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Returning 35 results for 'bones been diffusing class response'.
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Magic Items
Dungeon Master’s Guide
Armor Class while holding the wand.
Spells. The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the wand, you can cast one of the spells on the following table
unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until the next dawn, when they collapse into inanimate piles of bones and rotting corpses. Once you use this
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage.Vengeful Strike. In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes one Bite or Spiked Club attack.Sometimes the gnolls of Yeenoghu turn
their hunger and violent urges. Eventually, they fight among themselves.
The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu they bring
Monsters
Divine Contention
, including gaining access to the target's knowledge, class features, and proficiencies.
The possession lasts until the body drops to 0 hit points, Ebondeath ends it as a bonus action, or Ebondeath is turned or
dragon's bones turned to dust.Cold, Necrotic, PoisonAcid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Dragonlance: Shadow of the Dragon Queen
action. He otherwise uses the possessed target’s statistics but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
The possession lasts until the body
tongues to spread his lies. However, Caradoc is tethered to his scorched bones, which collect dust in Dargaard Keep. He can leave the accursed castle while possessing the body of a Humanoid, but he
Species
Mordenkainen Presents: Monsters of the Multiverse
Originally from the Elemental Plane of Water, many tritons entered the Material Plane centuries ago in response to the growing threat of evil elementals. Those tritons spread across the worlds&rsquo
” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
.
Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the
while the wand is attuned to Orcus himself.
Protection. You gain a +3 bonus to Armor Class while holding the wand.
Spells. The wand has 7 charges. While holding it, you can use an action and expend 1
Wizard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
circle, bringing a whiff of brimstone from the otherworldly plane beyond.
Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
minotaurs stand watch in this area and attack in response to any intrusion. The sound of combat here brings the seven minotaurs from area 7a as reinforcements. 7c. Minotaur Graveyard The minotaurs place
their dead in this wedge-shaped cave, which has the following features: Bones. The fog that covers the floor wraps around six large piles of minotaur bones.
Skulls. Dozens of minotaur skulls in various states of decay are jammed into niches and crevices in the walls.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
minotaurs stand watch in this area and attack in response to any intrusion. The sound of combat here brings the seven minotaurs from area 7a as reinforcements. 7c. Minotaur Graveyard The minotaurs place
their dead in this wedge-shaped cave, which has the following features: Bones. The fog that covers the floor wraps around six large piles of minotaur bones.
Skulls. Dozens of minotaur skulls in various states of decay are jammed into niches and crevices in the walls.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
minotaurs stand watch in this area and attack in response to any intrusion. The sound of combat here brings the seven minotaurs from area 7a as reinforcements. 7c. Minotaur Graveyard The minotaurs place
their dead in this wedge-shaped cave, which has the following features: Bones. The fog that covers the floor wraps around six large piles of minotaur bones.
Skulls. Dozens of minotaur skulls in various states of decay are jammed into niches and crevices in the walls.
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
the tribe. If the creature is dimwitted, like a troll or ogre, the lower-class goblins give it obeisance, but before long the upper-class goblins begin to think that whoever can bend the ear of the
might display more than one of these items.
Status Symbols
d20
Status Symbol
1
Earrings and notches in an ear
2
Rib bones tied into hair
3
A belt made from raccoon pelts
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
swarms of bats gather here. They shriek in response to intruders and flee the area if disturbed. Secret Door. A secret door in the north wall leads to area 8. 12b. Magic Mouth The first character to
darkness ends it, though the darkness reappears after 1 hour. Other than the darkness, the pit contains nothing. 12d. Pit of Bones A 20-foot-deep pit spans the corridor in this location. The bottom of the pit is filled with the bones of rats that fell in and fed on each other until they all died.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
swarms of bats gather here. They shriek in response to intruders and flee the area if disturbed. Secret Door. A secret door in the north wall leads to area 8. 12b. Magic Mouth The first character to
darkness ends it, though the darkness reappears after 1 hour. Other than the darkness, the pit contains nothing. 12d. Pit of Bones A 20-foot-deep pit spans the corridor in this location. The bottom of the pit is filled with the bones of rats that fell in and fed on each other until they all died.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
swarms of bats gather here. They shriek in response to intruders and flee the area if disturbed. Secret Door. A secret door in the north wall leads to area 8. 12b. Magic Mouth The first character to
darkness ends it, though the darkness reappears after 1 hour. Other than the darkness, the pit contains nothing. 12d. Pit of Bones A 20-foot-deep pit spans the corridor in this location. The bottom of the pit is filled with the bones of rats that fell in and fed on each other until they all died.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. Ebondeath became a dracolich and was worshiped by the Cult of the Dragon until the death god Myrkul’s influence waned across Faerûn and the dragon’s bones turned to dust. With Myrkul’s return to the
without the artifact, or in Claugiyliamatar’s body if it succeeded in stealing the ruinstone. In response, Lord Protector Neverember of Neverwinter offers the characters a purse of 8,000 gp to end the threat posed by the dragon.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. Ebondeath became a dracolich and was worshiped by the Cult of the Dragon until the death god Myrkul’s influence waned across Faerûn and the dragon’s bones turned to dust. With Myrkul’s return to the
without the artifact, or in Claugiyliamatar’s body if it succeeded in stealing the ruinstone. In response, Lord Protector Neverember of Neverwinter offers the characters a purse of 8,000 gp to end the threat posed by the dragon.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. Ebondeath became a dracolich and was worshiped by the Cult of the Dragon until the death god Myrkul’s influence waned across Faerûn and the dragon’s bones turned to dust. With Myrkul’s return to the
without the artifact, or in Claugiyliamatar’s body if it succeeded in stealing the ruinstone. In response, Lord Protector Neverember of Neverwinter offers the characters a purse of 8,000 gp to end the threat posed by the dragon.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Anhkolox Anhkoloxes are vicious undead creatures created from the bones of bears and other beasts. Their barbed bones grind and crack, often moving in seemingly impossible ways. Anhkoloxes are driven
about with their claws—they delight in knocking foes into pits full of jagged bones—and their barbed rib cage cracks open like a hunting trap to snap closed around a victim. Anhkolox
Huge Undead
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Anhkolox Anhkoloxes are vicious undead creatures created from the bones of bears and other beasts. Their barbed bones grind and crack, often moving in seemingly impossible ways. Anhkoloxes are driven
about with their claws—they delight in knocking foes into pits full of jagged bones—and their barbed rib cage cracks open like a hunting trap to snap closed around a victim. Anhkolox
Huge Undead
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Anhkolox Anhkoloxes are vicious undead creatures created from the bones of bears and other beasts. Their barbed bones grind and crack, often moving in seemingly impossible ways. Anhkoloxes are driven
about with their claws—they delight in knocking foes into pits full of jagged bones—and their barbed rib cage cracks open like a hunting trap to snap closed around a victim. Anhkolox
Huge Undead
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Skeletal Juggernaut A skeletal juggernaut is an oversized, bipedal assembly of bones that loses a portion of its mass with each step. These skeletal guardians hold together for only a short time
before disassembling into a gang of individual undead. Skeletal Juggernaut
Large undead, lawful evil
Armor Class 13 (armor scraps)
Hit Points 142 (19d10 + 38)
Speed 30 ft.
STR
16 (+3
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Skeletal Juggernaut As seen lumbering across the beaches in Isle of the Abbey, a skeletal juggernaut is an oversized, bipedal assembly of bones that loses a portion of its mass with each step. These
skeletal guardians hold together for only a short time before disassembling into a gang of individual undead. Skeletal Juggernaut
Large undead, lawful evil
Armor Class 13 (armor scraps)
Hit
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Skeletal Juggernaut A skeletal juggernaut is an oversized, bipedal assembly of bones that loses a portion of its mass with each step. These skeletal guardians hold together for only a short time
before disassembling into a gang of individual undead. Skeletal Juggernaut
Large undead, lawful evil
Armor Class 13 (armor scraps)
Hit Points 142 (19d10 + 38)
Speed 30 ft.
STR
16 (+3
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
armor out of dinosaur hide; shape weapons out of dinosaur bones, flint, and wood; and craft ornate jewelry out of bones, feathers, tusks, and stone beads. Albino dwarves haven’t forgotten how to
forge metal, but they seldom have the means to do so. Albino Dwarf Warrior
Medium humanoid (dwarf), any alignment
Armor Class 13 (hide armor)
Hit Points 30 (4d8 + 12)
Speed 25 ft.
