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Returning 35 results for 'blade beasts devising currents resolve'.
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Monsters
Forgotten Realms: Adventures in Faerûn
Blood-Soaked Resolve. While Bloodied, the cultist has Advantage on saving throws.Multiattack. The cultist makes three Cursed Blade attacks. It can replace one of these attacks with a use of
Spellcasting.
Cursed Blade. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Cursed Blade"} (with Advantage if the target doesn’t have all its Hit Points
Monsters
Guildmasters’ Guide to Ravnica
Siege Monster. The druid deals double damage to objects and structures.
Speak with Beasts and Plants. The druid can communicate with beasts and plants as if they shared a language.
Spellcasting. The
sense, flame blade, pass without trace
3rd level (3 slots): conjure animals, dispel magic, plant growth
4th level (3 slots): dominate beast, freedom of movement, wall of fire
5th level (2 slots
monsters
tides around, currents below, and shifting storms above the water, and can direct this power against those who threaten their people. Working together, a circle of stormcallers can bring down an
entire fleet of ships. The greatest stormcallers have powers beyond what’s shown here; the merfolk tell stories of stormcallers who can command the beasts of the sea and transform into mighty squids
monsters
Forest Queen fails a saving throw, she can choose to succeed instead.
Magic Resistance. The Forest Queen has Advantage on saving throws against spells and other magical effects.
Speak with Beasts and
Plants. The Forest Queen can communicate with Beasts and Plants as if they shared a language.
Thelanian Protagonist. If destroyed, the Forest Queen reforms in 1d4;{"diceNotation":"1d4", "rollType":"roll
Monsters
Mordenkainen Presents: Monsters of the Multiverse
provoked. He wields the greatsword Angdrelve, also called Wave of Sorrow, whose wavy, razor-edged blade drips acid at his command.Graz’zt’s Lair
Graz’zt’s principal lair is his
:
Agitated Beasts. Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
Beguiling Realm. Within 6 miles of
Magic Items
Mythic Odysseys of Theros
currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10
monster spell (save DC 18) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident can’t be used again until the next dusk
Graz'zt
Legacy
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Monsters
Out of the Abyss
, the Wave of Sorrow, its wavy, razor-edged blade dripping acid at his command.Graz’zt’s Lair
Graz’zt’s principal lair is his Argent Palace, a grandiose structure in the city of
the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.
Wild beasts within 6 miles of the lair break into
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
organization or a cause, and thus might already travel under a banner of some sort. If that’s not the case, consider devising a heraldic sign that symbolizes an aspect of your nature or speaks to what you
bring to your enemies 5 A phoenix in a ring of fire, an expression of an indomitable spirit 6 Three drops of blood beneath a horizontal sword blade on a black background, symbolizing three foes you have sworn to kill
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
organization or a cause, and thus might already travel under a banner of some sort. If that’s not the case, consider devising a heraldic sign that symbolizes an aspect of your nature or speaks to what you
bring to your enemies 5 A phoenix in a ring of fire, an expression of an indomitable spirit 6 Three drops of blood beneath a horizontal sword blade on a black background, symbolizing three foes you have sworn to kill
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
organization or a cause, and thus might already travel under a banner of some sort. If that’s not the case, consider devising a heraldic sign that symbolizes an aspect of your nature or speaks to what you
bring to your enemies 5 A phoenix in a ring of fire, an expression of an indomitable spirit 6 Three drops of blood beneath a horizontal sword blade on a black background, symbolizing three foes you have sworn to kill
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creature’s stat block. Several of the creatures in this appendix are common beasts—foxes, hares, mountain goats, seals, sperm whales, and walruses—that live among other beasts from the Monster Manual
BEASTS
Fox
Giant walrus
Hare
Knucklehead trout
Mountain goat
Seal
Sperm whale
Walrus
CONSTRUCTS
Chardalyn dragon
Demos magen
Duergar hammerer
Dzaan’s simulacrum
Galvan
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Blade Desert: ruins, haunted fortresses, and battlefields that have slipped out of alignment with time. Valenar warbands include druids and rangers, and druidic magic bolsters the military arsenal of the
elves. Walls of thorns surround elven fortresses, and beasts fight alongside the elves. Valenar horses are known for being as fearless and stubborn as the elves who ride them.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Blade Desert: ruins, haunted fortresses, and battlefields that have slipped out of alignment with time. Valenar warbands include druids and rangers, and druidic magic bolsters the military arsenal of the
elves. Walls of thorns surround elven fortresses, and beasts fight alongside the elves. Valenar horses are known for being as fearless and stubborn as the elves who ride them.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Blade Desert: ruins, haunted fortresses, and battlefields that have slipped out of alignment with time. Valenar warbands include druids and rangers, and druidic magic bolsters the military arsenal of the
elves. Walls of thorns surround elven fortresses, and beasts fight alongside the elves. Valenar horses are known for being as fearless and stubborn as the elves who ride them.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creature’s stat block. Several of the creatures in this appendix are common beasts—foxes, hares, mountain goats, seals, sperm whales, and walruses—that live among other beasts from the Monster Manual
BEASTS
Fox
Giant walrus
Hare
Knucklehead trout
Mountain goat
Seal
Sperm whale
Walrus
CONSTRUCTS
Chardalyn dragon
Demos magen
Duergar hammerer
Dzaan’s simulacrum
Galvan
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creature’s stat block. Several of the creatures in this appendix are common beasts—foxes, hares, mountain goats, seals, sperm whales, and walruses—that live among other beasts from the Monster Manual
BEASTS
Fox
Giant walrus
Hare
Knucklehead trout
Mountain goat
Seal
Sperm whale
Walrus
CONSTRUCTS
Chardalyn dragon
Demos magen
Duergar hammerer
Dzaan’s simulacrum
Galvan
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
brackish waters, sometimes bending and swaying with the movements of currents. Underwater, the merrow make their home. Valuables change hands all over the city, but blood from failed deals often stains
a patron to part with a specific item. Water Runs Red. A deal the adventurers are making or that they find themselves in the middle of goes wrong, and the adventurers are the targets of Finblade cutthroats. They must resolve the situation and make amends to Myyn before something terrible happens.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
brackish waters, sometimes bending and swaying with the movements of currents. Underwater, the merrow make their home. Valuables change hands all over the city, but blood from failed deals often stains
a patron to part with a specific item. Water Runs Red. A deal the adventurers are making or that they find themselves in the middle of goes wrong, and the adventurers are the targets of Finblade cutthroats. They must resolve the situation and make amends to Myyn before something terrible happens.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
brackish waters, sometimes bending and swaying with the movements of currents. Underwater, the merrow make their home. Valuables change hands all over the city, but blood from failed deals often stains
a patron to part with a specific item. Water Runs Red. A deal the adventurers are making or that they find themselves in the middle of goes wrong, and the adventurers are the targets of Finblade cutthroats. They must resolve the situation and make amends to Myyn before something terrible happens.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
gives them remarkable resolve in the face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices. Cultist Medium or Small
Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
gives them remarkable resolve in the face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices. Cultist Medium or Small
Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
terrible responsibilities. Bident of the Deep. Thassa’s signature weapon thrums with the icy currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage
. Additionally, you can cast the dominate monster spell (save DC 18) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident can’t be used
Compendium
- Sources->Dungeons & Dragons->Monster Manual
gives them remarkable resolve in the face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices. Cultist Medium or Small
Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
structures.
Speak with Beasts and Plants. The druid can communicate with beasts and plants as if they shared a language.
Spellcasting. The druid is a 12th-level Gruul spellcaster. Its spellcasting ability
): cure wounds, faerie fire, thunderwave
2nd level (3 slots): beast sense, flame blade, pass without trace
3rd level (3 slots): conjure animals, dispel magic, plant growth
4th level (3 slots
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
terrible responsibilities. Bident of the Deep. Thassa’s signature weapon thrums with the icy currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage
. Additionally, you can cast the dominate monster spell (save DC 18) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident can’t be used
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
terrible responsibilities. Bident of the Deep. Thassa’s signature weapon thrums with the icy currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage
. Additionally, you can cast the dominate monster spell (save DC 18) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident can’t be used
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
structures.
Speak with Beasts and Plants. The druid can communicate with beasts and plants as if they shared a language.
Spellcasting. The druid is a 12th-level Gruul spellcaster. Its spellcasting ability
): cure wounds, faerie fire, thunderwave
2nd level (3 slots): beast sense, flame blade, pass without trace
3rd level (3 slots): conjure animals, dispel magic, plant growth
4th level (3 slots
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
structures.
Speak with Beasts and Plants. The druid can communicate with beasts and plants as if they shared a language.
Spellcasting. The druid is a 12th-level Gruul spellcaster. Its spellcasting ability
): cure wounds, faerie fire, thunderwave
2nd level (3 slots): beast sense, flame blade, pass without trace
3rd level (3 slots): conjure animals, dispel magic, plant growth
4th level (3 slots
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Stat Blocks by Creature Type Aberrations Death kiss
Elder brain
Gauth
Gazer
Mindwitness
Morkoth
Neogi
Neogi hatchling
Neogi master
Neothelid
Ulitharid
Beasts Aurochs
Kobold inventor
Kobold scale sorcerer
Kraken priest
Martial arts adept
Master thief
Necromancer
Nilbog
Orc Blade of Ilneval
Orc Claw of Luthic
Orc Hand of Yurtrus
Orc Nurtured
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Stat Blocks by Creature Type Aberrations Death kiss
Elder brain
Gauth
Gazer
Mindwitness
Morkoth
Neogi
Neogi hatchling
Neogi master
Neothelid
Ulitharid
Beasts Aurochs
Kobold inventor
Kobold scale sorcerer
Kraken priest
Martial arts adept
Master thief
Necromancer
Nilbog
Orc Blade of Ilneval
Orc Claw of Luthic
Orc Hand of Yurtrus
Orc Nurtured
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Stat Blocks by Creature Type Aberrations Death kiss
Elder brain
Gauth
Gazer
Mindwitness
Morkoth
Neogi
Neogi hatchling
Neogi master
Neothelid
Ulitharid
Beasts Aurochs
Kobold inventor
Kobold scale sorcerer
Kraken priest
Martial arts adept
Master thief
Necromancer
Nilbog
Orc Blade of Ilneval
Orc Claw of Luthic
Orc Hand of Yurtrus
Orc Nurtured
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
“Legend of the Nine Gods." 10B. Puzzle Floor A ten-foot-wide hallway strikes off into the gloom. Carved tiles depicting various beasts decorate the hallway floor.
Give the players a copy of handout
14 in appendix E. Thirty-two tiles cover a 20-foot-long, 10-foot-wide stretch of the hallway. Each tile is 5 feet square, and the tiles are arranged in eight rows of four. The beasts depicted on the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
“Legend of the Nine Gods." 10B. Puzzle Floor A ten-foot-wide hallway strikes off into the gloom. Carved tiles depicting various beasts decorate the hallway floor.
Give the players a copy of handout
14 in appendix E. Thirty-two tiles cover a 20-foot-long, 10-foot-wide stretch of the hallway. Each tile is 5 feet square, and the tiles are arranged in eight rows of four. The beasts depicted on the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
“Legend of the Nine Gods." 10B. Puzzle Floor A ten-foot-wide hallway strikes off into the gloom. Carved tiles depicting various beasts decorate the hallway floor.
Give the players a copy of handout
14 in appendix E. Thirty-two tiles cover a 20-foot-long, 10-foot-wide stretch of the hallway. Each tile is 5 feet square, and the tiles are arranged in eight rows of four. The beasts depicted on the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
seek out new mineral veins for sustenance.
8 A clan of winged kobolds treat the air currents and ice slides of an adult white dragon’s lair as an obstacle course. The dragon enjoys devising






