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Returning 35 results for 'bonding blazing deeds construct replace'.
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blending blazing deeds constructed replaced
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binding beating deeds constructed replace
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bending blazing deeds constructed replace
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Scorching Sands
Monsters
Monster Manual
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
dragon regains all expended uses at the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray (level 3 version).
Pounce. The dragon moves up to half its Speed
Equipment
the device gives the device 3 charges.
As an action while holding this device, you can expend 1 of its charges to cause one of the following effects:
Control. One Construct of your choice within 60
feet of you must succeed on a DC 15 Wisdom saving throw or have the charmed condition for 1 minute. While charmed in this way, the Construct obeys your verbal commands, and you and the Construct can
Monsters
The Book of Many Things
Legendary Resistance (3/Day). If the champion fails a saving throw, it can choose to succeed instead.Multiattack. The champion makes four Blazing Morningstar attacks. It can replace one of these
attacks with Blade Storm, if available.
Blazing Morningstar. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Blazing Morningstar"} to hit, reach 5 ft., one target
Magic Items
Bigby Presents: Glory of the Giants
. When you take the Attack action using the bow, you can expend 1 charge to replace one of your attacks with a blazing arrow of curative magic, which automatically hits one creature you can see within
Magic Items
Bigby Presents: Glory of the Giants
flow through the shield’s grooves for 1 minute. While the shield is active, you gain the following benefits:
Blazing Soul. You have immunity to fire damage.
Cleansing Fire. As an action, you
affecting this creature ends immediately; the condition can be blinded, charmed, deafened, or poisoned.
Shield Bash. When you take the Attack action on your turn, you can replace one of your attacks
Monsters
Curse of Strahd
roots. It can replace one of these attacks with a rock attack.
Root. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Root"} to hit, reach 60 ft., one target. Hit: 30
, drink, or sleep.
The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use
Entertainer
Legacy
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Backgrounds
Player’s Handbook (2014)
any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive
.
3
I want to be famous, whatever it takes.
4
I idolize a hero of the old tales and measure my deeds against that person’s.
5
I will do anything to prove myself superior to my
Backgrounds
Baldur’s Gate: Descent into Avernus
pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net.
Suggested Characteristics
Successful
measure my deeds against that person’s.
5
I will do anything to prove myself superior to my hated rival.
6
I would do anything for the other members of my old troupe.
d6
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
variant feature that ties the background to a group in Baldur’s Gate, provided to give characters an additional connection to the city. Characters may choose to replace the standard feature of their
the character is in Baldur’s Gate — though, at the DM’s discretion, they might have applicable effects in situations similar to those in Baldur’s Gate. These location-based features do not replace
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
variant feature that ties the background to a group in Baldur’s Gate, provided to give characters an additional connection to the city. Characters may choose to replace the standard feature of their
the character is in Baldur’s Gate — though, at the DM’s discretion, they might have applicable effects in situations similar to those in Baldur’s Gate. These location-based features do not replace
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
variant feature that ties the background to a group in Baldur’s Gate, provided to give characters an additional connection to the city. Characters may choose to replace the standard feature of their
the character is in Baldur’s Gate — though, at the DM’s discretion, they might have applicable effects in situations similar to those in Baldur’s Gate. These location-based features do not replace
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
variant feature that ties the background to a group in Baldur’s Gate, provided to give characters an additional connection to the city. Characters may choose to replace the standard feature of their
the character is in Baldur’s Gate — though, at the DM’s discretion, they might have applicable effects in situations similar to those in Baldur’s Gate. These location-based features do not replace
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
variant feature that ties the background to a group in Baldur’s Gate, provided to give characters an additional connection to the city. Characters may choose to replace the standard feature of their
the character is in Baldur’s Gate — though, at the DM’s discretion, they might have applicable effects in situations similar to those in Baldur’s Gate. These location-based features do not replace
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
variant feature that ties the background to a group in Baldur’s Gate, provided to give characters an additional connection to the city. Characters may choose to replace the standard feature of their
the character is in Baldur’s Gate — though, at the DM’s discretion, they might have applicable effects in situations similar to those in Baldur’s Gate. These location-based features do not replace
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
knucklehead trout, while most of the others spend their days in the forest felling and hewing the trees that are used to construct boats and buildings. Lonelywood’s timber is taken by cart to be sold in other
other in the streets. The realities of survival demand that the residents live and work together, and not dwell on history. A visitor can make many friends here but would be wise not to drudge up the dark deeds of anyone’s past in this small town.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
how the strangers burn. Salamanders radiate intense heat, which is conducted by their blazing weapons. Salamander Large Elemental, Neutral Evil
AC 15 Initiative +2 (12)
HP 90 (12d10 + 24)
Speed
Flame Spear attacks. It can replace one attack with a use of Constrict.
Flame Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 13 (2d8 + 4) Piercing damage plus 7 (2d6
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
knucklehead trout, while most of the others spend their days in the forest felling and hewing the trees that are used to construct boats and buildings. Lonelywood’s timber is taken by cart to be sold in other
other in the streets. The realities of survival demand that the residents live and work together, and not dwell on history. A visitor can make many friends here but would be wise not to drudge up the dark deeds of anyone’s past in this small town.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
how the strangers burn. Salamanders radiate intense heat, which is conducted by their blazing weapons. Salamander Large Elemental, Neutral Evil
AC 15 Initiative +2 (12)
HP 90 (12d10 + 24)
Speed
Flame Spear attacks. It can replace one attack with a use of Constrict.
Flame Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 13 (2d8 + 4) Piercing damage plus 7 (2d6
Compendium
- Sources->Dungeons & Dragons->Monster Manual
how the strangers burn. Salamanders radiate intense heat, which is conducted by their blazing weapons. Salamander Large Elemental, Neutral Evil
AC 15 Initiative +2 (12)
HP 90 (12d10 + 24)
Speed
Flame Spear attacks. It can replace one attack with a use of Constrict.
Flame Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 13 (2d8 + 4) Piercing damage plus 7 (2d6
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
knucklehead trout, while most of the others spend their days in the forest felling and hewing the trees that are used to construct boats and buildings. Lonelywood’s timber is taken by cart to be sold in other
other in the streets. The realities of survival demand that the residents live and work together, and not dwell on history. A visitor can make many friends here but would be wise not to drudge up the dark deeds of anyone’s past in this small town.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
four Blazing Morningstar attacks. It can replace one of these attacks with Blade Storm, if available.
Blazing Morningstar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rating of 16 (15,000 XP) and is a purple worm, with these changes: The worm is a construct. It has immunity to poison and psychic damage, as well as bludgeoning, piercing, and slashing damage from
10 hit points at the start of each of its turns if it has at least 1 hit point. Replace its Multiattack and Bite action options with the options described below. Multiattack. The worm makes two attacks
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rating of 16 (15,000 XP) and is a purple worm, with these changes: The worm is a construct. It has immunity to poison and psychic damage, as well as bludgeoning, piercing, and slashing damage from
10 hit points at the start of each of its turns if it has at least 1 hit point. Replace its Multiattack and Bite action options with the options described below. Multiattack. The worm makes two attacks
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
four Blazing Morningstar attacks. It can replace one of these attacks with Blade Storm, if available.
Blazing Morningstar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
four Blazing Morningstar attacks. It can replace one of these attacks with Blade Storm, if available.
Blazing Morningstar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
changes to that stat block: Damage Immunity. Replace the living spell’s damage immunity with immunity to the type (or types) of damage dealt by the chosen spell. Magical Strike. Replace the damage that
Magical Strike deals with one type of damage dealt by the chosen spell. Spell Mimicry. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rating of 16 (15,000 XP) and is a purple worm, with these changes: The worm is a construct. It has immunity to poison and psychic damage, as well as bludgeoning, piercing, and slashing damage from
10 hit points at the start of each of its turns if it has at least 1 hit point. Replace its Multiattack and Bite action options with the options described below. Multiattack. The worm makes two attacks
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
are replacing your race with a lineage, replace any Ability Score Increase you previously had with these. Languages Your character can speak, read, and write Common and one other language that you and
list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
changes to that stat block: Damage Immunity. Replace the living spell’s damage immunity with immunity to the type (or types) of damage dealt by the chosen spell. Magical Strike. Replace the damage that
Magical Strike deals with one type of damage dealt by the chosen spell. Spell Mimicry. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
are replacing your race with a lineage, replace any Ability Score Increase you previously had with these. Languages Your character can speak, read, and write Common and one other language that you and
list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
are replacing your race with a lineage, replace any Ability Score Increase you previously had with these. Languages Your character can speak, read, and write Common and one other language that you and
list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
changes to that stat block: Damage Immunity. Replace the living spell’s damage immunity with immunity to the type (or types) of damage dealt by the chosen spell. Magical Strike. Replace the damage that
Magical Strike deals with one type of damage dealt by the chosen spell. Spell Mimicry. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Blade Scout Blade scouts are responsible for exploring and charting Mournland regions not yet claimed by the Lord of Blades’ legions. Blade Scout Medium Construct (Warforged), Typically Lawful Evil
the incapacitated condition.
Actions
Multiattack. The scout makes three Armblade or Bolt Launcher attacks. It can replace one of the attacks with a use of Snare Trap.
Armblade. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
., Darkvision 120 ft.; Passive Perception 16
Languages Common, Draconic
CR 6 (XP 2,300; PB +3)
Actions
Multiattack. The dragon makes three Rend attacks. It can replace two attacks with a use of Sleep
can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray.
Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire






