 (−1
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures. Wilderness Nomads. Centaur tribes
its days. Centaur
Large monstrosity, neutral good
Armor Class 12
Hit Points 45 (6d10 + 12)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
9 (−1
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Phylaskia These armored skeletal spirits guard the borders of the Underworld and its various wards. Sleepless and merciless, they scrutinize all who would pass, and they slay those who defy them
. Undead Nature. A phylaskia doesn’t require air, food, drink, or sleep. Phylaskia
Large undead, lawful neutral
Armor Class 18 (plate)
Hit Points 104 (11d10 + 44)
Speed 40 ft.
STR
20 (+5
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to the Underworld’s borders. Two-Headed Cerberus
Medium monstrosity, lawful evil
Armor Class 12
Hit Points 39 (6d8 + 12)
Speed 40 ft.
STR
15 (+2)
DEX
14 (+2)
CON
14 (+2
trespass upon the borders of life and death. Most cerberi have a boundless hunger for fresh meat, especially the flesh of humanoids. Villains have been known to exploit that hunger by luring cerberi away
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to the Underworld’s borders. Two-Headed Cerberus
Medium monstrosity, lawful evil
Armor Class 12
Hit Points 39 (6d8 + 12)
Speed 40 ft.
STR
15 (+2)
DEX
14 (+2)
CON
14 (+2
trespass upon the borders of life and death. Most cerberi have a boundless hunger for fresh meat, especially the flesh of humanoids. Villains have been known to exploit that hunger by luring cerberi away
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Phylaskia These armored skeletal spirits guard the borders of the Underworld and its various wards. Sleepless and merciless, they scrutinize all who would pass, and they slay those who defy them
. Undead Nature. A phylaskia doesn’t require air, food, drink, or sleep. Phylaskia
Large undead, lawful neutral
Armor Class 18 (plate)
Hit Points 104 (11d10 + 44)
Speed 40 ft.
STR
20 (+5