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Returning 28 results for 'before both divinity connect requiring'.
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Monsters
Eberron: Rising from the Last War
Aura of False Divinity. A creature that starts its turn within 30 feet of the radiant idol must make a DC 17 Wisdom saving throw, provided the radiant idol isn't incapacitated. On a failed save, the
saving throw, a creature is immune to this radiant idol's Aura of False Divinity for 24 hours.
Innate Spellcasting. The radiant idol's spellcasting ability is Charisma (spell save DC 17). The radiant
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the start of each of its turns. The anathema can constrict only one creature at a time.
Spellcasting (Anathema Form Only). The anathema casts one of the following spells, requiring no material
requires the abomination to bathe in the blood of their enemies. The transformation is quick but painful.
Anathemas consider themselves demigods on the path to greater divinity. They demand obeisance
Telepathic
Legacy
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Feats
Tasha’s Cauldron of Everything
You awaken the ability to mentally connect with others, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You can speak
doesn’t give the creature the ability to respond to you telepathically.
You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you
Monsters
Acquisitions Incorporated
innately cast the following spells, requiring no material components:
At will: minor illusion, sacred flame, thaumaturgy
1/day each: command, darkness, darkvision, pass without trace
endless movements and intricate patterns of the sky. However, the Beestinger clan has a less metaphysical reputation in the eyes of many people, as constantly swirling rumors attempt to connect the
Monsters
Fizban's Treasury of Dragons
next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell
connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the dragons’ echoes across
Monsters
Fizban's Treasury of Dragons
next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell
and rarely cultivating connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the
Monsters
Fizban's Treasury of Dragons
, the creature takes half as much damage, and its speed isn’t reduced.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as
rarely cultivating connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the dragons
Monsters
Fizban's Treasury of Dragons
reduced.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):
1/day each: blink
.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating connections with other creatures. When they do connect
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: detect magic, mage hand
3/day each: darkness, dimension door, dispel magic
A morkoth claims dominion over an entire island, and it also maintains a central sanctum on that isle. This lair is most often a twisted network of narrow tunnels that connect several underground
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Empyrean Iota Empyrean iotas are the thoughts, memories, or indirect attentions of deities personified and given a measure of autonomy. Resembling floating glyphs, motes of color, icons of divinity
choice).
Spellcasting. The empyrean casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability:
1/Day Each: Bless, Lesser Restoration (as an
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to greater divinity. They demand obeisance from weaker creatures and use every resource at their disposal to war against neighbors, seeking the captives, sacrifices, glory, and riches the anathemas
believe they need to achieve true divinity. Anathemas don’t age, allowing them to pursue their goals until the end of days. Truly powerful ones might rule multiple yuan-ti cities and bring entire
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Senses darkvision 120 ft., passive Perception 19
Languages all, telepathy 120 ft.
Challenge 11 (7,200 XP)
Aura of False Divinity. A creature that starts its turn within 30 feet of the radiant
saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, a creature is immune to this radiant idol’s Aura of False Divinity for 24
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
The longsword is easy to remove from the armor stand, requiring no ability check. A detect magic spell reveals that the sword is magical. It sheds dim light in a 10-foot radius. It also carries a
the ceiling connect to shop cellars in the city above. These passages carry voices from Waterdeep, but the sound is distorted so badly that words at one end can’t be discerned by creatures at the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
ever be the price of divinity.
—Iuz the Evil, cambion demigod
Cambions are former mortals corrupted by fiendish power or possessed by insidious forces. While tieflings are free-willed individuals
Roll: +7, range 120 ft. Hit: 13 (3d6 + 3) Fire damage.
Spellcasting. The cambion casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the endless movements and intricate patterns of the sky. However, the Beestinger clan has a less metaphysical reputation in the eyes of many people, as constantly swirling rumors attempt to connect the
. Rosie’s innate spellcasting ability is Wisdom (spell save DC 12). She can innately cast the following spells, requiring no material components:
At will: minor illusion, sacred flame, thaumaturgy
1
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
eradicate all knowledge of a specific truth. 6 Museum of Dreams. Magical communication or shared dreamscapes connect a network of wide-ranging specialists. Wizardly boyfriends relax while their
their rightful owners. 6 Evolutionary Divinity. You dare to explore what no mortal was meant to know: the origins of divinity.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Airborne and Waterborne Vehicles table in chapter 5 of the Dungeon Master’s Guide). This is a downtime crafting activity requiring one day’s work per raft. An even more makeshift craft might involve a
light available is whatever the characters are able to provide.
