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Returning 35 results for 'bonus bringing diffusing courted returner'.
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classes
Xanathar's Guide to Everything
might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most
3rd
Bonus Proficiencies, Fighting Style, Blade Flourish
6th
Extra Attack
14th
Master’s Flourish
classes
Xanathar's Guide to Everything
might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most
3rd
Bonus Proficiencies, Fighting Style, Blade Flourish
6th
Extra Attack
14th
Master’s Flourish
Monsters
Locathah Rising
than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw
action to cause one of the following effects; Gar can’t use the same effect two rounds in a row.
Gar may teleport anywhere within the coral mountain, bringing up to five willing creatures with
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
their presence is courted as a sign of status among rulers. Champion
Medium humanoid (any race), any alignment
Armor Class 18 (plate)
Hit Points 143 (22d8 + 44)
Speed 30 ft.
STR
20 (+5
or Long Rest). As a bonus action, the champion can regain 20 hit points.
Actions
Multiattack. The champion makes three attacks with its greatsword or its shortbow.
Greatsword. Melee Weapon Attack
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
their presence is courted as a sign of status among rulers. Champion
Medium humanoid (any race), any alignment
Armor Class 18 (plate)
Hit Points 143 (22d8 + 44)
Speed 30 ft.
STR
20 (+5
or Long Rest). As a bonus action, the champion can regain 20 hit points.
Actions
Multiattack. The champion makes three attacks with its greatsword or its shortbow.
Greatsword. Melee Weapon Attack
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
presence is courted as a sign of status among rulers. Champion
Medium humanoid (any race), any alignment
Armor Class 18 (plate)
Hit Points 143 (22d8 + 44)
Speed 30 ft.
STR
20(+5)
DEX
bonus action, the champion can regain 20 hit points.
Actions
Multiattack. The champion makes three attacks with its greatsword or its shortbow.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
their presence is courted as a sign of status among rulers. Champion
Medium humanoid (any race), any alignment
Armor Class 18 (plate)
Hit Points 143 (22d8 + 44)
Speed 30 ft.
STR
20 (+5
or Long Rest). As a bonus action, the champion can regain 20 hit points.
Actions
Multiattack. The champion makes three attacks with its greatsword or its shortbow.
Greatsword. Melee Weapon Attack
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
presence is courted as a sign of status among rulers. Champion
Medium humanoid (any race), any alignment
Armor Class 18 (plate)
Hit Points 143 (22d8 + 44)
Speed 30 ft.
STR
20(+5)
DEX
bonus action, the champion can regain 20 hit points.
Actions
Multiattack. The champion makes three attacks with its greatsword or its shortbow.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
presence is courted as a sign of status among rulers. Champion
Medium humanoid (any race), any alignment
Armor Class 18 (plate)
Hit Points 143 (22d8 + 44)
Speed 30 ft.
STR
20(+5)
DEX
bonus action, the champion can regain 20 hit points.
Actions
Multiattack. The champion makes three attacks with its greatsword or its shortbow.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
nobles, and their presence is courted as a sign of status among rulers. A typical champion bears a coat of arms, heraldry that is associated with the champion far and wide. You may create a coat of arms
Common)
Challenge 9 (5,000 XP) Proficiency Bonus +4
Indomitable (2/Day). The champion rerolls a failed saving throw.
Actions
Multiattack. The champion makes three Greatsword or Shortbow
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
nobles, and their presence is courted as a sign of status among rulers. A typical champion bears a coat of arms, heraldry that is associated with the champion far and wide. You may create a coat of arms
Common)
Challenge 9 (5,000 XP) Proficiency Bonus +4
Indomitable (2/Day). The champion rerolls a failed saving throw.
Actions
Multiattack. The champion makes three Greatsword or Shortbow
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
nobles, and their presence is courted as a sign of status among rulers. A typical champion bears a coat of arms, heraldry that is associated with the champion far and wide. You may create a coat of arms
Common)
Challenge 9 (5,000 XP) Proficiency Bonus +4
Indomitable (2/Day). The champion rerolls a failed saving throw.