STR
13
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
armor out of dinosaur hide; shape weapons out of dinosaur bones, flint, and wood; and craft ornate jewelry out of bones, feathers, tusks, and stone beads. Albino dwarves haven’t forgotten how to
forge metal, but they seldom have the means to do so. Albino Dwarf Warrior
Medium humanoid (dwarf), any alignment
Armor Class 13 (hide armor)
Hit Points 30 (4d8 + 12)
Speed 25 ft.
STR
13
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
armor out of dinosaur hide; shape weapons out of dinosaur bones, flint, and wood; and craft ornate jewelry out of bones, feathers, tusks, and stone beads. Albino dwarves haven’t forgotten how to
forge metal, but they seldom have the means to do so. Albino Dwarf Warrior
Medium humanoid (dwarf), any alignment
Armor Class 13 (hide armor)
Hit Points 30 (4d8 + 12)
Speed 25 ft.
STR
13
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Skeletal Juggernaut As seen lumbering across the beaches in Isle of the Abbey, a skeletal juggernaut is an oversized, bipedal assembly of bones that loses a portion of its mass with each step. These
skeletal guardians hold together for only a short time before disassembling into a gang of individual undead. Skeletal Juggernaut
Large undead, lawful evil
Armor Class 13 (armor scraps)
Hit
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Skeletal Juggernaut As seen lumbering across the beaches in Isle of the Abbey, a skeletal juggernaut is an oversized, bipedal assembly of bones that loses a portion of its mass with each step. These
skeletal guardians hold together for only a short time before disassembling into a gang of individual undead. Skeletal Juggernaut
Large undead, lawful evil
Armor Class 13 (armor scraps)
Hit
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Skeletal Juggernaut A skeletal juggernaut is an oversized, bipedal assembly of bones that loses a portion of its mass with each step. These skeletal guardians hold together for only a short time
before disassembling into a gang of individual undead. Skeletal Juggernaut
Large undead, lawful evil
Armor Class 13 (armor scraps)
Hit Points 142 (19d10 + 38)
Speed 30 ft.
STR
16 (+3
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Skeleton Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic. Skeleton
Medium undead
, lawful evil
Armor Class 13 (armor scraps)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
15 (+2)
INT
6 (−2)
WIS
8 (−1)
CHA
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Skeleton Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic. Skeleton
Medium undead
, lawful evil
Armor Class 13 (armor scraps)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
15 (+2)
INT
6 (−2)
WIS
8 (−1)
CHA
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Skeleton Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic. Skeleton
Medium undead
, lawful evil
Armor Class 13 (armor scraps)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
15 (+2)
INT
6 (−2)
WIS
8 (−1)
CHA
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, fat, skin, bones, and tusks. Walrus
Large beast, unaligned
Armor Class 9
Hit Points 22 (3d10 + 6)
Speed 20 ft., swim 40 ft.
STR
15 (+2)
DEX
9 (−1)
CON
14 (+2)
INT
specimen weighs at least 12,000 pounds. Giant Walrus
Huge beast, unaligned
Armor Class 9
Hit Points 85 (9d12 + 27)
Speed 20 ft., swim 40 ft.
STR
22 (+6)
DEX
9 (−1)
CON
16 (+3
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragonbone Golem A dragonbone golem is composed of dragon bones linked together with adamantine wire into the form of a dragon, animated by drawing on the bones’ inherent magic. Most dragonbone
golems are created by powerful dragons from the bones of vanquished rivals. Each bone is etched with intricate glyphs that allow animating power to flow through the golem’s form. Dragonbone golems
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, fat, skin, bones, and tusks. Walrus
Large beast, unaligned
Armor Class 9
Hit Points 22 (3d10 + 6)
Speed 20 ft., swim 40 ft.
STR
15 (+2)
DEX
9 (−1)
CON
14 (+2)
INT
specimen weighs at least 12,000 pounds. Giant Walrus
Huge beast, unaligned
Armor Class 9
Hit Points 85 (9d12 + 27)
Speed 20 ft., swim 40 ft.
STR
22 (+6)
DEX
9 (−1)
CON
16 (+3






