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Returning 35 results for 'blocks bit death constructed rage'.
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Monsters
Eberron: Rising from the Last War
can't die permanently. Upon its death, it reforms elsewhere in the multiverse and becomes active again at a time set by the DM.
Rak Tulkhesh
Called the Rage of War, Rak Tulkhesh is the incarnation of
Tulkhesh regains spent legendary actions at the start of his turn.
Attack. Rak Tulkhesh makes one weapon attack.
End Magic (Costs 2 Actions). Rak Tulkhesh casts dispel magic.
Provoke Rage (Costs 3 Actions
Half-Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Basic Rules (2014)
fierceness, and his wits. Human ancestry was no blemish against a warrior—provided he was every bit as strong, enduring, and bloodthirsty as his full-blooded kin. Half-orcs who were weaker than their
orc comrades didn’t last long among the Bloody Skulls or any other orc tribe for that matter. But it was often true that a bit of human blood gave a warrior just the right mix of cunning
Monsters
Mordenkainen Presents: Monsters of the Multiverse
succeed on a DC 16 Constitution saving throw or be stunned until the start of the catoblepas’s next turn.
Death Ray (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction
":"Death Ray"}. The catoblepas targets one creature it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8);{"diceNotation":"8d8", "rollType":"damage
Monsters
Dragonlance: Shadow of the Dragon Queen
dragon’s turn. Absent any other command, the zombie tries to kill any non-Undead creature it encounters.Most death dragons are pale imitations of their former selves. They remember flashes and
echoes, and sometimes things or creatures they encounter painfully remind them of what they once had. These fleeting moments of lucidity quickly burn away in rage and anguish, driving the dragons to
classes
Xanathar's Guide to Everything
, Warrior of the Gods
6th
Fanatical Focus
10th
Zealous Presence
14th
Rage beyond Death
Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.
A
Monsters
Bigby Presents: Glory of the Giants
.
Death Bolt (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Death Bolt"}. The spirit hurls a magical lightning bolt in a 120-foot line that is 10 feet wide. Each creature in
that area must make a DC 18 Dexterity saving throw, taking 27 (6d8);{"diceNotation":"6d8", "rollType":"damage", "rollAction":"Death Bolt", "rollDamageType":"lightning"} lightning damage plus 16 (3d10
Monsters
Mythic Odysseys of Theros
can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path
creatures whose gray, leathery skin is in stark contrast to the gleaming jewelry made of Underworld gold that they adorn themselves with. Their appetite for pain and death is eclipsed only by their greed
Monsters
Eberron: Rising from the Last War
children of Khyber rose from the darkness to reign over Eberron. The greatest among them were the overlords, who held dominion over a world of fear, war, and death until the children of Eberron and Siberys
.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the
Backgrounds
Guildmasters’ Guide to Ravnica
ruins. You are part of a savage society that clings desperately to the Old Ways — attuned to nature, full of primal rage, and given short shrift by a world consumed with continuing civilization
, conjure barrage
4th
dominate beast, stoneskin
5th
destructive wave
Fueled by the fire of rage burning in your heart, your magic is almost always accompanied by fiery
Monsters
Mythic Odysseys of Theros
site. If the gold is being moved, it knows the direction of the movement. It can’t locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path between it and the gold
death. The worst of these hateful dead, through ages of bitterness, gradually transform into fiends, the tormentors of the Underworld. The people of Theros know these fiends as demons.
Immortal Nature
Monsters
Baldur’s Gate: Descent into Avernus
shocking recklessness. Smiler thinks he can accomplish anything with a positive attitude and some death-defying stunt. Although he admits others might end up getting killed by his actions, he believes he
can bend the multiverse to his whims if he tries hard enough. He’s really quite insane.
One of Smiler’s favorite antics is to use a hallucinatory terrain spell to create a little bit of
Baphomet
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace itself is a towering structure whose interior is as labyrinthine as the plane on which it resides
reasoned with when my rage has been stoked.”
21–40
“I degenerate into beastly behavior, seeming more like a wild animal than a thinking being.”
41–60
&ldquo
Monsters
Acquisitions Incorporated
person, magic weapon, silence, spiritual weapon
3rd level (3 slots): beacon of hope, crusader's mantle, dispel magic, mass healing word, spirit guardians
4th level (3 slots): death ward, freedom of
in matters of love, and hopeless in games of chance. Omin is also often accused of being one of the Masked Lords of Waterdeep, though this bit of fancy earns little more than a chuckle in response
Monsters
Acquisitions Incorporated
, echoing from the darkness like a death knell. For by the time those glowing red eyes fix on you, it's far too late to run …
Some adventurers and sages whisper that deep crows were first spawned as
doesn't struggle, the deep crow takes it back to its lair to be devoured at leisure. Creatures that do struggle might be repeatedly dropped from a height to soften them up a bit.
Family Ties. Deep crows
Monsters
Vecna: Eve of Ruin
, Strahd takes 20 radiant damage at the start of his turn, has disadvantage on attack rolls and ability checks, and can’t use his Change Shape bonus action.Multiattack. Strahd makes two Death Strike
attacks. He can replace one of these attacks with Blighted Fire if available.
Death Strike. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Death Strike"} to hit
monsters
owlbear can’t take the same lair action two rounds in a row. See the table above for the damage and save DC.
