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Returning 35 results for 'borders body diffusing con rally'.
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Spells
Player’s Handbook
.
Mod
Save
STR
18
+4
+4
DEX
10
+0
+0
CON
18
+4
+4
Mod
Save
INT
14
+2
+2
WIS
11
+0
+0
CHA
5
you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Heated Body (Metal Only). A creature that hits the spirit with a melee attack or that starts its turn in a grapple with the spirit
Magic Items
Dungeon Master’s Guide
CON
16
+3
+3
Mod
Save
INT
16
+3
+3
WIS
16
+3
+3
CHA
16
+3
+3
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened
, which must be cleared out before you can claim the keep as yours.
Void. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings
classes
Forgotten Realms: Heroes of Faerûn
Rally Fellow Heroes with Inspiring Leadership
Bannerets are paragons of valor and leadership who protect the innocent and rally fellow adventurers to the causes of justice and freedom. Many are
borders.
A Banneret relies on judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A lone Banneret is a skilled warrior, but when leading a band of allies one of these warriors can transform even a poorly equipped militia into a ferocious war band.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, but it quickly consumes them, body and soul.Zuggtmoy’s Lair
Zuggtmoy’s principal lair is her palace on Shedaklah. It consists of two dozen immense mushrooms of pale yellow and rancid
;t take the same lair action two rounds in a row:
Rally Plants. Up to four Plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see can use their reactions to move up to their speed
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
summoner Speed 60 ft., fly 60 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
16 (+3)
16 (+3)
16 (+3)
16 (+3)
16 (+3)
16 (+3)
Damage Immunities necrotic, poison
Condition
apply it.
The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your
spells
Tasha’s Cauldron of Everything
spell (natural armor)
Hit Points 40 + 15 for each spell level above 4th
Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
14 (+2)
WIS
darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Heated Body (Metal Only). A creature that
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
properties, the city attracts an unusually large number of powerful adventurers and spellcasters. If the citadel is attacked, no fewer than a dozen archmages and twenty mages led by Sholeh rally. If
Diamond’s illumination also provides strong protection. It radiates bright light throughout the city and dim light 1,000 feet beyond the city’s borders. This light is akin to sunlight, which many natives of the Ethereal Plane and evil Undead abhor.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
properties, the city attracts an unusually large number of powerful adventurers and spellcasters. If the citadel is attacked, no fewer than a dozen archmages and twenty mages led by Sholeh rally. If
Diamond’s illumination also provides strong protection. It radiates bright light throughout the city and dim light 1,000 feet beyond the city’s borders. This light is akin to sunlight, which many natives of the Ethereal Plane and evil Undead abhor.
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
properties, the city attracts an unusually large number of powerful adventurers and spellcasters. If the citadel is attacked, no fewer than a dozen archmages and twenty mages led by Sholeh rally. If
Diamond’s illumination also provides strong protection. It radiates bright light throughout the city and dim light 1,000 feet beyond the city’s borders. This light is akin to sunlight, which many natives of the Ethereal Plane and evil Undead abhor.
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
properties, the city attracts an unusually large number of powerful adventurers and spellcasters. If the citadel is attacked, no fewer than a dozen archmages and twenty mages led by Sholeh rally. If
Diamond’s illumination also provides strong protection. It radiates bright light throughout the city and dim light 1,000 feet beyond the city’s borders. This light is akin to sunlight, which many natives of the Ethereal Plane and evil Undead abhor.
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
properties, the city attracts an unusually large number of powerful adventurers and spellcasters. If the citadel is attacked, no fewer than a dozen archmages and twenty mages led by Sholeh rally. If
Diamond’s illumination also provides strong protection. It radiates bright light throughout the city and dim light 1,000 feet beyond the city’s borders. This light is akin to sunlight, which many natives of the Ethereal Plane and evil Undead abhor.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
properties, the city attracts an unusually large number of powerful adventurers and spellcasters. If the citadel is attacked, no fewer than a dozen archmages and twenty mages led by Sholeh rally. If
Diamond’s illumination also provides strong protection. It radiates bright light throughout the city and dim light 1,000 feet beyond the city’s borders. This light is akin to sunlight, which many natives of the Ethereal Plane and evil Undead abhor.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Mordenheim can place a creature’s brain or head into another body, moving it from a donor to a recipient. The process requires the donor to have a brain and either be incapacitated or to have been dead for
less than 24 hours. In an operation that takes 1 hour, the doctor transfers the donor’s brain or head from their body to the incapacitated or dead corporeal body of a creature without a brain. The
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Mordenheim can place a creature’s brain or head into another body, moving it from a donor to a recipient. The process requires the donor to have a brain and either be incapacitated or to have been dead for
less than 24 hours. In an operation that takes 1 hour, the doctor transfers the donor’s brain or head from their body to the incapacitated or dead corporeal body of a creature without a brain. The
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Mordenheim can place a creature’s brain or head into another body, moving it from a donor to a recipient. The process requires the donor to have a brain and either be incapacitated or to have been dead for
less than 24 hours. In an operation that takes 1 hour, the doctor transfers the donor’s brain or head from their body to the incapacitated or dead corporeal body of a creature without a brain. The
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
warriors produced by a culture that centers around perfecting the mind and body for war. Their armies have rarely tasted defeat as they expand the borders of Akros, seizing new lands and bounty.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
warriors produced by a culture that centers around perfecting the mind and body for war. Their armies have rarely tasted defeat as they expand the borders of Akros, seizing new lands and bounty.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
warriors produced by a culture that centers around perfecting the mind and body for war. Their armies have rarely tasted defeat as they expand the borders of Akros, seizing new lands and bounty.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Kith’rak
Medium humanoid (gith), lawful evil
Armor Class 18 (plate)
Hit Points 180 (24d8 + 72)
Speed 30 ft.
STR
18(+4)
DEX
16(+3)
CON
17(+3)
INT
16(+3)
WIS
15(+2
)
CHA
17(+3)
Saving Throws Con +7, Int +7, Wis +6
Skills Intimidation +7, Perception +6
Senses passive Perception 16
Languages Gith
Challenge 12 (8,400 XP)
Innate Spellcasting
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Kith’rak
Medium humanoid (gith), lawful evil
Armor Class 18 (plate)
Hit Points 180 (24d8 + 72)
Speed 30 ft.
STR
18(+4)
DEX
16(+3)
CON
17(+3)
INT
16(+3)
WIS
15(+2
)
CHA
17(+3)
Saving Throws Con +7, Int +7, Wis +6
Skills Intimidation +7, Perception +6
Senses passive Perception 16
Languages Gith
Challenge 12 (8,400 XP)
Innate Spellcasting
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Kith’rak
Medium humanoid (gith), lawful evil
Armor Class 18 (plate)
Hit Points 180 (24d8 + 72)
Speed 30 ft.
STR
18(+4)
DEX
16(+3)
CON
17(+3)
INT
16(+3)
WIS
15(+2
)
CHA
17(+3)
Saving Throws Con +7, Int +7, Wis +6
Skills Intimidation +7, Perception +6
Senses passive Perception 16
Languages Gith
Challenge 12 (8,400 XP)
Innate Spellcasting
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
130 (20d8 + 40)
Speed 30 ft.
STR
17 (+3)
DEX
15 (+2)
CON
14 (+2)
INT
16 (+3)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws Con +6, Int +7, Wis +6
)
Speed 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
17 (+3)
INT
16 (+3)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws Con +7, Int +7, Wis +6
Skills Intimidation +7
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
130 (20d8 + 40)
Speed 30 ft.
STR
17 (+3)
DEX
15 (+2)
CON
14 (+2)
INT
16 (+3)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws Con +6, Int +7, Wis +6
)
Speed 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
17 (+3)
INT
16 (+3)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws Con +7, Int +7, Wis +6
Skills Intimidation +7
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
130 (20d8 + 40)
Speed 30 ft.
STR
17 (+3)
DEX
15 (+2)
CON
14 (+2)
INT
16 (+3)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws Con +6, Int +7, Wis +6
)
Speed 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
17 (+3)
INT
16 (+3)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws Con +7, Int +7, Wis +6
Skills Intimidation +7
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
, designed to collapse under the weight of any creature heavier than a kobold. On occasion, the route through a kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might
lay up to six eggs per year, and an egg matures for two to three months before it hatches.
Kobolds don’t engage in funeral ceremonies; a dead kobold’s body is burned or disposed of in
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Construct (Warforged), Typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 153 (18d8 + 72)
Speed 30 ft.
STR
18 (+4)
DEX
13 (+1)
CON
19 (+4)
INT
14 (+2)
WIS
14 (+2
target can see or hear the lieutenant, the target can make one melee attack using its reaction, if available, and has advantage on the attack roll.
Rally the Troops (1/Day). The lieutenant ends the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
(+0)
CON
14 (+2)
INT
13 (+1)
WIS
16 (+3)
CHA
10 (+0)
Skills Stealth +4
Senses darkvision 60 ft., passive Perception 13
Languages Aartuk
Challenge 2 (450 XP
spellcasting ability:
1/day each: revivify, speak with plants
Bonus Actions
Rally the Troops (1/Day). The aartuk magically ends the charmed and frightened conditions on itself and each creature
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+ 56)
Speed 30 ft.
Mod Save
Str 14 +2 +6
Dex 22 +6 +10
Con 14 +2 +2
Mod Save
Int 12 +1 +1
Wis 14 +2 +6
Cha 19 +4 +8
Skills
the start of the pirate’s next turn.
Pistol. Ranged Attack Roll: +10, range 30/90 ft. Hit: 28 (4d10 + 6) Piercing damage.
Bonus Actions
Rally (1/Day). The pirate chooses up to three other
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+ 56)
Speed 30 ft.
Mod Save
Str 14 +2 +6
Dex 22 +6 +10
Con 14 +2 +2
Mod Save
Int 12 +1 +1
Wis 14 +2 +6
Cha 19 +4 +8
Skills
the start of the pirate’s next turn.
Pistol. Ranged Attack Roll: +10, range 30/90 ft. Hit: 28 (4d10 + 6) Piercing damage.
Bonus Actions
Rally (1/Day). The pirate chooses up to three other
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
(+0)
CON
14 (+2)
INT
13 (+1)
WIS
16 (+3)
CHA
10 (+0)
Skills Stealth +4
Senses darkvision 60 ft., passive Perception 13
Languages Aartuk
Challenge 2 (450 XP
spellcasting ability:
1/day each: revivify, speak with plants
Bonus Actions
Rally the Troops (1/Day). The aartuk magically ends the charmed and frightened conditions on itself and each creature
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Construct (Warforged), Typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 153 (18d8 + 72)
Speed 30 ft.
STR
18 (+4)
DEX
13 (+1)
CON
19 (+4)
INT
14 (+2)
WIS
14 (+2
target can see or hear the lieutenant, the target can make one melee attack using its reaction, if available, and has advantage on the attack roll.
Rally the Troops (1/Day). The lieutenant ends the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
(+0)
CON
14 (+2)
INT
13 (+1)
WIS
16 (+3)
CHA
10 (+0)
Skills Stealth +4
Senses darkvision 60 ft., passive Perception 13
Languages Aartuk
Challenge 2 (450 XP
spellcasting ability:
1/day each: revivify, speak with plants
Bonus Actions
Rally the Troops (1/Day). The aartuk magically ends the charmed and frightened conditions on itself and each creature
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Construct (Warforged), Typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 153 (18d8 + 72)
Speed 30 ft.
STR
18 (+4)
DEX
13 (+1)
CON
19 (+4)
INT
14 (+2)
WIS
14 (+2
target can see or hear the lieutenant, the target can make one melee attack using its reaction, if available, and has advantage on the attack roll.
Rally the Troops (1/Day). The lieutenant ends the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+ 56)
Speed 30 ft.
Mod Save
Str 14 +2 +6
Dex 22 +6 +10
Con 14 +2 +2
Mod Save
Int 12 +1 +1
Wis 14 +2 +6
Cha 19 +4 +8
Skills
the start of the pirate’s next turn.
Pistol. Ranged Attack Roll: +10, range 30/90 ft. Hit: 28 (4d10 + 6) Piercing damage.
Bonus Actions
Rally (1/Day). The pirate chooses up to three other
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Centaur Reclusive wanderers and omen-readers of the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of
other creatures. Centaur
Large monstrosity, neutral good
Armor Class 12
Hit Points 45 (6d10 + 12)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
9 (-1






