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Returning 35 results for 'blows bad diffusing cantrips returns'.
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Spirit Naga
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Rejuvenation. If it dies, the naga returns to life in 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Rejuvenation"} days and regains all its hit points. Only a wish spell can prevent this
":"Spellcasting"} to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of
Guardian Naga
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Rejuvenation. If it dies, the naga returns to life in 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Rejuvenation"} days and regains all its hit points. Only a wish spell can prevent this
":"Spellcasting"} to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:
Cantrips (at will): mending, sacred flame, thaumaturgy
1st
Monsters
Princes of the Apocalypse
the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this trait. If the
regains after finishing a short or long rest, and knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast, mage hand
1st level: armor of Agathys, expeditious retreat, hex
2nd
Monsters
The Wild Beyond the Witchlight
.
Personality Trait. “When dealing with outsiders, I present myself as a kindly old grandmother.”
Ideal. “Children are better off working for me than picking up lots of bad habits
regains all of its shared spells.
Alter Size. Skabatha magically shrinks herself to Tiny size (between 4 and 8 inches tall) or returns to her normal size. If Skabatha lacks the room to return
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Evil, for now. Over the next few months, the region returns to its tranquil state. It’s still a frontier, but monster predations and banditry decline. The weather returns to normal, even if the people
of Red Larch point out that “normal weather means bad weather around here, and unpredictable besides.” Some tavern talk can be overheard about occupying the Haunted Keeps to scare away unwanted
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Evil, for now. Over the next few months, the region returns to its tranquil state. It’s still a frontier, but monster predations and banditry decline. The weather returns to normal, even if the people
of Red Larch point out that “normal weather means bad weather around here, and unpredictable besides.” Some tavern talk can be overheard about occupying the Haunted Keeps to scare away unwanted
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Evil, for now. Over the next few months, the region returns to its tranquil state. It’s still a frontier, but monster predations and banditry decline. The weather returns to normal, even if the people
of Red Larch point out that “normal weather means bad weather around here, and unpredictable besides.” Some tavern talk can be overheard about occupying the Haunted Keeps to scare away unwanted
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature
until the end of your next turn. Flurry of Healing and Harm 11th-level Way of Mercy feature You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature
until the end of your next turn. Flurry of Healing and Harm 11th-level Way of Mercy feature You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature
until the end of your next turn. Flurry of Healing and Harm 11th-level Way of Mercy feature You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Challenge 8 (3,900 XP)
Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Spellcasting. The
wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of frost
1st level (4 slots): charm person, detect magic, sleep
2nd level (3 slots): detect thoughts, hold person
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Challenge 8 (3,900 XP)
Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Spellcasting. The
wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of frost
1st level (4 slots): charm person, detect magic, sleep
2nd level (3 slots): detect thoughts, hold person
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Challenge 8 (3,900 XP)
Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Spellcasting. The
wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of frost
1st level (4 slots): charm person, detect magic, sleep
2nd level (3 slots): detect thoughts, hold person
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, shocking
Snarla finds herself in a bad situation, she changes into werewolf form and attacks with desperate savagery, giving her advantage on all her attack rolls. If she is captured alive and made to talk, she
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, shocking
Snarla finds herself in a bad situation, she changes into werewolf form and attacks with desperate savagery, giving her advantage on all her attack rolls. If she is captured alive and made to talk, she
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, shocking
Snarla finds herself in a bad situation, she changes into werewolf form and attacks with desperate savagery, giving her advantage on all her attack rolls. If she is captured alive and made to talk, she
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. What better way to think of the big bad monster at the center of a web of even bigger and badder plans than as the CEO of a megacorporation, using every resource to dominate the market? What is an
followers your character might gather — and, more importantly, how much pain and suffering you could put those followers through before they abandoned you. The world of Acquisitions Incorporated returns
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. What better way to think of the big bad monster at the center of a web of even bigger and badder plans than as the CEO of a megacorporation, using every resource to dominate the market? What is an
followers your character might gather — and, more importantly, how much pain and suffering you could put those followers through before they abandoned you. The world of Acquisitions Incorporated returns
