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Returning 35 results for 'before both die con refuges'.
Other Suggestions:
before both die con refugee
Spells
Player’s Handbook
after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind
number of Hit Dice [d10s] equal to the spell’s level)
Speed 60 ft., Fly 60 ft. (requires level 4+ spell)
Mod
Save
STR
18
+4
+4
DEX
12
+1
+1
CON
Magic Items
Dungeon Master’s Guide
you draw the card or at any other time before you die.
Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you
die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.
Flames. A powerful devil
you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
“Multiclassing” section later in this chapter. Adjust Hit Points and Hit Point Dice. Each time you gain a level, you gain an additional Hit Die. Roll that die, add your Constitution modifier to the
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
“Multiclassing” section later in this chapter. Adjust Hit Points and Hit Point Dice. Each time you gain a level, you gain an additional Hit Die. Roll that die, add your Constitution modifier to the
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
“Multiclassing” section later in this chapter. Adjust Hit Points and Hit Point Dice. Each time you gain a level, you gain an additional Hit Die. Roll that die, add your Constitution modifier to the
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
“Multiclassing” section later in this chapter. Adjust Hit Points and Hit Point Dice. Each time you gain a level, you gain an additional Hit Die. Roll that die, add your Constitution modifier to the
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
“Multiclassing” section later in this chapter. Adjust Hit Points and Hit Point Dice. Each time you gain a level, you gain an additional Hit Die. Roll that die, add your Constitution modifier to the
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
“Multiclassing” section later in this chapter. Adjust Hit Points and Hit Point Dice. Each time you gain a level, you gain an additional Hit Die. Roll that die, add your Constitution modifier to the
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ft.
STR
19 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws Dex +5, Con +6, Wis +5
Skills Animal Handling +5, Athletics
extra die of its damage when the verbeeg hits with it (included in the attack).
Actions
Multiattack. The verbeeg makes two melee attacks.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ft.
STR
19 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws Dex +5, Con +6, Wis +5
Skills Animal Handling +5, Athletics
extra die of its damage when the verbeeg hits with it (included in the attack).
Actions
Multiattack. The verbeeg makes two melee attacks.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ft.
STR
19 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws Dex +5, Con +6, Wis +5
Skills Animal Handling +5, Athletics
extra die of its damage when the verbeeg hits with it (included in the attack).
Actions
Multiattack. The verbeeg makes two melee attacks.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Amble Amble
Medium humanoid (tortle), neutral good
Armor Class 18 (natural armor, ring of protection)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
16 (+3)
INT
10 (+0)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws Str +3, Dex +1, Con +4, Int +5, Wis +9, Cha +3
Skills Animal Handling +8, Insight +8, Medicine +8, Perception +8
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Amble Amble
Medium humanoid (tortle), neutral good
Armor Class 18 (natural armor, ring of protection)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
16 (+3)
INT
10 (+0)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws Str +3, Dex +1, Con +4, Int +5, Wis +9, Cha +3
Skills Animal Handling +8, Insight +8, Medicine +8, Perception +8
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Amble Amble
Medium humanoid (tortle), neutral good
Armor Class 18 (natural armor, ring of protection)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
16 (+3)
INT
10 (+0)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws Str +3, Dex +1, Con +4, Int +5, Wis +9, Cha +3
Skills Animal Handling +8, Insight +8, Medicine +8, Perception +8
Compendium
- Sources->Dungeons & Dragons->Divine Contention
(+4)
DEX
15(+2)
CON
16(+3)
INT
10(+0)
WIS
12(+1)
CHA
15(+2)
Saving Throws Str +7, Dex +5, Con +6
Skills Athletics +10, Intimidation +5
Resistances
. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).
Actions
Multiattack. The gladiator makes three melee attacks or two ranged attacks
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Sir Ursas Sir Ursas
Medium humanoid (human), lawful evil
Armor Class 20 (plate and shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3
)
INT
10 (+0)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws Str +7, Dex +5, Con +6
Skills Athletics +10, Intimidation +5
Damage Resistances fire
Senses passive Perception 11
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
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
Leadership die at a time. This effect ends if the knight is incapacitated.
Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
[Tooltip Not Found]
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws Str +7, Dex +5, Con +6
Skills Athletics +10, Intimidation +5
weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).
Actions
Multiattack. The gladiator makes three melee attacks or two ranged attacks.
Spear. Melee or
Compendium
- Sources->Dungeons & Dragons->Divine Contention
(+4)
DEX
15(+2)
CON
16(+3)
INT
10(+0)
WIS
12(+1)
CHA
15(+2)
Saving Throws Str +7, Dex +5, Con +6
Skills Athletics +10, Intimidation +5
Resistances
. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).
Actions
Multiattack. The gladiator makes three melee attacks or two ranged attacks
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Sir Ursas Sir Ursas
Medium humanoid (human), lawful evil
Armor Class 20 (plate and shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3
)
INT
10 (+0)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws Str +7, Dex +5, Con +6
Skills Athletics +10, Intimidation +5
Damage Resistances fire
Senses passive Perception 11
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws Str +7, Dex +5, Con +6
Skills Athletics +10, Intimidation +5
weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).
Actions
Multiattack. The gladiator makes three melee attacks or two ranged attacks.
Spear. Melee or
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
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
Leadership die at a time. This effect ends if the knight is incapacitated.
Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
[Tooltip Not Found]
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
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
Leadership die at a time. This effect ends if the knight is incapacitated.
Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
[Tooltip Not Found]
Compendium
- Sources->Dungeons & Dragons->Divine Contention
(+4)
DEX
15(+2)
CON
16(+3)
INT
10(+0)
WIS
12(+1)
CHA
15(+2)
Saving Throws Str +7, Dex +5, Con +6
Skills Athletics +10, Intimidation +5
Resistances
. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).
Actions
Multiattack. The gladiator makes three melee attacks or two ranged attacks
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Sir Ursas Sir Ursas
Medium humanoid (human), lawful evil
Armor Class 20 (plate and shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3
)
INT
10 (+0)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws Str +7, Dex +5, Con +6
Skills Athletics +10, Intimidation +5
Damage Resistances fire
Senses passive Perception 11
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws Str +7, Dex +5, Con +6
Skills Athletics +10, Intimidation +5
weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).
Actions
Multiattack. The gladiator makes three melee attacks or two ranged attacks.
Spear. Melee or
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
3rd-level College of Creation feature Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5
feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
3rd-level College of Creation feature Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5
feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
3rd-level College of Creation feature Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5
feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
leather)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
14 (+2)
DEX
15 (+2)
CON
16 (+3)
INT
11 (+0)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws Dex +4
, Wis +5
Skills Athletics +4, Perception +7, Survival +5
Senses passive Perception 17
Languages Common
Challenge 4 (1,100 XP)
Archer. A longbow or shortbow deals one extra die of its damage when
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spies would rather die than divulge information that could compromise them or their employers. Spy
Medium humanoid (any race), any alignment
Armor Class 12
Hit Points 27 (6d8)
Speed 30 ft
.
STR
10 (+0)
DEX
15 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
setting ambushes. Bugbear
Medium humanoid (goblinoid), chaotic evil
Armor Class 16 (hide armor, shield)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
XP)
Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Surprise Attack. If the bugbear surprises a creature and hits it with an attack
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Bugbear Bugbear
Medium humanoid (goblinoid), chaotic evil
Armor Class 16 (hide armor, shield)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
13 (+1
)
Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Surprise Attack. If the bugbear surprises a creature and hits it with an attack during
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
CON
14 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
11 (+0)
Skills Intimidation +2, Stealth +6, Survival +3
Senses darkvision 60 ft., passive Perception 11
Languages Common
, Goblin
Challenge 3 (700 XP)
Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Heart of Hruggek. The bugbear has advantage on saving