Caves and Tunnels. The Darklake is a giant labyrinth of lakes, waterways, and canals that connect myriad caverns and chambers. Some of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Kraken Lairs Kraken lairs tend to be sunken temples, eldritch ritual sites, or primeval places of divine power. They might lie deep beneath bodies of fresh or salt water, and they often connect to
, requiring no spell components and using Intelligence as the spellcasting ability. If the kraken dies or moves its lair elsewhere, these effects end immediately. Kraken Gargantuan Monstrosity (Titan
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
successful or the effect ends for it, the creature has advantage on saving throws against the morkoth’s Hypnosis for 24 hours.
Spellcasting. The morkoth casts one of the following spells, requiring no
a twisted network of narrow tunnels that connect several underground chambers, although other structural forms might be incorporated. The morkoth dwells among the creatures and objects it prizes most
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
spring gains advantage on Wisdom (Insight) checks and can cast the detect thoughts spell once, requiring no components. The effects of the spring fade when either the spell is used or 24 hours pass
benefits of the speak with plants spell for 8 hours. 8 The creature immediately casts the time stop spell, requiring no components. Constitution is the spellcasting ability for this spell. 9 The creature
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Locations on the Grove Level Map 1.2: Grove Level View Player Version The grove level and the fortress level connect through the shaft that leads from area 41 to 42. The following locations are
one of the furs in Balsag’s bedding, requiring a successful DC 15 Wisdom (Perception) check to notice, contains 241 sp and 54 gp.
44. Rift A rift opens here, its debris-strewn floor two feet below
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
hit, range 120 ft., one target. Hit: 28 (8d6) force damage.
Spellcasting. Oshundo casts one of the following spells, requiring no material components and using Intelligence as the spellcasting
pod with slime in it that helped connect the mind flayers to the elder brain. The connection hasn’t done anything in decades except impart the infected elder brain’s obsession and madness into those
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
barred from the inside. Forcing open the barred door is very difficult, requiring a successful DC 20 Strength check. Creatures. If the orcs have been alerted, the orcs in areas 4 and 4a fire arrows until
roping themselves to a stable attachment point before crossing. Secret Doors. Two secret doors on the north and south walls lead to areas 4 and 4a. The doors are well made, each requiring a successful
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
from the sphere’s silvery metal emerges from the sphere. The death knight inflicts punishment in Soth’s stead, following his directives but requiring no action on Soth’s part. If the death knight is
outer hallway is eerily empty, but you can hear chanting coming from beyond the archways.
Three archways, each shrouded by a black curtain, connect the two spaces in this area. Once the characters
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
gate that connects with the Stone Golem Quarries. 91. Hall of Skulls Three of the skulls here connect to corridors, which the Thayans simply avoid. Characters who approach this room see the following
above the floor, a secret door is hidden. The door is nearly impossible to find from the floor, requiring a successful DC 30 Wisdom (Perception) check. The smooth wall is hard to climb without aid
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
release a rain of arrows from turrets up higher on the lighthouse. The trap can be bypassed by pressing a hidden button on the door, requiring a successful DC 15 Intelligence (Investigation) check to
within the lens. A successful DC 15 Dexterity (Sleight of Hand) check subtly sabotages the runes scribed into the lens. A character can expend one use of Channel Divinity to force divine power into
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
that exit this area to the north and the east have white gates that connect with the Temples of Despair and the Hall of Necromancy. 30. Training Floor An arsenal of weapons and armor hangs from the
failed check, the spell slot is expended but the creature remains soul bound. Kelson Darktreader Urns. The urns are magic and worthless but clever fakes that appear valuable, requiring a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
lock for 10 minutes, lowering the DCs by 10 during that time. The mechanical lock remains intact if the magical lock is bypassed, requiring another knock spell or the use of the key. The key, which
is trapped with a tripwire that the kobolds connect after shutting the door. Hitting this tripwire, 2 inches off the ground stretched between opposite door frames and running up the frame, causes the






