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Returning 35 results for 'being before devoid convince reach'.
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Monsters
Monster Manual
Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Bite"}, reach 5 feet. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Bite", "rollDamageType
Underdark, in the tunnel-mazes they occupied in life or in the lairs of enemy beholders they conquered. These lairs are devoid of life, as death tyrants change their servants into Undead horrors.
The
Monsters
Phandelver and Below: The Shattered Obelisk
, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage", "rollAction":"Necrotic Shard", "rollDamageType":"necrotic"} necrotic damage. If the target is a
creature, it has disadvantage on the next attack roll it makes before the end of its next turn.Feral ashenwights retain a fragment of the spark they had in life. However, they are devoid of memories
Monsters
Van Richten’s Guide to Ravenloft
Crushing Embrace.
Slam. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType
DC 13 Strength check. When the boneless dies, it detaches from any creature it is attached to.Not all animate corpses shamble from their graves. Boneless are undead remains devoid of skeletons. Most
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4", "rollType":"damage", "rollAction":"Claw", "rollDamageType
became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become permanently invisible. Only children can see a skulk
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
effects.Multiattack. The dream eater makes two Ensnaring Shriek attacks.
Ensnaring Shriek. Melee or Ranged Spell Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Ensnaring Shriek"} to hit, reach
) check to convince the engulfed target the nightmare isn’t real, with the target escaping on a success. The creature making the check takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage
Monsters
Eberron: Rising from the Last War
dagger attacks. It can replace one attack with vicious mockery.
Crysteel Dagger. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Crysteel Dagger"} to hit, reach 5
Dreaming Dark. Such Inspired have to willingly accept quori possession, but the Dreaming Dark has long experience in weaving dreams that can convince mortals to surrender their bodies.
VARIANT: QUORI
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Fist"} to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Fist", "rollDamageType":"bludgeoning"} bludgeoning damage plus 9 (2d8
a successful one.A bodak is the undying remains of someone who revered Orcus. Devoid of life and soul, it exists only to cause death.
A worshiper of Orcus can take ritual vows while carving the demon
Monsters
Eberron: Rising from the Last War
","rollAction":"Crysteel Dagger"} to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Crysteel Dagger","rollDamageType":"piercing"} piercing damage plus
merchants might all be secret servants of the Dreaming Dark. Such Inspired have to willingly accept quori possession, but the Dreaming Dark has long experience in weaving dreams that can convince mortals to
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Root"} to hit, reach 20 ft., one target. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5","rollType":"damage","rollAction":"Root
similar magic, someone might be able to convince an yggdrasti to break off its attack, but the monster’s innate hatred of other living things is extremely difficult for it to suppress.
Yggdrasti
Monsters
Eberron: Rising from the Last War
mockery.
Crysteel Dagger. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Crysteel Dagger"} to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2
Dreaming Dark has long experience in weaving dreams that can convince mortals to surrender their bodies.
VARIANT: QUORI VESSEL
The Inspired are vessels for quori spirits, allowing the quori to
Monsters
Eberron: Rising from the Last War
Dagger. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Crysteel Dagger"} to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
has long experience in weaving dreams that can convince mortals to surrender their bodies.
VARIANT: QUORI VESSEL
The Inspired are vessels for quori spirits, allowing the quori to manifest a portion
Monsters
Fizban's Treasury of Dragons
instead.Multiattack. The aspect makes one Bite attack, one Claw attack, and one Tail attack.
Bite. Melee Weapon Attack: +19;{"diceNotation":"1d20+19","rollType":"to hit","rollAction":"Bite"} to hit, reach
":"damage","rollAction":"Bite","rollDamageType":"force"} force damage.
Claw. Melee Weapon Attack: +19;{"diceNotation":"1d20+19","rollType":"to hit","rollAction":"Claw"} to hit, reach 15 ft., one target
Monsters
Planescape: Adventures in the Multiverse
attacks.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3);{"diceNotation":"3d6+3", "rollType
dies if its hit point maximum is reduced to 0.
Shadow Web. Ranged Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Shadow Web"} to hit, reach 120 ft., one creature. Hit: 16
Fraz-Urb'luu
Legacy
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Monsters
Out of the Abyss
fists.
Bite. Melee Weapon Attack: +16;{"diceNotation":"1d20+16","rollType":"to hit","rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9);{"diceNotation":"3d6+9","rollType":"damage
","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Fist. Melee Weapon Attack: +16;{"diceNotation":"1d20+16","rollType":"to hit","rollAction":"Fist"} to hit, reach 10 ft., one target
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4", "rollType":"damage", "rollAction":"Bite", "rollDamageType
", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Feral Ashenwight Feral ashenwights retain a fragment of the spark they had in life. However, they are devoid of memories or thoughts beyond a compulsive desire to destroy all living creatures they
ashenwight makes two Necrotic Shard attacks.
Necrotic Shard. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d6 + 4) necrotic damage. If the target is a creature, it has disadvantage on the next attack roll it makes before the end of its next turn.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tasked with carving abstract designs into the roof of this empty cave. To reach the ceiling, Obsidia rides on her brother’s broad shoulders. She is using a chisel to smooth out some of the rough spots
, gemstones, or art objects can convince the giants to let them pass or to escort the party to the tunnel that leads to level 8. 13b. Giants’ Home Carvings and Loose Rocks. The walls and domed roof display
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Zombie A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it
into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Star Spawn Hulk The hulk is the largest of the known star spawn. Though ogre-like in stature, the hulk’s glistening translucent skin reveals a muscled form devoid of an ogre’s fat. Pale and seemingly
end of the target’s next turn.
Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Reaping Arms (Recharge 5–6). The hulk makes a separate slam
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
others can be exploited through bribes, favors, or threats.
As creatures devoid of emotion, yuan-ti exhibit behavior and use tactics that exemplify that outlook (or lack of one). Whether in combat
odds aren’t in their favor. A short retreat might be just the thing to reach a better tactical position, find allies, or to allow the yuan-ti the opportunity to study their opponents and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
difficult to traverse. Once the characters enter Avernus, they must hitch a ride on an infernal war machine and traverse the hellish landscape to reach the Red Belvedere. The characters must manipulate
the Fiends in the casino’s highest ranks to enter the exclusive Ruby Sanctum, then fight Tiamat’s champion—or convince Tiamat to give up the final rod piece.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
the modrons escape. Portal to Hopeless The portal to Hopeless in area T3 is narrow and a challenge for the modrons to reach. It will take days for all the modrons to pass through, and likely many portal
Spiral, still functions. However, like the portal to Hopeless, it is difficult to reach. Additionally, unleashing thousands of modrons on Sigil is dangerous. Should this happen, the Lady of Pain
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the caves but avoid them because they’re hard to reach. The characters must climb or fly 200 feet to reach either cave, which is situated in the middle of a hillside escarpment. Any such climb requires
town. Near Ironbed Grotto’s easily found entrance, an underground river winds through the caverns, eventually feeding the fountain in area X6. The cave network is devoid of town guards, but monsters
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
approaching can make a Charisma (Deception) check, or a character who uses gestures and a calm voice to convince a mascot to wear the band can make a Charisma (Persuasion) check. The spirit statue in area W6
easily traversable but devoid of significant features or creatures): Building Ceilings. The ceiling of Wiltroot Hall (area W1) is 40 feet high. The ceilings of the observation huts (areas W2, W7, W9, W10
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Skulk Skulks are the soulless shells of travelers who became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become
see through this invisibility. Trackless. The skulk leaves no tracks to indicate where it has been or where it’s headed.
Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
or armor (AC 12), sits in a chair strumming a lute. His greatsword leans against a wall within easy reach.
Furnishings. A lavish wood-framed bed stands near the wall across from four 2-foot-high, 6
Ashtyrranthor’s life when she was a wyrmling, and she has cared for him since his injury. Characters who speak Gith and succeed on a DC 12 Charisma (Deception) check can convince Jerath that they are githyanki
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Skulk Skulks are the soulless shells of travelers who became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become
to indicate where it has been or where it’s headed.
Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 3 (1d6) necrotic damage.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
.
Early in Tyranny of Dragons, the characters join a caravan traveling from Baldur’s Gate to Waterdeep. By the time they reach Waterdeep, they should be 5th level. You can use the party’s arrival in
convince him to aid their cause. The characters might also want to confront him after meeting the ghost of his dead son, Eigeron, in chapter 4, “The Chosen Path.” The shattering of the ordning has the following effects on Blagothkus:
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
locked. Two town guards (LG male and female humans) stand just inside each gate. Instead of spears, they carry pikes (reach 10 ft., 1d10 + 1 piercing damage on a hit). These weapons are long enough
on a DC 20 Charisma (Persuasion) check to convince the guards to unlock the gate and let them enter. If trouble breaks out at one of the gates, the guards there cry out, “To arms!” Their shouts are
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
surviving or sinking, as described below. The Ship Is Saved. If Skalanthas fails to sink the Wavemount, Captain Orso gives the characters a Rowboat they can use to reach the island. Meanwhile, she
maneuvers her ship into a fog bank and hides there until they return. As an Influence action, a character can try to convince Captain Orso to part with the coin-filled trunk by making a DC 20 Charisma
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Bodak A bodak is the undying remains of someone who revered Orcus (appears in this book). Devoid of life and soul, it exists only to cause death. A worshiper of Orcus can take ritual vows while
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 9 (2d8) necrotic damage.
Withering Gaze. One creature that the bodak can see within 60 feet
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
moment they enter the tower to when they reach the archmage’s sanctum. Each failed group check results in an encounter from the Sorcere Encounters table. The characters make the same checks while exiting
assume the characters are intruders and attack unless Grin Ousstyl is with them. If the characters declare that they have Quenthel Baenre’s permission to be here, they can convince the mages to stand down
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Bodak A bodak is the undead remains of someone who revered Orcus. Devoid of life and soul, it exists only to cause death. Orcus can recall anything a bodak sees or hears. If he so chooses, he can
, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 9 (2d8) necrotic damage.
Withering Gaze. One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Boneless Not all animate corpses shamble from their graves. Boneless are undead remains devoid of skeletons. Most rise from the bodies of those who’ve suffered brutal ends, such as deliberate
attacks. If both attacks hit a Large or smaller creature, the creature is grappled (escape DC 13), and the boneless can use Crushing Embrace.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream.” 61–80 “I convince myself that things are true, even in the face of
. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) piercing damage.
Fist. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage






