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Returning 29 results for 'both blows diffusing compared replace'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
opportunity to replace his hated rival.
Among the archdevils, Geryon is known for his martial prowess. He is a ferocious hunter and a relentless tracker. He often joins his troops in battle; he loves
allows him to summon enslaved minotaurs.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs
Monsters
Mordenkainen Presents: Monsters of the Multiverse
teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4
use this opportunity to replace his hated rival.
Among the archdevils, Geryon is known for his martial prowess. He is a ferocious hunter and a relentless tracker. He often joins his troops in battle
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature
until the end of your next turn. Flurry of Healing and Harm 11th-level Way of Mercy feature You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature
until the end of your next turn. Flurry of Healing and Harm 11th-level Way of Mercy feature You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature
until the end of your next turn. Flurry of Healing and Harm 11th-level Way of Mercy feature You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
or tone of your campaign, you can pull them out of the class and replace them with new ones. In doing so, you should strive to make sure that the new options are just as appealing as the ones you are
to help a player express a particular character concept, and any class feature you replace is also removing an aspect of that character. Substituting a class feature should be done only to fit a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
or tone of your campaign, you can pull them out of the class and replace them with new ones. In doing so, you should strive to make sure that the new options are just as appealing as the ones you are
to help a player express a particular character concept, and any class feature you replace is also removing an aspect of that character. Substituting a class feature should be done only to fit a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
or tone of your campaign, you can pull them out of the class and replace them with new ones. In doing so, you should strive to make sure that the new options are just as appealing as the ones you are
to help a player express a particular character concept, and any class feature you replace is also removing an aspect of that character. Substituting a class feature should be done only to fit a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Superiority Dice. You have four superiority
Enemy Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Superiority Dice. You have four superiority
Enemy Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Superiority Dice. You have four superiority
Enemy Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
marshals his followers and seeks to discover the means to replace his hated rival. Among the archdevils, Geryon and Zariel are especially known for martial prowess. He is a ferocious hunter and a
action that allows him to summon enslaved minotaurs.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4 minotaurs to appear in unoccupied spaces of his choice within 600 feet of him
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
lordship over Stygia, but he has been trapped in an enormous block of ice at the command of Asmodeus. In response, Geryon is marshaling his followers, hoping to use this opportunity to replace his hated
rolled from the damage.
Variant: Sound the Horn Geryon can have an action that allows him to summon minotaurs. Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4 minotaurs (see the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
lordship over Stygia, but he has been trapped in an enormous block of ice at the command of Asmodeus. In response, Geryon is marshaling his followers, hoping to use this opportunity to replace his hated
rolled from the damage.
Variant: Sound the Horn Geryon can have an action that allows him to summon minotaurs. Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4 minotaurs (see the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
lordship over Stygia, but he has been trapped in an enormous block of ice at the command of Asmodeus. In response, Geryon is marshaling his followers, hoping to use this opportunity to replace his hated
rolled from the damage.
Variant: Sound the Horn Geryon can have an action that allows him to summon minotaurs. Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4 minotaurs (see the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
marshals his followers and seeks to discover the means to replace his hated rival. Among the archdevils, Geryon and Zariel are especially known for martial prowess. He is a ferocious hunter and a
action that allows him to summon enslaved minotaurs.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4 minotaurs to appear in unoccupied spaces of his choice within 600 feet of him
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
marshals his followers and seeks to discover the means to replace his hated rival. Among the archdevils, Geryon and Zariel are especially known for martial prowess. He is a ferocious hunter and a
action that allows him to summon enslaved minotaurs.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4 minotaurs to appear in unoccupied spaces of his choice within 600 feet of him
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
attack. You learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different
replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
attack. You learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different
replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
attack. You learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different
replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
workshop to the south. A simple furnace—its light and heat humble compared to the Star Forge—fills one wall of the southern chamber. Heaped in a pile near the furnace are metal building materials, gigantic
using either mason’s tools or the Sleight of Hand skill. Failing the check causes the runestone to break. Alternatively, any character can remove the cracked runestone and replace it with the stone
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
workshop to the south. A simple furnace—its light and heat humble compared to the Star Forge—fills one wall of the southern chamber. Heaped in a pile near the furnace are metal building materials, gigantic
using either mason’s tools or the Sleight of Hand skill. Failing the check causes the runestone to break. Alternatively, any character can remove the cracked runestone and replace it with the stone
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
workshop to the south. A simple furnace—its light and heat humble compared to the Star Forge—fills one wall of the southern chamber. Heaped in a pile near the furnace are metal building materials, gigantic
using either mason’s tools or the Sleight of Hand skill. Failing the check causes the runestone to break. Alternatively, any character can remove the cracked runestone and replace it with the stone
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
servant, use the mummy lord stat block, but omit its lair actions and regional effects, and replace its sand-based effects with spore-based ones that are functionally identical. Use the vrock stat block
while avoiding contact with the fog. Pulsing with arcane power, she blows the fog away before collapsing. She recovers after 1 minute with only a hazy memory of what she did. A gust of wind spell or
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
servant, use the mummy lord stat block, but omit its lair actions and regional effects, and replace its sand-based effects with spore-based ones that are functionally identical. Use the vrock stat block
while avoiding contact with the fog. Pulsing with arcane power, she blows the fog away before collapsing. She recovers after 1 minute with only a hazy memory of what she did. A gust of wind spell or
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
servant, use the mummy lord stat block, but omit its lair actions and regional effects, and replace its sand-based effects with spore-based ones that are functionally identical. Use the vrock stat block
while avoiding contact with the fog. Pulsing with arcane power, she blows the fog away before collapsing. She recovers after 1 minute with only a hazy memory of what she did. A gust of wind spell or
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
blows up from below, bringing with it the scent of dust and a faint trace of rot.
3. Crumbled Courtyard The narrow stairs empty into a small courtyard, apparently the top of what was once a
Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone around it, compared to the surrounding floor. Wedging an iron spike
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
blows up from below, bringing with it the scent of dust and a faint trace of rot.
3. Crumbled Courtyard The narrow stairs empty into a small courtyard, apparently the top of what was once a
Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone around it, compared to the surrounding floor. Wedging an iron spike
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
blows up from below, bringing with it the scent of dust and a faint trace of rot.
3. Crumbled Courtyard The narrow stairs empty into a small courtyard, apparently the top of what was once a
Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone around it, compared to the surrounding floor. Wedging an iron spike






