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Returning 35 results for 'being bones diffusing capable rules'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long struggle to control
their hunger and violent urges. Eventually, they fight among themselves.
The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu they bring
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Acid Spray","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the
carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
also form strong bonds with the elemental powers of Eldraine, allowing the mages to call on forces like the eastern wind or the fiery hearth.
“The high fae are capable of magic that would make
, embodying the natural splendor and danger of the wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
hit points, you aren't knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing
rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Backgrounds
Sword Coast Adventurer's Guide
intend to do with your gift once you realize what it is capable of.
Folk Hero
d8
Personality Trait
1
I judge people by their actions, not their words.
2
If someone is in
with me to pursue my destiny.
d6
Flaw
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
out while still getting decent performance out of the slaves. But humanoids and monsters that are especially capable or that provide unusual services find themselves treated like favored (though
of farming of which goblins are capable and are charged with checking traps for captured people or beasts. Gatherers aren’t usually armed with weapons more deadly than a sling or a knife, but
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
most capable crews to watery graves. The following rules help adjudicate travel at sea, specifically voyages of an hour or more. This material builds on the travel rules in the Player’s Handbook and the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
most capable crews to watery graves. The following rules help adjudicate travel at sea, specifically voyages of an hour or more. This material builds on the travel rules in the Player’s Handbook and the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
most capable crews to watery graves. The following rules help adjudicate travel at sea, specifically voyages of an hour or more. This material builds on the travel rules in the Player’s Handbook and the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
is more valuable in the city than gold. Jiangshi haunt the streets of I’Cath, tearing down whole districts and rebuilding them. Tsien Chiang rules the city from the Palace of Bones. By day, she drafts
plans to improve I’Cath. By night, she rules over her people’s dreams. Tsien Chiang’s four supernatural daughters wander the city by day and gather at the Palace of Bones at night. The streets and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
is more valuable in the city than gold. Jiangshi haunt the streets of I’Cath, tearing down whole districts and rebuilding them. Tsien Chiang rules the city from the Palace of Bones. By day, she drafts
plans to improve I’Cath. By night, she rules over her people’s dreams. Tsien Chiang’s four supernatural daughters wander the city by day and gather at the Palace of Bones at night. The streets and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
is more valuable in the city than gold. Jiangshi haunt the streets of I’Cath, tearing down whole districts and rebuilding them. Tsien Chiang rules the city from the Palace of Bones. By day, she drafts
plans to improve I’Cath. By night, she rules over her people’s dreams. Tsien Chiang’s four supernatural daughters wander the city by day and gather at the Palace of Bones at night. The streets and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Skeleton Skeletons are reanimated Humanoid bones bearing the equipment they had in life. They have rudimentary faculties and greater agility than zombies and similar shambling corpses. While they
aren’t capable of creating plans of their own, they avoid obvious barriers and self-destructive situations. Skeleton Medium Undead, Lawful Evil
AC 14 Initiative +3 (13)
HP 13 (2d8 + 4)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Skeleton Skeletons are reanimated Humanoid bones bearing the equipment they had in life. They have rudimentary faculties and greater agility than zombies and similar shambling corpses. While they
aren’t capable of creating plans of their own, they avoid obvious barriers and self-destructive situations. Skeleton Medium Undead, Lawful Evil
AC 14 Initiative +3 (13)
HP 13 (2d8 + 4)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Skeleton Skeletons are reanimated Humanoid bones bearing the equipment they had in life. They have rudimentary faculties and greater agility than zombies and similar shambling corpses. While they
aren’t capable of creating plans of their own, they avoid obvious barriers and self-destructive situations. Skeleton Medium Undead, Lawful Evil
AC 14 Initiative +3 (13)
HP 13 (2d8 + 4)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Shipwreck Features The wreck of Compass Rose is located at the northern end of a long spur of sharp rocks and dragon bones jutting from the ocean waves, about 2½ miles from the cloister. It remains
mostly above the water, held up by the ancient bones that tore its hull. The wreck has the following features: Walls. The soggy wooden walls are aged to a sickly black and green. Algae and barnacles
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Shipwreck Features The wreck of Compass Rose is located at the northern end of a long spur of sharp rocks and dragon bones jutting from the ocean waves, about 2½ miles from the cloister. It remains
mostly above the water, held up by the ancient bones that tore its hull. The wreck has the following features: Walls. The soggy wooden walls are aged to a sickly black and green. Algae and barnacles
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Shipwreck Features The wreck of Compass Rose is located at the northern end of a long spur of sharp rocks and dragon bones jutting from the ocean waves, about 2½ miles from the cloister. It remains
mostly above the water, held up by the ancient bones that tore its hull. The wreck has the following features: Walls. The soggy wooden walls are aged to a sickly black and green. Algae and barnacles
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
component is used to steer a ship. Movement. A movement component is the element of the ship that enables it to move, such as a set of sails or oars, and has a specific speed. Weapon. A ship capable
of being used in combat has one or more weapon components, each of which is operated separately. A ship’s component might have special rules, as described in the stat block. Armor Class A component has
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
component is used to steer a ship. Movement. A movement component is the element of the ship that enables it to move, such as a set of sails or oars, and has a specific speed. Weapon. A ship capable
of being used in combat has one or more weapon components, each of which is operated separately. A ship’s component might have special rules, as described in the stat block. Armor Class A component has
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
component is used to steer a ship. Movement. A movement component is the element of the ship that enables it to move, such as a set of sails or oars, and has a specific speed. Weapon. A ship capable
of being used in combat has one or more weapon components, each of which is operated separately. A ship’s component might have special rules, as described in the stat block. Armor Class A component has
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
hours. A meditating elf otherwise follows all the rules for a long rest; only the duration is changed. Do the lightfoot halfling and wood elf hiding racial traits allow them to hide while observed? The
in heavy rain, mist, falling snow, foliage, or similar natural phenomena. It’s as if nature itself cloaks a wood elf from prying eyes—even eyes staring right at the elf! Both subraces are capable of
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
hours. A meditating elf otherwise follows all the rules for a long rest; only the duration is changed. Do the lightfoot halfling and wood elf hiding racial traits allow them to hide while observed? The
in heavy rain, mist, falling snow, foliage, or similar natural phenomena. It’s as if nature itself cloaks a wood elf from prying eyes—even eyes staring right at the elf! Both subraces are capable of
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
hours. A meditating elf otherwise follows all the rules for a long rest; only the duration is changed. Do the lightfoot halfling and wood elf hiding racial traits allow them to hide while observed? The
in heavy rain, mist, falling snow, foliage, or similar natural phenomena. It’s as if nature itself cloaks a wood elf from prying eyes—even eyes staring right at the elf! Both subraces are capable of
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
. This section presents special features about the location. Some of these exist to help you set the mood—you might describe the crunch of animal bones under the characters’ feet—while others detail important rules, such as secret doors and how to find them.
