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Returning 35 results for 'border being diffusing checks recovery'.
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Monsters
Lorwyn: First Light
Lorwyn-Shadowmoor sleeps, it often has vivid, dramatic dreams. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots
, restorative slumber. The giant gains 20 Temporary Hit Points and has the Unconscious condition until it takes damage or the end of its next turn. The giant has Advantage on ability checks and saving throws for 1 minute.
Yeth Hound
Legacy
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Monsters
Volo's Guide to Monsters
Keen Hearing and Smell. The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Sunlight Banishment. If the yeth hound starts its turn in sunlight, it is transported
to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot
Monsters
Fizban's Treasury of Dragons
storage. Occasionally, though, a whimsical moonstone dragon delights in shaking things up, insisting that visitors come to the Border Ethereal for a meeting or sleeping in the middle of a heavily
a moonstone dragon’s lair that lie in the Border Ethereal.A Moonstone Dragon’s Lair
For their lairs, moonstone dragons look for places kissed by the moon; lonely peaks, forest clearings
Monsters
Waterdeep: Dungeon of the Mad Mage
Special Equipment. Halaster wears a robe of eyes that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom (Perception) checks that rely on
restrictions (see “Alterations to Magic”).
Arcane Recovery (1/Day). When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower.
Legendary Resistance (3
Monsters
Fizban's Treasury of Dragons
things up, insisting that visitors come to the Border Ethereal for a meeting or sleeping in the middle of a heavily trafficked forest on the Material Plane.
Moonstone dragons navigate their
the Material Plane. And features such as the cloud bridges of the silver dragon lair (map 5.13) can be used for the parts of a moonstone dragon’s lair that lie in the Border Ethereal.A Moonstone
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Border Ethereal, unwilling to depart until its work is complete. (For more information on the Border Ethereal, see the “Ethereal Plane” section in the Dungeon Master’s Guide.) Spirit of Macreadus From
the Border Ethereal, the restless spirit of Macreadus can observe happenings in and around the cabin, but it can’t manifest physically on the Material Plane. Characters can see the restless spirit of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Border Ethereal, unwilling to depart until its work is complete. (For more information on the Border Ethereal, see the “Ethereal Plane” section in the Dungeon Master’s Guide.) Spirit of Macreadus From
the Border Ethereal, the restless spirit of Macreadus can observe happenings in and around the cabin, but it can’t manifest physically on the Material Plane. Characters can see the restless spirit of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Border Ethereal, unwilling to depart until its work is complete. (For more information on the Border Ethereal, see the “Ethereal Plane” section in the Dungeon Master’s Guide.) Spirit of Macreadus From
the Border Ethereal, the restless spirit of Macreadus can observe happenings in and around the cabin, but it can’t manifest physically on the Material Plane. Characters can see the restless spirit of
Monsters
Fizban's Treasury of Dragons
populations flourish within 6 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are made with advantage.
If the dragon dies, the animal population near
the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The increased Hit Die recovery ends immediately. The existing abundance of
Monsters
Fizban's Treasury of Dragons
regains two additional spent Hit Dice.
Thriving Wildlife. Animal populations flourish within 6 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are
increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate.Cold, RadiantChange Shape. The dragon magically transforms into
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Sunlight Banishment. If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane
. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Sunlight Banishment. If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane
. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Sunlight Banishment. If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane
. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following round. Regional Effects The region surrounding a legendary moonstone dragon’s lair is altered by
Transition. The veil between planes is thinned near a moonstone dragon’s lair. Various portals link the Material Plane, the Feywild, and the Border Ethereal within 6 miles of the lair. Creatures can pass
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following round. Regional Effects The region surrounding a legendary moonstone dragon’s lair is altered by
Transition. The veil between planes is thinned near a moonstone dragon’s lair. Various portals link the Material Plane, the Feywild, and the Border Ethereal within 6 miles of the lair. Creatures can pass
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following round. Regional Effects The region surrounding a legendary moonstone dragon’s lair is altered by
Transition. The veil between planes is thinned near a moonstone dragon’s lair. Various portals link the Material Plane, the Feywild, and the Border Ethereal within 6 miles of the lair. Creatures can pass
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. Animal populations flourish within 6 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are made with advantage. If the dragon dies, the animal
population near the lair returns to normal levels over the course of 1d10 days. The increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
horrors hang from the walls here. They have grown lazy and distracted by their imprisonment, so characters have advantage on Dexterity (Stealth) checks made against the horrors until any character is
. Any hook horrors there attack only if the intruders slay or drive off the gorgons. White Gate. A white gate is situated in the opening in the rock wall that leads to the Forest of Recovery. Forest of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. Animal populations flourish within 6 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are made with advantage. If the dragon dies, the animal
population near the lair returns to normal levels over the course of 1d10 days. The increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. Animal populations flourish within 6 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are made with advantage. If the dragon dies, the animal
population near the lair returns to normal levels over the course of 1d10 days. The increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
horrors hang from the walls here. They have grown lazy and distracted by their imprisonment, so characters have advantage on Dexterity (Stealth) checks made against the horrors until any character is
. Any hook horrors there attack only if the intruders slay or drive off the gorgons. White Gate. A white gate is situated in the opening in the rock wall that leads to the Forest of Recovery. Forest of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
horrors hang from the walls here. They have grown lazy and distracted by their imprisonment, so characters have advantage on Dexterity (Stealth) checks made against the horrors until any character is
. Any hook horrors there attack only if the intruders slay or drive off the gorgons. White Gate. A white gate is situated in the opening in the rock wall that leads to the Forest of Recovery. Forest of
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
vivid, dramatic dreams. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots with enormous stone archways to
has the Unconscious condition until it takes damage or the end of its next turn. The giant has Advantage on ability checks and saving throws for 1 minute.
Shadowmoor Giant A giant in Shadowmoor
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
vivid, dramatic dreams. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots with enormous stone archways to
has the Unconscious condition until it takes damage or the end of its next turn. The giant has Advantage on ability checks and saving throws for 1 minute.
Shadowmoor Giant A giant in Shadowmoor
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
vivid, dramatic dreams. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots with enormous stone archways to
has the Unconscious condition until it takes damage or the end of its next turn. The giant has Advantage on ability checks and saving throws for 1 minute.
Shadowmoor Giant A giant in Shadowmoor
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
her bed, Jorlan realized his recovery would never be sufficient to regain what he had lost. His heartbreak and loss has since become a virulent hatred for Ilvara and Shoor that slowly eats at him
. Because of his injuries, Jorlan has disadvantage on attack rolls, Dexterity checks, and Dexterity saving throws. Drow Warriors The remaining drow males garrisoning Velkynvelve are named Balok, Bemeril
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
eyes that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom (Perception) checks that rely on sight, and allows him to see invisible creatures
Recovery (1/Day). When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower.
Legendary Resistance (3/Day). If Halaster fails a saving throw, he can choose to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
her bed, Jorlan realized his recovery would never be sufficient to regain what he had lost. His heartbreak and loss has since become a virulent hatred for Ilvara and Shoor that slowly eats at him
. Because of his injuries, Jorlan has disadvantage on attack rolls, Dexterity checks, and Dexterity saving throws. Drow Warriors The remaining drow males garrisoning Velkynvelve are named Balok, Bemeril
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
checks if the characters wander the streets or go off in search of other survivors. If an encounter is indicated, roll on the Encounters in Elturel table or choose an encounter you like. Each encounter
emerging from the rubble. To keep the trapped victims from suffocating or being crushed, the characters must succeed on a total of six ability checks to rescue them before incurring three failures. The
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
checks if the characters wander the streets or go off in search of other survivors. If an encounter is indicated, roll on the Encounters in Elturel table or choose an encounter you like. Each encounter
emerging from the rubble. To keep the trapped victims from suffocating or being crushed, the characters must succeed on a total of six ability checks to rescue them before incurring three failures. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
eyes that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom (Perception) checks that rely on sight, and allows him to see invisible creatures
Recovery (1/Day). When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower.
Legendary Resistance (3/Day). If Halaster fails a saving throw, he can choose to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
her bed, Jorlan realized his recovery would never be sufficient to regain what he had lost. His heartbreak and loss has since become a virulent hatred for Ilvara and Shoor that slowly eats at him
. Because of his injuries, Jorlan has disadvantage on attack rolls, Dexterity checks, and Dexterity saving throws. Drow Warriors The remaining drow males garrisoning Velkynvelve are named Balok, Bemeril
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
eyes that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom (Perception) checks that rely on sight, and allows him to see invisible creatures
Recovery (1/Day). When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower.
Legendary Resistance (3/Day). If Halaster fails a saving throw, he can choose to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
checks if the characters wander the streets or go off in search of other survivors. If an encounter is indicated, roll on the Encounters in Elturel table or choose an encounter you like. Each encounter
emerging from the rubble. To keep the trapped victims from suffocating or being crushed, the characters must succeed on a total of six ability checks to rescue them before incurring three failures. The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
its speed toward a hostile creature that it can see.
Keen Smell. The girallon has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The girallon makes five attacks
with the monsters. For instance, yuan-ti enslave girallons, turning them into border sentinels for their serpent kingdoms. Because girallons are known to be peaceful among their own kind, some