Rage. The owlbear’s territorial rage affects all other creatures within the
. The sunsprites act on initiative count 10 of this round. They have an attack modifier equal to Vmod, the saving throw of their Death Burst is VDC, and both its attacks and Death Burst deal Vdam
monsters
actions; the owlbear can’t take the same lair action two rounds in a row. See the table above for the damage and save DC.
Rage. The owlbear’s territorial rage affects all other creatures
following round. The sunsprites act on initiative count 10 of this round. They have an attack modifier equal to Vmod, the saving throw of their Death Burst is VDC, and both its attacks and Death Burst deal
monsters
actions; the owlbear can’t take the same lair action two rounds in a row. See the table above for the damage and save DC.
Rage. The owlbear’s territorial rage affects all other creatures
following round. The sunsprites act on initiative count 10 of this round. They have an attack modifier equal to Vmod, the saving throw of their Death Burst is VDC, and both its attacks and Death Burst
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
, it subtracts up to 50 feet from the fall when calculating the fall’s damage.
Death Throes. If the draconian is reduced to 0 hit points, its body erupts into sludge that fills a 10-foot-radius
"} slashing damage.
Flaming Carnage (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Flaming Carnage"}. The draconian indulges its rage, wreathing itself in fire and moving up to
magic-items
Weighing approximately 10 pounds, this 1-foot-cubed turret is bristling with armaments. From its crudely chiselled ’bitey-bit’, to the side-mounted ’kannon-boom’, and the fore
following dawn.
Death & Healing. While the turret has at least 1 hit point, it regains 2d6 hit points if the mending spell is cast on it. If the turret is reduced to 0 hit points, it shatters and
Monsters
Mythic Odysseys of Theros
(3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Shortsword","rollDamageType":"poison"} poison damage.Even death and the loss of their identities can’t erase the rage that inspires
recall little of their lives, some have an obsession with magic that survives both death and rebirth as a Returned. These Returned, called kakomanteis, use their magical prowess to control the energy
Backgrounds
Spelljammer: Adventures in Space
lasting impression on you. This deity saw fit to share one secret or obscure bit of cosmic lore with you. Work with your DM to determine the details of this knowledge and its impact on the campaign.
Roll
of wisdom
7
Arawn, god of life and death
8
Hecate, god of magic and moons
9
Celestian, god of stars and wanderers
10
Ptah, god of knowledge and secrets
races
, and corpses are new homes in need of a little bit of reinvigoration. Marginalised and persecuted by most societies, mycelians’ propensity to recycle the recently deceased often brings them into
reason, mycelians conduct a ritual shortly before death, where they recant a rhythmic history of their exploits in this host, adding it to the oral history of their community. These oral histories can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
conspiracy nearly succeeded, but was ultimately thwarted. Moloch was stripped of his station and sentenced to death—only the timely use of a planar portal allowed him to escape.
Moloch wasted no
and the other planes.
Most of Moloch’s cultists have switched allegiance to one of the other archdevils, but idols constructed to honor him still stand in deep dungeons, their jeweled eyes and
magic-items
Weighing approximately 10 pounds, this 1-foot-cubed turret is bristling with armaments. From its crudely chiselled ’bitey-bit’, to the side-mounted ’kannon-boom’, and the fore
following dawn.
Death & Healing. While the turret has at least 1 hit point, it regains 2d6 hit points if the mending spell is cast on it. If the turret is reduced to 0 hit points, it shatters and
Monsters
Curse of Strahd
, Kasimir and his fellow dusk elves stoned Patrina to death. As punishment for depriving him of his bride, Strahd butchered all the women in the dusk elf tribe, and Kasimir's ears were cut off to punish him
for instigating the stoning. He wears a cowl to conceal his mutilation.
Kasimir's feeling of loss is tinged with simmering rage. Patrina now speaks to her brother in dreams, telling him how years of
magic-items
Weighing approximately 10 pounds, this 1-foot-cubed turret is bristling with armaments. From its crudely chiselled ’bitey-bit’, to the side-mounted ’kannon-boom’, and the fore
following dawn.
Death & Healing. While the turret has at least 1 hit point, it regains 2d6 hit points if the mending spell is cast on it. If the turret is reduced to 0 hit points, it shatters and
Backgrounds
Guildmasters’ Guide to Ravnica
rage, and it’s sometimes hard to stop.
3
Everything is funny to me, and the most hilarious and bloodiest things leave me cackling with sadistic glee.
4
I derive genuine pleasure from
guild is all that really matters. (Any)
2
Hedonism. Death comes for everyone, so take as much pleasure as you can from every moment of life. (Neutral)
3
Creativity. I strive to
Monsters
Icewind Dale: Rime of the Frostmaiden
her to explode and die. A mephit that dies in this way does not use its Death Burst. Instead, each creature within 10 feet of the exploding mephit must succeed on a DC 21 Dexterity saving throw, taking
solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of the Gods 6th Fanatical Focus 10th Zealous Presence 14th Rage beyond Death Divine Fury Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While
and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest. Rage beyond Death Beginning at 14th level, the divine power that
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of the Gods 6th Fanatical Focus 10th Zealous Presence 14th Rage beyond Death Divine Fury Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While
and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest. Rage beyond Death Beginning at 14th level, the divine power that
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of the Gods 6th Fanatical Focus 10th Zealous Presence 14th Rage beyond Death Divine Fury Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While
and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest. Rage beyond Death Beginning at 14th level, the divine power that
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
entrance (area N11). The eyeball is also needed to unlock the door in area N11. Light. Rusted wall sconces hold lit torches. The area is dimly lit. Walls and Floors. Walls are constructed of stone blocks