Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'body blazing diffusing converse regions'.
Other Suggestions:
body beating diffusing convert regains
body beating diffusing converse regains
body blazing diffusing convert regains
body beating diffusing covers regains
body beating diffusing converse regions
Monsters
Tales from the Yawning Portal
","rollAction":"Claw","rollDamageType":"piercing"} piercing damage.A sea lion is a fearsome monster with the head and forepaws of a lion and the lower body and tail of a fish. Adventurers who delve beneath
White Plume Mountain might discover a group of these creatures confined in a watery cage.
These large marine mammals live along coastal regions and around islands at sea. One sea lion is kept in a cell in the lowest reaches of the sahuagin fortress in The Final Enemy.
Dream
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
take actions or move.
If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The
target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.
Phoenix
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
destroys the phoenix’s body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollDamageType":"fire
Monsters
Van Richten’s Guide to Ravenloft
restored, and its creature type is now Undead.
To prevent this revival, the Tattoo of Osybus on the priest’s body must be destroyed. The tattoo is invulnerable while the priest has at least 1 hit
next turn. If this damage reduces a Medium or smaller creature to 0 hit points, the creature dies, and its soul is trapped in the priest’s body, manifesting as a shadowy Soul Tattoo on the
Monsters
Van Richten’s Guide to Ravenloft
this revival, the Tattoo of Osybus on the priest’s body must be destroyed. The tattoo is invulnerable while the priest has at least 1 hit point. The tattoo is otherwise an object with AC 15, and
creature to 0 hit points, the creature dies, and its soul is trapped in the priest’s body, manifesting as a shadowy Soul Tattoo on the priest. The soul is freed if the priest dies.
Necrotic Bolt
Monsters
Van Richten’s Guide to Ravenloft
boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead.
To prevent this revival, the Tattoo of Osybus on the priest’s body must be
the priest’s body, manifesting as a shadowy Soul Tattoo on the priest. The soul is freed if the priest dies.
Necrotic Bolt. Ranged Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit
Monsters
Van Richten’s Guide to Ravenloft
Blazing Boon. All fire damage it deals becomes necrotic damage.
Illumination. The priest sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an
Tattoo of Osybus on the priest’s body must be destroyed. The tattoo is invulnerable while the priest has at least 1 hit point. The tattoo is otherwise an object with AC 15, and it is immune to
Monsters
Van Richten’s Guide to Ravenloft
of Osybus on the priest’s body must be destroyed. The tattoo is invulnerable while the priest has at least 1 hit point. The tattoo is otherwise an object with AC 15, and it is immune to poison
, the creature dies, and its soul is trapped in the priest’s body, manifesting as a shadowy Soul Tattoo on the priest. The soul is freed if the priest dies.
Necrotic Bolt. Ranged Spell Attack: +7
Monsters
Van Richten’s Guide to Ravenloft
prevent this revival, the Tattoo of Osybus on the priest’s body must be destroyed. The tattoo is invulnerable while the priest has at least 1 hit point. The tattoo is otherwise an object with AC
smaller creature to 0 hit points, the creature dies, and its soul is trapped in the priest’s body, manifesting as a shadowy Soul Tattoo on the priest. The soul is freed if the priest dies.
Necrotic
Monsters
Van Richten’s Guide to Ravenloft
body must be destroyed. The tattoo is invulnerable while the priest has at least 1 hit point. The tattoo is otherwise an object with AC 15, and it is immune to poison and psychic damage. It has 15 hit
trapped in the priest’s body, manifesting as a shadowy Soul Tattoo on the priest. The soul is freed if the priest dies.
Necrotic Bolt. Ranged Spell Attack: +7;{"diceNotation":"1d20+7","rollType
Monsters
Mythic Odysseys of Theros
being. As a result, a hungry chimera might appear out of a clear sky to pick off prey nearly anywhere. This threat grows even more significant in regions where magic runs rampant or where portals to
. To do so, simply roll once on one or all of the following tables. Results from the Body Composition table adjust the Theran chimera as described, while results on the Breath Weapons, Head Attacks
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
marked by an easy grace—an elvish grace, Flint would have said; yet the man’s body had the thickness and tight muscles of a human, while the facial hair was definitely humankind’s. All
parents.
Diplomats or Wanderers
Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and
Monsters
Eberron: Rising from the Last War
effects.
Rejuvenation. Illmarrow’s body turns to dust when she drops to 0 hit points, and her equipment is left behind. She gains a new body after 1d10;{"diceNotation":"1d10","rollType":"roll
","rollAction":"Rejuvenation"} days, regaining all her hit points and becoming active again. The new body appears within two hundred miles of the location at which she was destroyed.
Spellcasting. Illmarrow
Monsters
Eberron: Rising from the Last War
in combat, Rak Tulkhesh roars in rage as new weapons are spawned from his body, called forth by the Rage of War to slaughter all who dare stand before him.
Khyber Shards. Rak Tulkhesh's soul is
soldiers and civilians alike, whose actions then weakened the overlord's bonds to give him even greater sway over the regions surrounding his shards. The violence seen in Thaliost and other occupied
Druid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
; territory.
Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect
2
1
1
1
—
17th
+6
—
4
4
3
3
3
2
1
1
1
1
18th
+6
Timeless Body, Beast Spells
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
—form a ring around the Material Plane. The border regions between these planes are sometimes described as distinct planes in their own right: the Para-elemental Planes. These realms exemplify the
required) and survive there. As the Elemental Planes extend farther from the Material Plane, they become increasingly unstable and hostile. In the outer regions, the elements exist in their purest form
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
they have access to the magic required) and survive there. As they extend farther from the Material Plane, the Elemental Planes become increasingly alien and hostile. Here, in the outermost regions, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
they have access to the magic required) and survive there. As they extend farther from the Material Plane, the Elemental Planes become increasingly alien and hostile. Here, in the outermost regions, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
—form a ring around the Material Plane. The border regions between these planes are sometimes described as distinct planes in their own right: the Para-elemental Planes. These realms exemplify the
required) and survive there. As the Elemental Planes extend farther from the Material Plane, they become increasingly unstable and hostile. In the outer regions, the elements exist in their purest form
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
—form a ring around the Material Plane. The border regions between these planes are sometimes described as distinct planes in their own right: the Para-elemental Planes. These realms exemplify the
required) and survive there. As the Elemental Planes extend farther from the Material Plane, they become increasingly unstable and hostile. In the outer regions, the elements exist in their purest form
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
they have access to the magic required) and survive there. As they extend farther from the Material Plane, the Elemental Planes become increasingly alien and hostile. Here, in the outermost regions, the
Monsters
Storm King's Thunder
valley is warm throughout of the year — an oasis in the cold, cold north. Roaming this expanse are hundreds of sheep, goats, and cattle plucked from other regions of the North by the vale&rsquo
’s as supple as a cat. His body is covered in old, wicked-looking scars where scales have been torn away and never grown back. He brutally attacks other dragons, seeking to slay any wyrm that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form--great expanses of solid earth, blazing fire, crystal-clear water, and
unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form — great expanses of solid earth, blazing fire, crystal-clear water, and
unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form — great expanses of solid earth, blazing fire, crystal-clear water, and
unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form--great expanses of solid earth, blazing fire, crystal-clear water, and
unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form--great expanses of solid earth, blazing fire, crystal-clear water, and
unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form — great expanses of solid earth, blazing fire, crystal-clear water, and
unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also
any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also
any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also
any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also
any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also
any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also
any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all
halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. Subrace. The two main kinds of halfling, lightfoot and stout, are more like closely related families than true subraces. Choose one of these subraces.