Actions
Multiattack. The champion makes three Greatsword or Shortbow
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Harengon Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s
this race. Speed. Your walking speed is 30 feet. Hare-Trigger. You can add your proficiency bonus to your initiative rolls. Leporine Senses. You have proficiency in the Perception skill. Lucky Footwork
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Harengon Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s
this race. Speed. Your walking speed is 30 feet. Hare-Trigger. You can add your proficiency bonus to your initiative rolls. Leporine Senses. You have proficiency in the Perception skill. Lucky Footwork
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Harengon Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s
this race. Speed. Your walking speed is 30 feet. Hare-Trigger. You can add your proficiency bonus to your initiative rolls. Leporine Senses. You have proficiency in the Perception skill. Lucky Footwork
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Nonaton Modron When modrons act against the will of Primus, nonatons are charged with bringing those rogue units into line. These inspectors also interrogate captured trespassers of Mechanus
(5,900 XP) Proficiency Bonus +4
Axiomatic Mind. The nonaton can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The nonaton has advantage on initiative rolls
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
a bonus action up to 30 feet to an unoccupied space it can see. In addition, every creature that starts its turn within 5 feet of the cultist must make a DC 15 Dexterity saving throw, taking 16 (3d10
) radiant damage on a failed save, or half as much damage on a successful one. Cult of Tharizdun the Chained God Tharizdun’s Spark (Recharge 6). As a bonus action, the cultist touches a simple or
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Nonaton Modron When modrons act against the will of Primus, nonatons are charged with bringing those rogue units into line. These inspectors also interrogate captured trespassers of Mechanus
(5,900 XP) Proficiency Bonus +4
Axiomatic Mind. The nonaton can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The nonaton has advantage on initiative rolls
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Obsession with Tragedy. Green hags revel in the failings and tragedies of other creatures. They derive joy from bringing people low and seeing hope turn into despair, not just for individuals but also
magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
a bonus action up to 30 feet to an unoccupied space it can see. In addition, every creature that starts its turn within 5 feet of the cultist must make a DC 15 Dexterity saving throw, taking 16 (3d10
) radiant damage on a failed save, or half as much damage on a successful one. Cult of Tharizdun the Chained God Tharizdun’s Spark (Recharge 6). As a bonus action, the cultist touches a simple or
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
a bonus action up to 30 feet to an unoccupied space it can see. In addition, every creature that starts its turn within 5 feet of the cultist must make a DC 15 Dexterity saving throw, taking 16 (3d10
) radiant damage on a failed save, or half as much damage on a successful one. Cult of Tharizdun the Chained God Tharizdun’s Spark (Recharge 6). As a bonus action, the cultist touches a simple or
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Obsession with Tragedy. Green hags revel in the failings and tragedies of other creatures. They derive joy from bringing people low and seeing hope turn into despair, not just for individuals but also
magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Nonaton Modron When modrons act against the will of Primus, nonatons are charged with bringing those rogue units into line. These inspectors also interrogate captured trespassers of Mechanus
(5,900 XP) Proficiency Bonus +4
Axiomatic Mind. The nonaton can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The nonaton has advantage on initiative rolls
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Obsession with Tragedy. Green hags revel in the failings and tragedies of other creatures. They derive joy from bringing people low and seeing hope turn into despair, not just for individuals but also
magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
from the Shadowfell and then put them to work as temple sentinels, bodyguards, and punishers of nonbelievers, heretics, and apostates. The method for bringing shadow mastiffs into the world is also
(Perception) checks that rely on hearing or smell.
Shadow Blend. While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
from the Shadowfell and then put them to work as temple sentinels, bodyguards, and punishers of nonbelievers, heretics, and apostates. The method for bringing shadow mastiffs into the world is also
(Perception) checks that rely on hearing or smell.
Shadow Blend. While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
from the Shadowfell and then put them to work as temple sentinels, bodyguards, and punishers of nonbelievers, heretics, and apostates. The method for bringing shadow mastiffs into the world is also
(Perception) checks that rely on hearing or smell.
Shadow Blend. While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Languages Common, Deep Speech, telepathy 120 ft.
Challenge 15 (13,000 XP) Proficiency Bonus +5
Far Realm Parasite. Inside the lich’s torso dwells a wormlike parasite that contains the lich’s soul
Old Ones table to determine which entity gave an eldritch lich its parasite. Great Old Ones d6 Form 1 Cthulhu 2 Tharizdun, the Chained God 3 Dendar, the Night Serpent 4 Ghaunadaur 5 Zargon, the Returner 6 That Which Lurks
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Languages Common, Deep Speech, telepathy 120 ft.
Challenge 15 (13,000 XP) Proficiency Bonus +5
Far Realm Parasite. Inside the lich’s torso dwells a wormlike parasite that contains the lich’s soul
Old Ones table to determine which entity gave an eldritch lich its parasite. Great Old Ones d6 Form 1 Cthulhu 2 Tharizdun, the Chained God 3 Dendar, the Night Serpent 4 Ghaunadaur 5 Zargon, the Returner 6 That Which Lurks
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Languages Common, Deep Speech, telepathy 120 ft.
Challenge 15 (13,000 XP) Proficiency Bonus +5
Far Realm Parasite. Inside the lich’s torso dwells a wormlike parasite that contains the lich’s soul
Old Ones table to determine which entity gave an eldritch lich its parasite. Great Old Ones d6 Form 1 Cthulhu 2 Tharizdun, the Chained God 3 Dendar, the Night Serpent 4 Ghaunadaur 5 Zargon, the Returner 6 That Which Lurks
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the region’s typical climate. If Zargon dies, these effects fade over the course of 1d10 days. Zargon the Returner Huge Aberration, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 253 (22d12
., passive Perception 20
Languages all, telepathy 120 ft.
Challenge 17 (18,000 XP) Proficiency Bonus +6
Legendary Resistance (4/Day). If Zargon fails a saving throw, it can choose to succeed
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the region’s typical climate. If Zargon dies, these effects fade over the course of 1d10 days. Zargon the Returner Huge Aberration, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 253 (22d12
., passive Perception 20
Languages all, telepathy 120 ft.
Challenge 17 (18,000 XP) Proficiency Bonus +6
Legendary Resistance (4/Day). If Zargon fails a saving throw, it can choose to succeed
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the region’s typical climate. If Zargon dies, these effects fade over the course of 1d10 days. Zargon the Returner Huge Aberration, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 253 (22d12
., passive Perception 20
Languages all, telepathy 120 ft.
Challenge 17 (18,000 XP) Proficiency Bonus +6
Legendary Resistance (4/Day). If Zargon fails a saving throw, it can choose to succeed
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
stopped bringing offerings to Amun Sa’s tomb. The threat of starvation loomed over Nafik and his priests. In a desperate measure, Nafik wrought a haphazard ritual on himself and his fellow priests
, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 6 (2,300 XP) Proficiency Bonus +3
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and
. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers. College of Swords Features Bard Level Feature 3rd Bonus






