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Returning 35 results for 'being back defeat channeling runes'.
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Monsters
Keys from the Golden Vault
. Black and gray smoke and shadows coil down her left arm, ending in runes on the fingers of her left hand.
Knotwork. Purple and blue knotwork and runes run down her right arm, across the back of her right
tattoo across her back, filling a 20-foot-radius sphere centered on her. Each other creature in that area must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 13 (3d8
classes
that came with channeling your eldritch might to claim what you felt you deserved, but this pact came with strings attached. In times of distress you hear the entity whispering in the back of your mind, urging you to indulge your most base impulses.
Monsters
The Wild Beyond the Witchlight
heritage, he might pass for an ugly, beardless dwarf were it not for his rotting tusks and grayish pallor. The only thing he loves is money, and he wouldn’t hesitate to stab allies in the back if they
of his hapless prey. If defeat seems likely, he quaffs his potion of invisibility and flees.
League of Malevolence
The League of Malevolence is an odious assemblage of villains united in one purpose
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. By offering up body and soul to Lolth, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place.PoisonChange Shape
(Recharges after a Short or Long Rest). The drow magically transforms into a Large spider, remaining in that form for up to 1 hour, or back into its true form. Its statistics, other than its size, are
Magic Items
Bigby Presents: Glory of the Giants
This ivory longbow is inscribed with a prayer to the god Hiatea, the runes of which are entwined with gilded engravings of wheat stalks and deer antlers.
You gain a +3 bonus to attack and damage
rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the
Monsters
Infernal Machine Rebuild
living, commanding individuals to perform evil deeds of the undead's choosing or be destroyed. If its commands are not obeyed, an eye of fear and flame throws back its hood to reveal its skull—set
remains unknown.
Cruel Puppet Masters. An eye of fear and flame often chooses to appear during times of uncertainty, such as after a group's devastating defeat or when an individual contemplates some
Monsters
Mythic Odysseys of Theros
work well together, sharing the unified goals of overcoming their foes and getting back to the task at hand.
Returned have escaped the Underworld and dwell among the living once more, but their
.
Returned Masks. Adventurers who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth approximately 100 gp, based on its
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
Monsters
Mythic Odysseys of Theros
fall unconscious. Instead, the damage creates cracks in its carapace, revealing its hearts. Tromokratis has four hearts: two on its chest, one on its back, and one at the base of its tail. A heart has an
other mighty, ichor-slick organs. The sea terror thrashes, channeling pain into fury.
Fighting Tromokratis as a mythic encounter is equivalent to taking on two CR 26 creatures in one encounter. Award a
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Elemental Evil Player's Companion
back into the air. Those that make it to a world in the Material Plane find it a strange place. They sometimes forget or ignore vertical distances, and they have nothing but pity for those earthbound
it hard not to pluck the treasure and bring it back to their settlement to beautify it. An aarakocra who spends years among other races can learn to inhibit these impulses.
Confinement terrifies the
Magic Items
Waterdeep: Dragon Heist
weapon is searching for a new owner.
Azuredge has a solid steel handle etched with tiny runes, wrapped in blue dragon hide with a star sapphire set into the pommel. The axe head is forged from silver
feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
high. Light. The forge itself is a great housing of iron. Pipes extend from a central vessel, channeling the radiance of the forge into a vent so bright it’s painful to look at. Giant runes etched on
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
central vessel, channeling the radiance of the forge into a vent so bright it’s painful to look at. Giant runes etched on the iron flare with white light. The Star Forge sheds bright light for 100 feet and
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
high. Light. The forge itself is a great housing of iron. Pipes extend from a central vessel, channeling the radiance of the forge into a vent so bright it’s painful to look at. Giant runes etched on
classes
snatch victory from the jaws of defeat, even when outarmed and outnumbered. Even when they ultimately fail, Pugilists go down swinging.
Pugilists tap into their inner strength in the form of moxie. This
comes from years of wanting and needing.
In back alleys, underground fight clubs, and poorer quarters, Pugilists don’t have time to consider the lofty ideals of philosophy or ponder the mysteries