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Returning 35 results for 'being bonded diffusing condition renewal'.
Other Suggestions:
being blinded diffusing condition reveal
being bond diffusing condition renewal
being bond diffusing conviction renewal
being blinded diffusing condition renewal
Compendium
- Sources->Dungeons & Dragons->Monster Manual
existences are fundamentally tied to their divine directives, but they harm other creatures only when absolutely necessary to achieve divine goals. Each couatl goes through a period of renewal at the
Poisoned condition until the end of the couatl’s next turn.
Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5
Compendium
- Sources->Dungeons & Dragons->Monster Manual
existences are fundamentally tied to their divine directives, but they harm other creatures only when absolutely necessary to achieve divine goals. Each couatl goes through a period of renewal at the
Poisoned condition until the end of the couatl’s next turn.
Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5
Compendium
- Sources->Dungeons & Dragons->Monster Manual
existences are fundamentally tied to their divine directives, but they harm other creatures only when absolutely necessary to achieve divine goals. Each couatl goes through a period of renewal at the
Poisoned condition until the end of the couatl’s next turn.
Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
is bonded to a particular worshiper of Yeenoghu and fights alongside its master. A gnoll that has been gifted with a shoosuva is second only to a flind (appears in this book) in status within a war
, fire, lightning
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Gnoll, telepathy 120 ft
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
is bonded to a particular worshiper of Yeenoghu and fights alongside its master. A gnoll that has been gifted with a shoosuva is second only to a flind (appears in this book) in status within a war
, fire, lightning
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Gnoll, telepathy 120 ft
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
is bonded to a particular worshiper of Yeenoghu and fights alongside its master. A gnoll that has been gifted with a shoosuva is second only to a flind (appears in this book) in status within a war
, fire, lightning
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Gnoll, telepathy 120 ft
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Friend of the Sea. Aquatic animals have an extraordinary affinity with your people. You can
, each group of elves mystically took on characteristics of the environment with which they bonded, whether forests (wood elves), fey crossings in the Material Plane (high elves), the Underdark (drow
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, Persuasion +4, Stealth +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses
familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Friend of the Sea. Aquatic animals have an extraordinary affinity with your people. You can
, each group of elves mystically took on characteristics of the environment with which they bonded, whether forests (wood elves), fey crossings in the Material Plane (high elves), the Underdark (drow
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, Persuasion +4, Stealth +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses
familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Abyssal
Challenge 4 (1,100 XP)
Innate Spellcasting. The
14(+2)
DEX
8(−1)
CON
13(+1)
INT
5(−3)
WIS
8(−1)
CHA
5(−3)
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Friend of the Sea. Aquatic animals have an extraordinary affinity with your people. You can
, each group of elves mystically took on characteristics of the environment with which they bonded, whether forests (wood elves), fey crossings in the Material Plane (high elves), the Underdark (drow
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, Persuasion +4, Stealth +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses
familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Abyssal
Challenge 4 (1,100 XP)
Innate Spellcasting. The
14(+2)
DEX
8(−1)
CON
13(+1)
INT
5(−3)
WIS
8(−1)
CHA
5(−3)
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Abyssal
Challenge 4 (1,100 XP)
Innate Spellcasting. The
14(+2)
DEX
8(−1)
CON
13(+1)
INT
5(−3)
WIS
8(−1)
CHA
5(−3)
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
)
CHA
1 (−5)
Skills Perception +4
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 14
magical, telepathic bond with its willing master. While the two are bonded, the master can sense what the anvilwrought senses, as long as they are within 1 mile of each other.
Bronze Sable
(JASPER
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
)
CHA
1 (−5)
Skills Perception +4
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 14
magical, telepathic bond with its willing master. While the two are bonded, the master can sense what the anvilwrought senses, as long as they are within 1 mile of each other.
Bronze Sable
(JASPER
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
)
CHA
1 (−5)
Skills Perception +4
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 14
magical, telepathic bond with its willing master. While the two are bonded, the master can sense what the anvilwrought senses, as long as they are within 1 mile of each other.
Bronze Sable
(JASPER
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
someone else is attuned. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon
to the roll, unless you have the Incapacitated condition. Bait and Switch When you’re within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
someone else is attuned. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon
to the roll, unless you have the Incapacitated condition. Bait and Switch When you’re within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
someone else is attuned. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon
to the roll, unless you have the Incapacitated condition. Bait and Switch When you’re within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as they are within 1 mile of each other. If its master
Perception +4, Stealth +5
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 14
Languages —
Challenge 1/2 (100 XP) Proficiency Bonus +2
Mimicry. The gazer can mimic simple
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller. Eldritch Spear
bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus. Whenever you attack with the bonded weapon, you can use your Charisma modifier for
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as they are within 1 mile of each other. If its master
Perception +4, Stealth +5
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 14
Languages —
Challenge 1/2 (100 XP) Proficiency Bonus +2
Mimicry. The gazer can mimic simple
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller. Eldritch Spear
bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus. Whenever you attack with the bonded weapon, you can use your Charisma modifier for
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller. Eldritch Spear
bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus. Whenever you attack with the bonded weapon, you can use your Charisma modifier
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller. Eldritch Spear
bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus. Whenever you attack with the bonded weapon, you can use your Charisma modifier
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller. Eldritch Spear
bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus. Whenever you attack with the bonded weapon, you can use your Charisma modifier
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller. Eldritch Spear
bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus. Whenever you attack with the bonded weapon, you can use your Charisma modifier for
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as they are within 1 mile of each other. If its master
Perception +4, Stealth +5
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 14
Languages —
Challenge 1/2 (100 XP) Proficiency Bonus +2
Mimicry. The gazer can mimic simple
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Perception 10
Languages Common
Challenge 3 (700 XP)
Bonded Mount. The knight is magically bound to a beast with an innate swimming speed trained to serve as its mount. While mounted on this beast
, the knight gains the beast’s senses and ability to breathe underwater. The bonded mount obeys the knight’s commands. If its mount dies, the knight can train a new beast to serve as its bonded mount
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Perception 10
Languages Common
Challenge 3 (700 XP)
Bonded Mount. The knight is magically bound to a beast with an innate swimming speed trained to serve as its mount. While mounted on this beast
, the knight gains the beast’s senses and ability to breathe underwater. The bonded mount obeys the knight’s commands. If its mount dies, the knight can train a new beast to serve as its bonded mount
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
lightning
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 15
Languages Deep Speech, Undercommon
Challenge 10 (5,900 XP)
Lightning Blood. A creature within 5 feet of
. (hover)
STR
10(+0)
DEX
14(+2)
CON
16(+3)
INT
15(+2)
WIS
15(+2)
CHA
13(+1)
Saving Throws Int +5, Wis +5, Cha +4
Skills Perception +5
Condition Immunities
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
lightning
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 15
Languages Deep Speech, Undercommon
Challenge 10 (5,900 XP)
Lightning Blood. A creature within 5 feet of
. (hover)
STR
10(+0)
DEX
14(+2)
CON
16(+3)
INT
15(+2)
WIS
15(+2)
CHA
13(+1)
Saving Throws Int +5, Wis +5, Cha +4
Skills Perception +5
Condition Immunities
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
lightning
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 15
Languages Deep Speech, Undercommon
Challenge 10 (5,900 XP)
Lightning Blood. A creature within 5 feet of
. (hover)
STR
10(+0)
DEX
14(+2)
CON
16(+3)
INT
15(+2)
WIS
15(+2)
CHA
13(+1)
Saving Throws Int +5, Wis +5, Cha +4
Skills Perception +5
Condition Immunities






