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Returning 35 results for 'blending borders diffusing contacts reactions'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
following spells, using Charisma as the spellcasting ability:
1/day each: daylight, lesser restorationThe archon can take up to three reactions per round but only one per turn.
Archon’s Pursuit
celestial realms to watch over the boundary of the wilds and protect those who dare to cross it.
Sometimes knights of the realm get the idea that they can expand the borders of their land and keep the
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, prestidigitation, suggestion
1/day each: major image, zone of truthThe high fae can take up to three reactions per round but only one per turn.
Capricious Step. Immediately after taking damage, the
been given dominion over a small aspect of the natural world; there are dukes and duchesses for each of the seasons, and noble archivists track every promise made and broken within the borders of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
or Kezef—usually a warlock or other spellcaster—contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the
, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Borem's
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Khorvaire. As the only force that can cross borders in pursuit of fugitives, they are well trained to track renegades. Sharn Watch. Like most local police forces of any size, the Sharn Watch includes
your own office. You can collect the same fees as if you worked for another agency, and you have access to the same range of contacts. You can also use the Running a Business downtime activity to direct the activities of your agency, as described at the start of this section.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Khorvaire. As the only force that can cross borders in pursuit of fugitives, they are well trained to track renegades. Sharn Watch. Like most local police forces of any size, the Sharn Watch includes
your own office. You can collect the same fees as if you worked for another agency, and you have access to the same range of contacts. You can also use the Running a Business downtime activity to direct the activities of your agency, as described at the start of this section.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Khorvaire. As the only force that can cross borders in pursuit of fugitives, they are well trained to track renegades. Sharn Watch. Like most local police forces of any size, the Sharn Watch includes
your own office. You can collect the same fees as if you worked for another agency, and you have access to the same range of contacts. You can also use the Running a Business downtime activity to direct the activities of your agency, as described at the start of this section.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the earth. Stone giants have rugged features and skin with patterns and hues similar to the rock common near their homes. This makes them adept at blending in with their stony surroundings despite
damage.
Boulder. Ranged Attack Roll: +9, range 60/240 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Reactions
Deflect Missile
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the earth. Stone giants have rugged features and skin with patterns and hues similar to the rock common near their homes. This makes them adept at blending in with their stony surroundings despite
damage.
Boulder. Ranged Attack Roll: +9, range 60/240 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Reactions
Deflect Missile
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the earth. Stone giants have rugged features and skin with patterns and hues similar to the rock common near their homes. This makes them adept at blending in with their stony surroundings despite
damage.
Boulder. Ranged Attack Roll: +9, range 60/240 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Reactions
Deflect Missile
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
. Sometimes knights of the realm get the idea that they can expand the borders of their land and keep the wilds at bay simply by driving archons deeper into the wilds. Such efforts are futile; not only are
/day each: daylight, lesser restoration
Reactions
The archon can take up to three reactions per round but only one per turn.
Archon’s Pursuit. When a creature marked by the archon’s Radiant Lance
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
. Sometimes knights of the realm get the idea that they can expand the borders of their land and keep the wilds at bay simply by driving archons deeper into the wilds. Such efforts are futile; not only are
/day each: daylight, lesser restoration
Reactions
The archon can take up to three reactions per round but only one per turn.
Archon’s Pursuit. When a creature marked by the archon’s Radiant Lance
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
. Sometimes knights of the realm get the idea that they can expand the borders of their land and keep the wilds at bay simply by driving archons deeper into the wilds. Such efforts are futile; not only are
/day each: daylight, lesser restoration
Reactions
The archon can take up to three reactions per round but only one per turn.
Archon’s Pursuit. When a creature marked by the archon’s Radiant Lance
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the family at the expense of the other two 2 Deneith Act as bodyguards for a prominent or wealthy person Serve as mercenaries in a lingering border conflict Enforce the law across national borders as
Sentinel Marshals 3 Ghallanda Establish useful diplomatic contacts Acquire rare ingredients or recipes Defend a Golden Dragon Inn that is under attack 4 Jorasco Provide healing for a caravan or
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the family at the expense of the other two 2 Deneith Act as bodyguards for a prominent or wealthy person Serve as mercenaries in a lingering border conflict Enforce the law across national borders as
Sentinel Marshals 3 Ghallanda Establish useful diplomatic contacts Acquire rare ingredients or recipes Defend a Golden Dragon Inn that is under attack 4 Jorasco Provide healing for a caravan or
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the family at the expense of the other two 2 Deneith Act as bodyguards for a prominent or wealthy person Serve as mercenaries in a lingering border conflict Enforce the law across national borders as
Sentinel Marshals 3 Ghallanda Establish useful diplomatic contacts Acquire rare ingredients or recipes Defend a Golden Dragon Inn that is under attack 4 Jorasco Provide healing for a caravan or
Compendium
- Sources->Dungeons & Dragons->Monster Manual
on their family of contacts to offer support, right wrongs, and rebuild stronger than before. Adult Copper Dragon Huge Dragon (Metallic), Chaotic Good
AC 18 Initiative +11 (21)
HP 184 (16d12 + 80
damage. Success: Half damage.
Slowing Breath. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other spellcaster — contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist’s personality survives
the saving throw at the end of each of its turns, ending the effect on itself on a success.
Reactions
Feed on Weakness. When a creature within 20 feet of the larva mage fails a saving throw, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
on their family of contacts to offer support, right wrongs, and rebuild stronger than before. Adult Copper Dragon Huge Dragon (Metallic), Chaotic Good
AC 18 Initiative +11 (21)
HP 184 (16d12 + 80
damage. Success: Half damage.
