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Returning 35 results for 'behaves both diffusing combat renewal'.
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Spells
Basic Rules (2014)
mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
twist that changes the way the monster behaves, restores its resources, or provides it with new actions to use. As a result, the battle becomes deadlier and rages on for longer than most combat
into truly legendary confrontations, well suited to the climactic battles at the ends of adventures or whole campaigns. Mythic traits are optional; they don’t need to be used during combat with these
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
twist that changes the way the monster behaves, restores its resources, or provides it with new actions to use. As a result, the battle becomes deadlier and rages on for longer than most combat
into truly legendary confrontations, well suited to the climactic battles at the ends of adventures or whole campaigns. Mythic traits are optional; they don’t need to be used during combat with these
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
twist that changes the way the monster behaves, restores its resources, or provides it with new actions to use. As a result, the battle becomes deadlier and rages on for longer than most combat
into truly legendary confrontations, well suited to the climactic battles at the ends of adventures or whole campaigns. Mythic traits are optional; they don’t need to be used during combat with these
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
characters run by the DM. How an NPC behaves is dictated by the adventure and by the DM. Boxed Text. At various places, the adventure presents descriptive text that’s meant to be read or paraphrased aloud to
in combat requires game statistics so that the DM can run it effectively. These statistics are presented in a format called a statistics block, or stat block. You’ll find the stat blocks needed for
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Alignment A monster's alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Alignment A monster’s alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
characters run by the DM. How an NPC behaves is dictated by the adventure and by the DM. Boxed Text. At various places, the adventure presents descriptive text that’s meant to be read or paraphrased aloud to
in combat requires game statistics so that the DM can run it effectively. These statistics are presented in a format called a statistics block, or stat block. You’ll find the stat blocks needed for
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Alignment A monster’s alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Alignment A monster’s alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Alignment A monster's alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
characters run by the DM. How an NPC behaves is dictated by the adventure and by the DM. Boxed Text. At various places, the adventure presents descriptive text that’s meant to be read or paraphrased aloud to
in combat requires game statistics so that the DM can run it effectively. These statistics are presented in a format called a statistics block, or stat block. You’ll find the stat blocks needed for
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Alignment A monster's alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the
effects of the confusion spell during combat. Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the
effects of the confusion spell during combat. Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the
effects of the confusion spell during combat. Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
characters or adventurers is called a party.
Nonplayer Characters (NPCs). This term refers to characters run by the DM. How an NPC behaves is dictated by the adventure and by the DM.
Boxed Text
describe locations or present bits of scripted dialogue.
Stat Block. Any monster or NPC that is likely to be involved in combat requires game statistics so that the DM can run it effectively. These
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the
effects of the confusion spell during combat. Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the
effects of the confusion spell during combat. Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
characters or adventurers is called a party.
Nonplayer Characters (NPCs). This term refers to characters run by the DM. How an NPC behaves is dictated by the adventure and by the DM.
Boxed Text
describe locations or present bits of scripted dialogue.
Stat Block. Any monster or NPC that is likely to be involved in combat requires game statistics so that the DM can run it effectively. These
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
characters or adventurers is called a party.
Nonplayer Characters (NPCs). This term refers to characters run by the DM. How an NPC behaves is dictated by the adventure and by the DM.
Boxed Text
describe locations or present bits of scripted dialogue.
Stat Block. Any monster or NPC that is likely to be involved in combat requires game statistics so that the DM can run it effectively. These
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the
effects of the confusion spell during combat. Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
behaves similarly to the one in area B5, starting combat with the characters if disturbed. If a fight breaks out, the mephits in areas B2 and B5 join the fray. B8: Vault Dust coats this plundered vault
and barely fulfilling its duties. The mephit is Indifferent but defends itself in combat. If the mephit sees the characters enter the cave, it peers at them through the arrow slit and whistles like a
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
behaves similarly to the one in area B5, starting combat with the characters if disturbed. If a fight breaks out, the mephits in areas B2 and B5 join the fray. B8: Vault Dust coats this plundered vault
and barely fulfilling its duties. The mephit is Indifferent but defends itself in combat. If the mephit sees the characters enter the cave, it peers at them through the arrow slit and whistles like a
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
behaves similarly to the one in area B5, starting combat with the characters if disturbed. If a fight breaks out, the mephits in areas B2 and B5 join the fray. B8: Vault Dust coats this plundered vault
and barely fulfilling its duties. The mephit is Indifferent but defends itself in combat. If the mephit sees the characters enter the cave, it peers at them through the arrow slit and whistles like a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
enlivened should replace the old and depleted in an unending cycle, bringing constant refreshment and renewal. This principle accounts for the combine’s analytical bent and its emphasis on knowledge as a
crabs, fish, jellyfish, and a variety of other creatures to give them natural armor and weapons, gills, venomous stings, and other combat-focused adaptations.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
enlivened should replace the old and depleted in an unending cycle, bringing constant refreshment and renewal. This principle accounts for the combine’s analytical bent and its emphasis on knowledge as a
crabs, fish, jellyfish, and a variety of other creatures to give them natural armor and weapons, gills, venomous stings, and other combat-focused adaptations.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
enlivened should replace the old and depleted in an unending cycle, bringing constant refreshment and renewal. This principle accounts for the combine’s analytical bent and its emphasis on knowledge as a
crabs, fish, jellyfish, and a variety of other creatures to give them natural armor and weapons, gills, venomous stings, and other combat-focused adaptations.
Magic Items
Infernal Machine Rebuild
. The first time during a combat that a creature attacks you with a metal weapon, that creature has disadvantage on the attack roll.
Metal rusts in response to your touch—including metal armor you
foods, hobbies, music, and so forth become unbearable to you.
35
Your shadow becomes an undead shadow that shares your alignment and is under your control.
Your shadow behaves disapprovingly
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
manifest zone linked to Fernia, the Sea of Fire, the area is Lightly Obscured by clouds choked with ash, and fire behaves oddly (see the “Fernia Manifest Zone” sidebar). Fernia Manifest Zone
Fernia
Dungeon Master’s Guide in addition to the sections below. The chase begins with the dragon circling 120 feet behind the Recluse. The dragon initiates combat if it catches the ship. Hiding the Airship
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
manifest zone linked to Fernia, the Sea of Fire, the area is Lightly Obscured by clouds choked with ash, and fire behaves oddly (see the “Fernia Manifest Zone” sidebar). Fernia Manifest Zone
Fernia
Dungeon Master’s Guide in addition to the sections below. The chase begins with the dragon circling 120 feet behind the Recluse. The dragon initiates combat if it catches the ship. Hiding the Airship
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
manifest zone linked to Fernia, the Sea of Fire, the area is Lightly Obscured by clouds choked with ash, and fire behaves oddly (see the “Fernia Manifest Zone” sidebar). Fernia Manifest Zone
Fernia
Dungeon Master’s Guide in addition to the sections below. The chase begins with the dragon circling 120 feet behind the Recluse. The dragon initiates combat if it catches the ship. Hiding the Airship
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
in the Hive Ward: Bleak Cabal. Within the Gatehouse, members of the Bleak Cabal reject the philosophies of other factions, believing the multiverse is devoid of meaning. Bleakers combat their
pave the way for reconstruction and renewal. In the Hive, however, Wreaker activity sometimes compounds the miseries of everyday life when their fires—vain attempts to garner attention from the movers
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
types of goblinoids coalesce into a host, this new societal and military arrangement fundamentally changes how virtually every individual behaves. Leaders in Word and Deed. Hobgoblins form the backbone of
demonstrate a particular talent for some facet of combat or subterfuge, the hobgoblins might separate them into squads that employ those skills to best effect (see the “Bugbear Special Forces” sidebar
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
types of goblinoids coalesce into a host, this new societal and military arrangement fundamentally changes how virtually every individual behaves. Leaders in Word and Deed. Hobgoblins form the backbone of
demonstrate a particular talent for some facet of combat or subterfuge, the hobgoblins might separate them into squads that employ those skills to best effect (see the “Bugbear Special Forces” sidebar






