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Returning 35 results for 'blade before distance could reverts'.
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blade before distant could revere
blade before distances could revere
Monsters
Spelljammer: Adventures in Space
Mercane Telepathy. The mercane can communicate telepathically with any other mercane it knows, regardless of the distance between them.Multiattack. The mercane makes three Psi-Imbued Blade attacks
.
Psi-Imbued Blade. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Psi-Imbued Blade"} to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Multiattack. The seeker uses Augment Physicality, if available, and makes two Crystal Blade attacks.
Crystal Blade. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction
":"Crystal Blade"} to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Crystal Blade", "rollDamageType":"force"} force damage, plus 7 (2d6
Monsters
Planescape: Adventures in the Multiverse
transforms into any Medium or Large dog or wolf while retaining its game statistics (other than its size and losing its Shining Blade attack). The archon reverts to its true form if reduced to 0 hit points or if it uses a bonus action to do so.
24 hours.Multiattack. The archon makes two Bite attacks. It can replace one of the attacks with a Shining Blade attack.
Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit
Monsters
Acquisitions Incorporated
this form for 3 hours or until she reverts to her normal form as a bonus action. She automatically reverts if she falls unconscious, drops to 0 hit points, or dies.
While transformed, Walnut's game
druid spells prepared:
Cantrips (at will): druidcraft, produce flame, thorn whip
1st level (4 slots): cure wounds, entangle, thunderwave
2nd level (3 slots): flame blade, moonbeam, pass without trace
Deep Scion
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
equipment it is wearing or carrying isn't transformed. The deep scion reverts to its true form if it dies.
Amphibious (Hybrid Form Only). The deep scion can breathe air and water.Multiattack. In humanoid
deep scion's next turn. In water, the psychic screech also telepathically transmits the deep scion's memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, regardless of distance, so long as it and its master are in the same body of water.Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain
-piscine) or back into its true form, which is humanlike. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The deep scion reverts to its true form if it dies.
Ancient Brass Dragon
Legacy
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Monsters
Basic Rules (2014)
reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit
image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass
Animate Objects
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining
Monsters
Storm King's Thunder
. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).
In storm giant form, Iymrith retains her alignment
a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Blade attack). The archon reverts to its true form if reduced to 0 hit points or if it uses a bonus action to do so.
Dmitry Burmak
Multiattack. The archon makes two Bite attacks. It can replace one of the attacks with a Shining Blade attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Blade attack). The archon reverts to its true form if reduced to 0 hit points or if it uses a bonus action to do so.
Dmitry Burmak
Multiattack. The archon makes two Bite attacks. It can replace one of the attacks with a Shining Blade attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Blade attack). The archon reverts to its true form if reduced to 0 hit points or if it uses a bonus action to do so.
Dmitry Burmak
Multiattack. The archon makes two Bite attacks. It can replace one of the attacks with a Shining Blade attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Mielikki, the matriarchal clan known as the Enclave Panax Anima defended the unspoiled wild by word and blade (with the latter option more prevalent by far). But when tragedy struck the enclave, Walnut’s
bonus action, Walnut can assume the shape of a dire wolf. She can stay in this form for 3 hours or until she reverts to her normal form as a bonus action. She automatically reverts if she falls
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Mielikki, the matriarchal clan known as the Enclave Panax Anima defended the unspoiled wild by word and blade (with the latter option more prevalent by far). But when tragedy struck the enclave, Walnut’s
bonus action, Walnut can assume the shape of a dire wolf. She can stay in this form for 3 hours or until she reverts to her normal form as a bonus action. She automatically reverts if she falls
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Mielikki, the matriarchal clan known as the Enclave Panax Anima defended the unspoiled wild by word and blade (with the latter option more prevalent by far). But when tragedy struck the enclave, Walnut’s
bonus action, Walnut can assume the shape of a dire wolf. She can stay in this form for 3 hours or until she reverts to her normal form as a bonus action. She automatically reverts if she falls
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Characters who enter the sphere can tell something has happened when Maddgoth’s castle suddenly looms twelve times larger in their vision. A shrunken creature or object reverts to its normal size
turns every foot of actual distance into 12 feet of relative distance. From its perspective, the creature would seem to fall several hundred feet before suddenly growing twelve times bigger in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Characters who enter the sphere can tell something has happened when Maddgoth’s castle suddenly looms twelve times larger in their vision. A shrunken creature or object reverts to its normal size
turns every foot of actual distance into 12 feet of relative distance. From its perspective, the creature would seem to fall several hundred feet before suddenly growing twelve times bigger in the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
also Mercane Telepathy)
Challenge 5 (1,800 XP) Proficiency Bonus +3
Mercane Telepathy. The mercane can communicate telepathically with any other mercane it knows, regardless of the distance
between them.
Actions
Multiattack. The mercane makes three Psi-Imbued Blade attacks.
Psi-Imbued Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Characters who enter the sphere can tell something has happened when Maddgoth’s castle suddenly looms twelve times larger in their vision. A shrunken creature or object reverts to its normal size
turns every foot of actual distance into 12 feet of relative distance. From its perspective, the creature would seem to fall several hundred feet before suddenly growing twelve times bigger in the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
also Mercane Telepathy)
Challenge 5 (1,800 XP) Proficiency Bonus +3
Mercane Telepathy. The mercane can communicate telepathically with any other mercane it knows, regardless of the distance
between them.
Actions
Multiattack. The mercane makes three Psi-Imbued Blade attacks.
Psi-Imbued Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage, and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
also Mercane Telepathy)
Challenge 5 (1,800 XP) Proficiency Bonus +3
Mercane Telepathy. The mercane can communicate telepathically with any other mercane it knows, regardless of the distance
between them.
Actions
Multiattack. The mercane makes three Psi-Imbued Blade attacks.
Psi-Imbued Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage, and
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
) Proficiency Bonus +2
Actions
Multiattack. The seeker uses Augment Physicality, if available, and makes two Crystal Blade attacks.
Crystal Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., one
wearing or carrying isn’t transformed, and the seeker’s statistics don’t change. The seeker reverts to its true form if the seeker is reduced to 0 hit points or if the seeker uses an action to end the
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
) Proficiency Bonus +2
Actions
Multiattack. The seeker uses Augment Physicality, if available, and makes two Crystal Blade attacks.
Crystal Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., one
wearing or carrying isn’t transformed, and the seeker’s statistics don’t change. The seeker reverts to its true form if the seeker is reduced to 0 hit points or if the seeker uses an action to end the
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
) Proficiency Bonus +2
Actions
Multiattack. The seeker uses Augment Physicality, if available, and makes two Crystal Blade attacks.
Crystal Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., one
wearing or carrying isn’t transformed, and the seeker’s statistics don’t change. The seeker reverts to its true form if the seeker is reduced to 0 hit points or if the seeker uses an action to end the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gesticulations that suggest it’s trying to cast harmful spells at them. It reverts to making normal attacks only if one or more characters enter its reach and make melee attacks against it. If the characters
keep their distance and avoid harming the shield guardian, it ends its “attack” after a few rounds and wanders off, looking for other denizens to terrorize.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gesticulations that suggest it’s trying to cast harmful spells at them. It reverts to making normal attacks only if one or more characters enter its reach and make melee attacks against it. If the characters
keep their distance and avoid harming the shield guardian, it ends its “attack” after a few rounds and wanders off, looking for other denizens to terrorize.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gesticulations that suggest it’s trying to cast harmful spells at them. It reverts to making normal attacks only if one or more characters enter its reach and make melee attacks against it. If the characters
keep their distance and avoid harming the shield guardian, it ends its “attack” after a few rounds and wanders off, looking for other denizens to terrorize.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
carrying isn’t transformed. The deep scion reverts to its true form if it dies.
Amphibious (Hybrid Form Only). The deep scion can breathe air and water.
Actions
Multiattack. In humanoid form
the end of the deep scion’s next turn. In water, the psychic screech also telepathically transmits the deep scion’s memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
carrying isn’t transformed. The deep scion reverts to its true form if it dies.
Amphibious (Hybrid Form Only). The deep scion can breathe air and water.
Actions
Multiattack. In humanoid form
the end of the deep scion’s next turn. In water, the psychic screech also telepathically transmits the deep scion’s memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
carrying isn’t transformed. The deep scion reverts to its true form if it dies.
Amphibious (Hybrid Form Only). The deep scion can breathe air and water.
Actions
Multiattack. In humanoid form
the end of the deep scion’s next turn. In water, the psychic screech also telepathically transmits the deep scion’s memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Quarry
in broken condition.
The ring of gravel surrounds the statue at a distance of 5 feet, intended to mark a suitably respectful distance from the statue. Believers have a tradition of leaving
or cuts something. The name “Reszur” is graven on the dagger’s pommel. If the wielder speaks the name, the blade gives off a faint, cold glow, shedding dim light in a 10-foot radius until the wielder
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Quarry
in broken condition.
The ring of gravel surrounds the statue at a distance of 5 feet, intended to mark a suitably respectful distance from the statue. Believers have a tradition of leaving
or cuts something. The name “Reszur” is graven on the dagger’s pommel. If the wielder speaks the name, the blade gives off a faint, cold glow, shedding dim light in a 10-foot radius until the wielder
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Quarry
in broken condition.
The ring of gravel surrounds the statue at a distance of 5 feet, intended to mark a suitably respectful distance from the statue. Believers have a tradition of leaving
or cuts something. The name “Reszur” is graven on the dagger’s pommel. If the wielder speaks the name, the blade gives off a faint, cold glow, shedding dim light in a 10-foot radius until the wielder
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade. The magic blade has the following
property, and it doesn’t count against the number of properties you can use with Weapon Mastery)
The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade. The magic blade has the following
property, and it doesn’t count against the number of properties you can use with Weapon Mastery)
The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals