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Returning 35 results for 'bonded both diffusing checks rebuke'.
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Monsters
Eberron: Rising from the Last War
with a different creature or until the bonded creature dies. While bonded, the hawk and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.
Keen Sight
. The hawk has advantage on Wisdom (Perception) checks that rely on sight.Talons. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit"} to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4","rollType":"damage","rollDamageType":"slashing"} slashing damage.
Monsters
Guildmasters’ Guide to Ravnica
with a different creature or until the bonded creature dies. This bond has the following effects:
The felidar and the bonded creature can communicate telepathically with each other at a distance of up
to 100 feet.
The felidar can sense the direction and distance to the bonded creature if they're on the same plane of existence.
As an action, the felidar or the bonded creature can sense what the
Monsters
Eberron: Rising from the Last War
with a different creature or until the bonded creature dies. While bonded, the hound and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.
Keen
Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to
Pseudodragon (familiar variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Magic Resistance. The pseudodragon has advantage on saving throws against spells and
language.
Familiar. The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the
Winter Eladrin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
has disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s
, range 150/600 ft., one target. Hit: 4 (1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.Frigid Rebuke. When the eladrin takes damage
Monsters
Mythic Odysseys of Theros
Keen Sight. The raptor has advantage on Wisdom (Perception) checks that rely on sight.
Recorded Mimicry. The raptor can mimic any sound, including voices, it has heard in the last 24 hours. A
. While the two are bonded, the master can sense what the anvilwrought senses, as long as they are within 1 mile of each other.
Fire, Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and
Intelligence as the spellcasting ability (spell save DC 16):
At will: fog cloud, gust of wind, sleet stormFrigid Rebuke. When the eladrin takes damage from a creature the eladrin can see within 60 feet
Monsters
Icewind Dale: Rime of the Frostmaiden
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. Xardorok attacks twice with a weapon or casts eldritch blast twice.
Spiked Gauntlet. Melee Weapon
Strength checks and Strength saving throws with advantage. If Xardorok lacks the room to become Large, he attains the maximum size possible in the space available.
Invisibility (Recharge 4–6
Moonblade
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
.
A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists
preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
action. 3 Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors. 4 Lie Detector. The animal knows when a creature within 15 feet of it tells a lie. 5 Fey Ancestry. The
lasts until the hawk bonds with a different creature or until the bonded creature dies. While bonded, the hawk and the bonded creature can communicate telepathically with each other at a distance of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
action. 3 Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors. 4 Lie Detector. The animal knows when a creature within 15 feet of it tells a lie. 5 Fey Ancestry. The
lasts until the hawk bonds with a different creature or until the bonded creature dies. While bonded, the hawk and the bonded creature can communicate telepathically with each other at a distance of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
action. 3 Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors. 4 Lie Detector. The animal knows when a creature within 15 feet of it tells a lie. 5 Fey Ancestry. The
lasts until the hawk bonds with a different creature or until the bonded creature dies. While bonded, the hawk and the bonded creature can communicate telepathically with each other at a distance of
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
bond lasts until the felidar bonds with a different creature or until the bonded creature dies. This bond has the following effects:
The felidar and the bonded creature can communicate
telepathically with each other at a distance of up to 100 feet. The felidar can sense the direction and distance to the bonded creature if they’re on the same plane of existence. As an action, the felidar or the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
bond lasts until the felidar bonds with a different creature or until the bonded creature dies. This bond has the following effects:
The felidar and the bonded creature can communicate
telepathically with each other at a distance of up to 100 feet. The felidar can sense the direction and distance to the bonded creature if they’re on the same plane of existence. As an action, the felidar or the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
bond lasts until the felidar bonds with a different creature or until the bonded creature dies. This bond has the following effects:
The felidar and the bonded creature can communicate
telepathically with each other at a distance of up to 100 feet. The felidar can sense the direction and distance to the bonded creature if they’re on the same plane of existence. As an action, the felidar or the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it
gods. A moonblade won’t serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it
gods. A moonblade won’t serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw
used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.
Reactions
Frigid Rebuke. When the eladrin takes damage from a creature
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw
used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.
Reactions
Frigid Rebuke. When the eladrin takes damage from a creature
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it
gods. A moonblade won’t serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw
used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.
Reactions
Frigid Rebuke. When the eladrin takes damage from a creature
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes. Rebuke the Violent. You can use your Channel Divinity to
rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes. Rebuke the Violent. You can use your Channel Divinity to
rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes. Rebuke the Violent. You can use your Channel Divinity to
rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites
the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura. Hawk
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites
the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura. Hawk
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can’t speak
Challenge 1/4 (50 XP)
Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Magic Resistance. The pseudodragon has advantage
companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can’t speak
Challenge 1/4 (50 XP)
Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Magic Resistance. The pseudodragon has advantage
companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
following spells, requiring no material components: 3/day: darkness 1/day each: fear (shadow horror and skittering horror only), phantasmal killer (skittering horror only) 4 Psychic Rebuke. When the
on Wisdom (Perception) checks that rely on sight, sound, or smell. 4 Mind Sight. Magical darkness doesn’t impede the horror’s darkvision. Shadow Horror
Large aberration, neutral evil
Armor Class
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites
the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura. Hawk
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can’t speak
Challenge 1/4 (50 XP)
Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Magic Resistance. The pseudodragon has advantage
companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
following spells, requiring no material components: 3/day: darkness 1/day each: fear (shadow horror and skittering horror only), phantasmal killer (skittering horror only) 4 Psychic Rebuke. When the
on Wisdom (Perception) checks that rely on sight, sound, or smell. 4 Mind Sight. Magical darkness doesn’t impede the horror’s darkvision. Shadow Horror
Large aberration, neutral evil
Armor Class
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
following spells, requiring no material components: 3/day: darkness 1/day each: fear (shadow horror and skittering horror only), phantasmal killer (skittering horror only) 4 Psychic Rebuke. When the
on Wisdom (Perception) checks that rely on sight, sound, or smell. 4 Mind Sight. Magical darkness doesn’t impede the horror’s darkvision. Shadow Horror
Large aberration, neutral evil
Armor Class
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) checks that rely on sight.
Actions
Multiattack. The duergar makes two melee attacks. It can replace one of those attacks with a use of Mind Mastery.
Mind-Poison Dagger. Melee Weapon Attack: +5 to
its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) checks that rely on sight.
Actions
Multiattack. The duergar makes two melee attacks. It can replace one of those attacks with a use of Mind Mastery.
Mind-Poison Dagger. Melee Weapon Attack: +5 to
its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also