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. What better way to think of the big bad monster at the center of a web of even bigger and badder plans than as the CEO of a megacorporation, using every resource to dominate the market? What is an
followers your character might gather — and, more importantly, how much pain and suffering you could put those followers through before they abandoned you. The world of Acquisitions Incorporated returns
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Celestial, Common
Challenge 10 (5,900 XP)
Rejuvenation. If it dies, the naga returns to life in 1d6 days and
hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:
Cantrips (at will): mending, sacred flame, thaumaturgy
1st level (4
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
subsumed into the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this
following warlock spells:
Cantrips (at will): chill touch, eldritch blast, mage hand
1st level: armor of Agathys, expeditious retreat, hex
2nd level: invisibility
3rd level: vampiric touch
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Celestial, Common
Challenge 10 (5,900 XP)
Rejuvenation. If it dies, the naga returns to life in 1d6 days and
hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:
Cantrips (at will): mending, sacred flame, thaumaturgy
1st level (4
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
subsumed into the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this
following warlock spells:
Cantrips (at will): chill touch, eldritch blast, mage hand
1st level: armor of Agathys, expeditious retreat, hex
2nd level: invisibility
3rd level: vampiric touch
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Celestial, Common
Challenge 10 (5,900 XP)
Rejuvenation. If it dies, the naga returns to life in 1d6 days and
hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:
Cantrips (at will): mending, sacred flame, thaumaturgy
1st level (4
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
subsumed into the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this
following warlock spells:
Cantrips (at will): chill touch, eldritch blast, mage hand
1st level: armor of Agathys, expeditious retreat, hex
2nd level: invisibility
3rd level: vampiric touch
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
District Garrison If the characters visit the district garrison, there’s a 30 percent chance that Constable Jute is there. Otherwise, she’s on patrol and returns in 1d8 hours. As long as the
realize what the party is up to, they immediately suspect the characters are out to make them look bad. In that case, they become surly and tight-lipped. All the militia guards have been assured by
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
District Garrison If the characters visit the district garrison, there’s a 30 percent chance that Constable Jute is there. Otherwise, she’s on patrol and returns in 1d8 hours. As long as the
realize what the party is up to, they immediately suspect the characters are out to make them look bad. In that case, they become surly and tight-lipped. All the militia guards have been assured by
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
District Garrison If the characters visit the district garrison, there’s a 30 percent chance that Constable Jute is there. Otherwise, she’s on patrol and returns in 1d8 hours. As long as the
realize what the party is up to, they immediately suspect the characters are out to make them look bad. In that case, they become surly and tight-lipped. All the militia guards have been assured by
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
picking up lots of bad habits.” Bond. “I hate my sisters, but together we are strong.” Flaw. “I forget the first creature I see each day when I awaken.” Skabatha’s Appearance Skabatha appears as a short
Actions
Alter Size. Skabatha magically shrinks herself to Tiny size (between 4 and 8 inches tall) or returns to her normal size. If Skabatha lacks the room to return to her normal size, she attains the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
picking up lots of bad habits.” Bond. “I hate my sisters, but together we are strong.” Flaw. “I forget the first creature I see each day when I awaken.” Skabatha’s Appearance Skabatha appears as a short
Actions
Alter Size. Skabatha magically shrinks herself to Tiny size (between 4 and 8 inches tall) or returns to her normal size. If Skabatha lacks the room to return to her normal size, she attains the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
behind the frescoes also smash free and attack. None of the monsters pursue those who flee this room, which soon returns to its original state. Diderius can use mummy lord legendary actions, but he is
unusual because he casts wizard spells. He uses his 18 Intelligence as his spellcasting ability (his Wisdom remains 18) and has the following wizard spells prepared: Cantrips (at will): minor
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spells prepared: Cantrips (at will): fire bolt, mage hand, prestidigitation 1st level (4 slots): detect magic, magic missile, shield 2nd level (3 slots): blur, detect thoughts, misty step, shatter 3rd
11c. If the characters have not destroyed his body, Trobriand’s spirit returns to it immediately, and he awakens in area 11c as an archmage with the same spell list as in his golem form and the same
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
become hermits and hunters, either wandering alone or leading packs of giant spiders. On rare occasion, a drider returns to the fringes of drow society despite its curse, most often to fulfill some
ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drider has the following spells prepared from the cleric spell list:
Cantrips (at will): poison spray, thaumaturgy
1st level (4
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spells prepared: Cantrips (at will): fire bolt, mage hand, prestidigitation 1st level (4 slots): detect magic, magic missile, shield 2nd level (3 slots): blur, detect thoughts, misty step, shatter 3rd
11c. If the characters have not destroyed his body, Trobriand’s spirit returns to it immediately, and he awakens in area 11c as an archmage with the same spell list as in his golem form and the same






