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Returning 35 results for 'blood bless diffusing class reclusive'.
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Monsters
Monster Manual
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must
, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12):
At Will: Thaumaturgy 2/Day Each: Hold Person, TonguesAcid, ColdFiendish Aid (2/Day). The sahuagin casts Bless or Healing Word, using the same spellcasting ability as Spellcasting.
Magic Items
Dungeon Master’s Guide
blood. If the sword doesn’t taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder makes a DC 15 Charisma saving throw. On a successful save, the wielder takes
3d6 Psychic damage. On a failed save, the wielder is dominated by the sword, as if by the Dominate Monster spell, and the sword demands blood. The spell effect ends when the sword’s demand is met
Couatl
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield
1/day each: dream, greater restoration, scrying
Magic
statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksRadiant
Sahuagin Priestess
Legacy
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Monsters
Monster Manual (2014)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but she needs
has the following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident
Monsters
Ghosts of Saltmarsh
Blood Frenzy. The high priestess has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The high priestess can breathe air and water
with spell attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots
Magic Items
Eberron: Rising from the Last War
the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature. The
to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
Magic Items
Out of the Abyss
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
Dybbuk
Legacy
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Monsters
Mordenkainen’s Tome of Foes
other magical effects.
Violate Corpse. The dybbuk can use a bonus action while it is possessing a corpse to make it do something unnatural, such as vomit blood, twist its head all the way around, or
. It otherwise uses the possessed target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any.
The possession lasts until the temporary hit points are
Sword of Kas
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to undead.
If the sword isn’t bathed in blood
dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword’s demand is met.
Random Properties. The Sword of Kas
Magic Items
Van Richten’s Guide to Ravenloft
levels in the paladin class, the radius of the aura increases to 30 feet.
Sentience. Nepenthe is a sentient, neutral evil weapon with an Intelligence of 10, a Wisdom of 8, and a Charisma of 18. It
from the innocent. With each beheading, it hungers for more justice and blood. The sword is corrupt and irredeemable.
Backgrounds
Guildmasters’ Guide to Ravnica
positions of power.
Orzhov Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Orzhov Guild Spells table are added to the spell list of your spellcasting class
draw the blood of your enemies, or even directly touch their souls.
Suggested Characteristics
Members of the Orzhov Syndicate range from the decadent nobility at the top of the oligarchy to the debt
Monsters
Sleeping Dragon’s Wake
well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.Lhammaruntosz can take 3 legendary
Bahamut, which the dragon can use to commune with the deity.
In recent decades Lhammaruntosz has retreated inside the shrine, becoming reclusive due to a attack by a disguised demon which has driven her
Species
Wayfinder's Guide to Eberron
she danced toward the chieftain. In a moment the song of steel was over.
Caerys watched as the warlord fell to the ground. With a contemptuous snap of her wrist, she flicked the blood from her blade
is why your people constantly seek out conflict; you need to find challenges worthy of a hero.
In creating a Valenar, think about your patron ancestor. Your class should reflect their class; if you
Species
Wayfinder's Guide to Eberron
she danced toward the chieftain. In a moment the song of steel was over.
Caerys watched as the warlord fell to the ground. With a contemptuous snap of her wrist, she flicked the blood from her blade
is why your people constantly seek out conflict; you need to find challenges worthy of a hero.
In creating a Valenar, think about your patron ancestor. Your class should reflect their class; if you
Backgrounds
Guildmasters’ Guide to Ravnica
food and fresh water in these areas for yourself and up to five other people each day.
Gruul Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Gruul
Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Gruul Guild Spells
Backgrounds
Guildmasters’ Guide to Ravnica
lifestyle between adventures.
Boros Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Boros Guild Spells table are added to the spell list of your
spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Boros Guild Spells
Spell Level
Spells
Cantrip
fire bolt,
Backgrounds
Guildmasters’ Guide to Ravnica
the crime. Most people are too daunted by you to report your wrongdoing to the Azorius.
Rakdos Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Rakdos
Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Rakdos Guild Spells
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Outline the justifications inhabitants use to pretend nothing is wrong. What could reasonably explain their surreal experiences? They claim rivers of blood are crimson due to natural clay deposits, the
devilish lights in the swamp are nothing but swamp gas, and the current reclusive count is the descendant of the region’s original reclusive count. Many of the domain’s inhabitants are likely
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Outline the justifications inhabitants use to pretend nothing is wrong. What could reasonably explain their surreal experiences? They claim rivers of blood are crimson due to natural clay deposits, the
devilish lights in the swamp are nothing but swamp gas, and the current reclusive count is the descendant of the region’s original reclusive count. Many of the domain’s inhabitants are likely
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Sahuagin Priestess Sahuagin Priestess
Medium humanoid (sahuagin), lawful evil
Armor Class 12 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft., swim 40 ft.