Slowing Breath. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other spellcaster — contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist’s personality survives
the saving throw at the end of each of its turns, ending the effect on itself on a success.
Reactions
Feed on Weakness. When a creature within 20 feet of the larva mage fails a saving throw, the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other spellcaster — contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist’s personality survives
the saving throw at the end of each of its turns, ending the effect on itself on a success.
Reactions
Feed on Weakness. When a creature within 20 feet of the larva mage fails a saving throw, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
on their family of contacts to offer support, right wrongs, and rebuild stronger than before. Adult Copper Dragon Huge Dragon (Metallic), Chaotic Good
AC 18 Initiative +11 (21)
HP 184 (16d12 + 80
damage. Success: Half damage.
Slowing Breath. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
met their contacts before the adventure starts. The Lords’ Alliance and the Zhentarim, on the other hand, have an elaborate system of pass phrases and secret signs that identify their agents to one
” in chapter 2.) Such contacts can’t promise the characters specific resources or reinforcements, but they’re friendly faces who know the lay of the land and can offer guidance. They can pass messages
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, calling them in when it suits them — often with interest. Rivalries exist between kingpins, and their territorial borders shift constantly. As long as these internal feuds don’t disrupt Guild
: 6 (1d4 + 4) piercing damage plus 7 (2d6) poison damage.
Bonus Actions
Cunning Action. Nine-Fingers takes the Dash, Disengage, or Hide action.
Reactions
Uncanny Dodge. Nine-Fingers halves the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
met their contacts before the adventure starts. The Lords’ Alliance and the Zhentarim, on the other hand, have an elaborate system of pass phrases and secret signs that identify their agents to one
” in chapter 2.) Such contacts can’t promise the characters specific resources or reinforcements, but they’re friendly faces who know the lay of the land and can offer guidance. They can pass messages
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
tension could play a role in a character’s back story, the plot of an adventure, or the reactions of an NPC. Although the nations are afraid to return to all-out war, any of these feuds could escalate
bands; some independent war bands have even crossed the Talenta Plains to raid across the borders of Karrnath and Q’barra. High King Vadallia insists that these are the actions of individual soldiers
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, calling them in when it suits them — often with interest. Rivalries exist between kingpins, and their territorial borders shift constantly. As long as these internal feuds don’t disrupt Guild
daggers.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, plus 6 piercing damage if it’s a ranged attack.
Reactions
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
tension could play a role in a character’s back story, the plot of an adventure, or the reactions of an NPC. Although the nations are afraid to return to all-out war, any of these feuds could escalate
bands; some independent war bands have even crossed the Talenta Plains to raid across the borders of Karrnath and Q’barra. High King Vadallia insists that these are the actions of individual soldiers
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
tension could play a role in a character’s back story, the plot of an adventure, or the reactions of an NPC. Although the nations are afraid to return to all-out war, any of these feuds could escalate
bands; some independent war bands have even crossed the Talenta Plains to raid across the borders of Karrnath and Q’barra. High King Vadallia insists that these are the actions of individual soldiers
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, calling them in when it suits them — often with interest. Rivalries exist between kingpins, and their territorial borders shift constantly. As long as these internal feuds don’t disrupt Guild
daggers.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, plus 6 piercing damage if it’s a ranged attack.
Reactions
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, calling them in when it suits them — often with interest. Rivalries exist between kingpins, and their territorial borders shift constantly. As long as these internal feuds don’t disrupt Guild
daggers.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, plus 6 piercing damage if it’s a ranged attack.
Reactions
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
met their contacts before the adventure starts. The Lords’ Alliance and the Zhentarim, on the other hand, have an elaborate system of pass phrases and secret signs that identify their agents to one
” in chapter 2.) Such contacts can’t promise the characters specific resources or reinforcements, but they’re friendly faces who know the lay of the land and can offer guidance. They can pass messages
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, calling them in when it suits them — often with interest. Rivalries exist between kingpins, and their territorial borders shift constantly. As long as these internal feuds don’t disrupt Guild
: 6 (1d4 + 4) piercing damage plus 7 (2d6) poison damage.
Bonus Actions
Cunning Action. Nine-Fingers takes the Dash, Disengage, or Hide action.
Reactions
Uncanny Dodge. Nine-Fingers halves the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, calling them in when it suits them — often with interest. Rivalries exist between kingpins, and their territorial borders shift constantly. As long as these internal feuds don’t disrupt Guild
: 6 (1d4 + 4) piercing damage plus 7 (2d6) poison damage.
Bonus Actions
Cunning Action. Nine-Fingers takes the Dash, Disengage, or Hide action.
Reactions
Uncanny Dodge. Nine-Fingers halves the
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
.
Reactions
Parry and Riposte. The high fae adds 4 to its AC against one melee attack roll that would hit it, provided it can see the attacker. After the attack hits or misses, the high fae then makes one
save DC 19):
At will: dancing lights, detect magic, druidcraft, mage armor (self only)
2/day each: faerie fire, gust of wind, mirror image
Reactions
Fae Counterspell. The high fae interrupts a
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
.
Reactions
Parry and Riposte. The high fae adds 4 to its AC against one melee attack roll that would hit it, provided it can see the attacker. After the attack hits or misses, the high fae then makes one
save DC 19):
At will: dancing lights, detect magic, druidcraft, mage armor (self only)
2/day each: faerie fire, gust of wind, mirror image
Reactions
Fae Counterspell. The high fae interrupts a






