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Returning 5 results for 'before burden diffusing changelings reaction'.
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before burden diffusing changeling relation
before burden diffusing changelings relation
before burn defusing changelings reactions
before burden diffusing changeling reaction
before burn defusing changeling reaction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"2d8+3", "rollType":"damage", "rollAction":"Whispers of Compulsion", "rollDamageType":"psychic"} psychic damage and must use its reaction to make a melee weapon attack against one creature of the
torments what remains of its mind. In the presence of other creatures, an allip seeks to relieve this burden by sharing its secret. The creature can impart only a shard of the knowledge that doomed it
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
seeks to relieve this burden by sharing its secret. The creature can impart only a shard of the knowledge that doomed it, but that piece is enough to wrack the recipient with temporary madness. The
target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip’s choice that the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
this burden by sharing its secret. The creature can impart only a shard of the knowledge that doomed it, but that piece is enough to wrack the recipient with temporary mental anguish and violent
within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 12 (2d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip’s choice that the allip can see. Constructs and Undead are immune to this effect.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
abilities of changelings to develop doppelgangers, while implanting a desire to cause chaos in the communities around them.—even when there’s no benefit in it for the doppelganger. Some doppelgangers
succeed on a DC 22 Wisdom saving throw or take 22 (4d10) psychic damage and immediately use its reaction, if available, to move as far as its speed allows away from Belashyrra.
Rend Reality (Costs 3
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
feet to an unoccupied space it can see.
Demons are painfully difficult to summon and control. It is not a burden for the weak of heart or the weak of spirit.
— From the DEMONOMICON OF IGGWILV
marilith can take one reaction on every turn in a combat.
Actions
Multiattack. The marilith makes seven attacks: six with its longswords and one with its tail.
Longsword. Melee Weapon Attack: +9 to