STR
13 (+1)
DEX
Challenge 2 (450 XP)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The sahuagin can breathe
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Sahuagin Priestess Sahuagin Priestess
Medium humanoid (sahuagin), lawful evil
Armor Class 12 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft., swim 40 ft.
STR
13 (+1)
DEX
Challenge 2 (450 XP)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The sahuagin can breathe
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Outline the justifications inhabitants use to pretend nothing is wrong. What could reasonably explain their surreal experiences? They claim rivers of blood are crimson due to natural clay deposits, the
devilish lights in the swamp are nothing but swamp gas, and the current reclusive count is the descendant of the region’s original reclusive count. Many of the domain’s inhabitants are likely
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Sahuagin Priestess Sahuagin Priestess
Medium humanoid (sahuagin), lawful evil
Armor Class 12 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft., swim 40 ft.
STR
13 (+1)
DEX
Challenge 2 (450 XP)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The sahuagin can breathe
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Yetis Chilling Stalkers of the Frozen Wilds Habitat: Arctic; Treasure: Any
Across alpine extremes and frozen frontiers, yetis hunt those that trespass in their territories. Reclusive and merciless
, they resemble giant apes with pale fur and ram-like horns. Yetis easily blend in with snow and icy cliffs, revealing themselves with blood-chilling howls just before striking with their icy claws
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Yetis Chilling Stalkers of the Frozen Wilds Habitat: Arctic; Treasure: Any
Across alpine extremes and frozen frontiers, yetis hunt those that trespass in their territories. Reclusive and merciless
, they resemble giant apes with pale fur and ram-like horns. Yetis easily blend in with snow and icy cliffs, revealing themselves with blood-chilling howls just before striking with their icy claws
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Yetis Chilling Stalkers of the Frozen Wilds Habitat: Arctic; Treasure: Any
Across alpine extremes and frozen frontiers, yetis hunt those that trespass in their territories. Reclusive and merciless
, they resemble giant apes with pale fur and ram-like horns. Yetis easily blend in with snow and icy cliffs, revealing themselves with blood-chilling howls just before striking with their icy claws
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Sahuagin High Priestess Sahuagin High Priestess
Medium humanoid (sahuagin), lawful evil
Armor Class 14 (natural armor)
Hit Points 71 (11d8 + 22)
Speed 30 ft., swim 40 ft.
STR
14 (+2
Perception 16
Languages Sahuagin
Challenge 5 (1,800 XP)
Blood Frenzy. The high priestess has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Sahuagin High Priestess Sahuagin High Priestess
Medium humanoid (sahuagin), lawful evil
Armor Class 14 (natural armor)
Hit Points 71 (11d8 + 22)
Speed 30 ft., swim 40 ft.
STR
14 (+2
Perception 16
Languages Sahuagin
Challenge 5 (1,800 XP)
Blood Frenzy. The high priestess has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
rituals in The Final Enemy. Sahuagin High Priestess
Medium humanoid (sahuagin), lawful evil
Armor Class 14 (natural armor)
Hit Points 71 (11d8 + 22)
Speed 30 ft., swim 40 ft.
STR
14 (+2
Perception 16
Languages Sahuagin
Challenge 5 (1,800 XP)
Blood Frenzy. The high priestess has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
rituals in The Final Enemy. Sahuagin High Priestess
Medium humanoid (sahuagin), lawful evil
Armor Class 14 (natural armor)
Hit Points 71 (11d8 + 22)
Speed 30 ft., swim 40 ft.
STR
14 (+2
Perception 16
Languages Sahuagin
Challenge 5 (1,800 XP)
Blood Frenzy. The high priestess has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Sahuagin High Priestess Sahuagin High Priestess
Medium humanoid (sahuagin), lawful evil
Armor Class 14 (natural armor)
Hit Points 71 (11d8 + 22)
Speed 30 ft., swim 40 ft.
STR
14 (+2
Perception 16
Languages Sahuagin
Challenge 5 (1,800 XP)
Blood Frenzy. The high priestess has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
rituals in The Final Enemy. Sahuagin High Priestess
Medium humanoid (sahuagin), lawful evil
Armor Class 14 (natural armor)
Hit Points 71 (11d8 + 22)
Speed 30 ft., swim 40 ft.
STR
14 (+2
Perception 16
Languages Sahuagin
Challenge 5 (1,800 XP)
Blood Frenzy. The high priestess has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 9 (2d8)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
14 (+2
1st level (3 slots): bless, cure wounds, sanctuary
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Acolyte Acolyte
Medium Humanoid (Any Race), Any Alignment
Armor Class 10
Hit Points 9 (2d8)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10
:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
gothic villains are most effective when they are slowly revealed as shockingly cruel, immoral, or the antithesis of goodness. Gothic Horror Villains d10 Villain
1 A reclusive noble who
creating the perfect poison, machine, or lifeform
4 A beloved magnate who abducts commoners to steal their blood for his beauty rituals
5 A celebrity who openly murders innocents but uses