:
Ceilings. The cave’s ceilings are 10 feet high.
Environment. The cave has rough stone walls and a dirt floor. The floor is littered with gnawed animal bones and junk collected by the kobolds
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
. This section presents special features about the location. Some of these exist to help you set the mood—you might describe the crunch of animal bones under the characters’ feet—while others detail important rules, such as secret doors and how to find them.
:
Ceilings. The cave’s ceilings are 10 feet high.
Environment. The cave has rough stone walls and a dirt floor. The floor is littered with gnawed animal bones and junk collected by the kobolds
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Battlefield Cavern This 30-foot-high cavern was the main front of the battle between the yuan-ti and the nagas. 17a. Bones in the Mud The water here is 2 feet deep, and the cavern floor beneath
it is littered with yuan-ti bones. 17b. Death of a Naga The phantasmal scene of a spirit naga battling four yuan-ti purebloods plays out for characters who set foot on this island. As characters view
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this chamber for the first time (see “Vlonwelv’s Pulpit”). 4b. Laboratory Bones. Bones of unrecognizable creatures (the remains of Muiral’s failed experiments) lie piled in the corners of the room
those it cannot see.” The rules of the gate are as follows: The gate opens for 1 minute when an invisible creature stands directly in front of the mirror. Characters must be 9th level or higher to pass
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Battlefield Cavern This 30-foot-high cavern was the main front of the battle between the yuan-ti and the nagas. 17a. Bones in the Mud The water here is 2 feet deep, and the cavern floor beneath
it is littered with yuan-ti bones. 17b. Death of a Naga The phantasmal scene of a spirit naga battling four yuan-ti purebloods plays out for characters who set foot on this island. As characters view
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
. This section presents special features about the location. Some of these exist to help you set the mood—you might describe the crunch of animal bones under the characters’ feet—while others detail important rules, such as secret doors and how to find them.
:
Ceilings. The cave’s ceilings are 10 feet high.
Environment. The cave has rough stone walls and a dirt floor. The floor is littered with gnawed animal bones and junk collected by the kobolds
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this chamber for the first time (see “Vlonwelv’s Pulpit”). 4b. Laboratory Bones. Bones of unrecognizable creatures (the remains of Muiral’s failed experiments) lie piled in the corners of the room
those it cannot see.” The rules of the gate are as follows: The gate opens for 1 minute when an invisible creature stands directly in front of the mirror. Characters must be 9th level or higher to pass
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this chamber for the first time (see “Vlonwelv’s Pulpit”). 4b. Laboratory Bones. Bones of unrecognizable creatures (the remains of Muiral’s failed experiments) lie piled in the corners of the room
those it cannot see.” The rules of the gate are as follows: The gate opens for 1 minute when an invisible creature stands directly in front of the mirror. Characters must be 9th level or higher to pass
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Battlefield Cavern This 30-foot-high cavern was the main front of the battle between the yuan-ti and the nagas. 17a. Bones in the Mud The water here is 2 feet deep, and the cavern floor beneath
it is littered with yuan-ti bones. 17b. Death of a Naga The phantasmal scene of a spirit naga battling four yuan-ti purebloods plays out for characters who set foot on this island. As characters view
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
receive in exchange for their labor.
2 A faerie dragon is in love with a member of a pixie royal court and is constantly searching for some grand deed capable of impressing their beloved.
3
branches of a tree that recently received the benefit of a druid’s awaken spell and promises to teach the awakened tree in exchange for shelter and companionship.
7 A faerie dragon rules a pack
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
receive in exchange for their labor.
2 A faerie dragon is in love with a member of a pixie royal court and is constantly searching for some grand deed capable of impressing their beloved.
3
branches of a tree that recently received the benefit of a druid’s awaken spell and promises to teach the awakened tree in exchange for shelter and companionship.
7 A faerie dragon rules a pack






