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Returning 35 results for 'both body diffusing caster resilience'.
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Monsters
Waterdeep: Dragon Heist
targets only him (not in an area of effect). If Durnan rolls a 20 for the save and the spell is 7th level or lower, the spell has no effect on him and instead targets the caster, using the slot level
rolls another d20. On a roll of 20, he lops off one of the target's limbs, or some other part of its body if it is limbless.
Double Crossbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType
Monsters
Storm King's Thunder
the die and must use the new roll.
Stout Resilience. Oren has advantage on saving throws against poison.Dagger. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit
dreaming up new lyrics to entertain the inn’s other guests. Oren likes to stir up trouble from time to time, but he doesn’t have a mean bone in his body.
Ideal: “Music is food for the
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Shutdown. If targeted by dispel magic, the horror must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute or until it takes any damage
.
The body of a clockwork horror is about two feet in diameter, but the legs give it an overall diameter of four feet. Embedded in the front of its head is a crystal that enables the clockwork horror to
Monsters
Vecna: Eve of Ruin
Bloodheart Stake. The impaler is magically bound to the ceremonial stake and the sacrificed corpse the ritual caster used to create it. If the impaler is reduced to 0 hit points, it disappears, then
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Spike Burst"}. Twisted, spectral spikes shoot out from the impaler’s body. Each creature within 30 feet of the impaler must make a DC 19
Monsters
Waterdeep: Dungeon of the Mad Mage
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the
ears, three eyes, two noses, and two mouths. It has a third arm on the right side of its body, and its left leg splits into two at the knee, giving it three feet. The transformation drove the poor creature insane, and it regards all other creatures as threats that must be destroyed.Poison
Monsters
Vecna: Eve of Ruin
Vecna, Afterthought is a Dagger, +2;+2 Dagger.
Undying. If Vecna is slain, his soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for itself after 1d100
;{"diceNotation":"1d100", "rollType":"roll", "rollAction":"Undying"} years. Vecna’s new body appears within 100 miles of where he was slain. When the new body is complete, Vecna regains all his hit
Monsters
Planescape: Adventures in the Multiverse
has the charmed condition until the end of its next turn. A creature charmed in this way treats its allies as foes, and the colors of its body and equipment become shades of gray. On a successful save
frightened condition, the spell fails and is wasted unless the caster succeeds on a DC 19 saving throw using its spellcasting ability. Once a creature succeeds on the saving throw, it is immune to this
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. The more a warforged cultivates their individuality, the more likely they are to modify their body, seeking out
select this species
Speed: 30 feet
As a Warforged, you have these special traits.
Construct Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws to avoid or
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
shades of gray. Hold Breath. You can hold your breath for 1 hour. Natural Resilience. You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned
. Shape Self. As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. The more a warforged cultivates their individuality, the more likely they are to modify their body, seeking out
select this species
Speed: 30 feet
As a Warforged, you have these special traits.
Construct Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws to avoid or
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
shades of gray. Hold Breath. You can hold your breath for 1 hour. Natural Resilience. You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned
. Shape Self. As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
shades of gray. Hold Breath. You can hold your breath for 1 hour. Natural Resilience. You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned
. Shape Self. As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. The more a warforged cultivates their individuality, the more likely they are to modify their body, seeking out
select this species
Speed: 30 feet
As a Warforged, you have these special traits.
Construct Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws to avoid or
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws against being poisoned, and you have resistance to
Protection. Your body has built-in defensive layers, which can be enhanced with armor: You gain a +1 bonus to Armor Class. You can don only armor with which you have proficiency. To don armor, you must
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws against being poisoned, and you have resistance to
Protection. Your body has built-in defensive layers, which can be enhanced with armor: You gain a +1 bonus to Armor Class. You can don only armor with which you have proficiency. To don armor, you must
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws against being poisoned, and you have resistance to
Protection. Your body has built-in defensive layers, which can be enhanced with armor: You gain a +1 bonus to Armor Class. You can don only armor with which you have proficiency. To don armor, you must
Compendium
- Sources->Dungeons & Dragons->Monster Manual
are typically constructed of steel, stone, and wood in the shape of watchful soldiers. More fanciful designs exist, reflecting the tastes of their creators. Given their resilience, it’s common for
is stored. The guardian can cast the spell stored with any parameters set by the original caster, requiring no spell components and using the caster’s spellcasting ability. The stored spell is then
Compendium
- Sources->Dungeons & Dragons->Monster Manual
are typically constructed of steel, stone, and wood in the shape of watchful soldiers. More fanciful designs exist, reflecting the tastes of their creators. Given their resilience, it’s common for
is stored. The guardian can cast the spell stored with any parameters set by the original caster, requiring no spell components and using the caster’s spellcasting ability. The stored spell is then
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
against any spell that targets only him (not in an area of effect). If Durnan rolls a 20 for the save and the spell is 7th level or lower, the spell has no effect on him and instead targets the caster
, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Actions
Multiattack. Durnan makes four melee weapon attacks.
Grimvault. Melee Weapon Attack: +8 to hit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
against any spell that targets only him (not in an area of effect). If Durnan rolls a 20 for the save and the spell is 7th level or lower, the spell has no effect on him and instead targets the caster
, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Actions
Multiattack. Durnan makes four melee weapon attacks.
Grimvault. Melee Weapon Attack: +8 to hit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
against any spell that targets only him (not in an area of effect). If Durnan rolls a 20 for the save and the spell is 7th level or lower, the spell has no effect on him and instead targets the caster
, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Actions
Multiattack. Durnan makes four melee weapon attacks.
Grimvault. Melee Weapon Attack: +8 to hit
Compendium
- Sources->Dungeons & Dragons->Monster Manual
are typically constructed of steel, stone, and wood in the shape of watchful soldiers. More fanciful designs exist, reflecting the tastes of their creators. Given their resilience, it’s common for
is stored. The guardian can cast the spell stored with any parameters set by the original caster, requiring no spell components and using the caster’s spellcasting ability. The stored spell is then
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
ancestor. Level 3: Draconic Resilience The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
ancestor. Level 3: Draconic Resilience The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
ancestor. Level 3: Draconic Resilience The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another
classes
Basic Rules (2014)
.
Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over
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Timeless Body, Beast Spells
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
applies to the check. Draconic Resilience As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
applies to the check. Draconic Resilience As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
applies to the check. Draconic Resilience As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
A spellcaster can
commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the check. Draconic Resilience As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the check. Draconic Resilience As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability






