Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'both both delicate creatures regard'.
Other Suggestions:
both both dedicated creatures regarded
both both dedicate creatures record
both both dedicate creatures regarded
both both duplicate creatures regain
both both dedicated creatures read
Magic Items
Dungeon Master’s Guide
throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.
While berserk, you regard the creature nearest to you
that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack
Monsters
Mordenkainen Presents: Monsters of the Multiverse
vargouilles flap through the caverns and skies of the Abyss. They are given little regard by powerful and intelligent demons since vargouilles can do them no harm. Even the weakest demon, such as a manes
that roam free on the Material Plane are a dire threat to all creatures. Their awful shrieking can paralyze other creatures with fear, which also makes the creatures susceptible to the vargouille
Monsters
Mythic Odysseys of Theros
oreads number among the most dangerous nymphs, as they embody the wild might of flames, volcanism, and the hidden forces of the earth. These creatures typically dwell in remote mountain crags and near
so blessed is that oreads go out of their way to leave such sites alone.
Tales of Fire. The followers of Purphoros regard oreads with special reverence, as myths tell of cagey smiths befriending these
Monsters
Mordenkainen Presents: Monsters of the Multiverse
realm to stone giant;stone giants: fluctuating, temporary, exposed to gusting wind and sudden rain. It is as wildly changeable as a dream, and that’s how they regard it—as a dream. Nothing
surroundings, and this delirium leaches out into the world around them, affecting other creatures that get too close. Believing that they’re living in a dream and that their actions have no real
Chaotic Good
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.
Monsters
Bigby Presents: Glory of the Giants
’t regain hit points.A gigant is a towering insectile creature variously regarded as a harbinger of doom, a defender of nature, and a divine messenger of mysterious purpose. Giants regard them as a
in sharp talons. It uses its talons to bring creatures to its enormous mandibles, which are strong enough to carry a giant to the gigant’s nest to be devoured.
A gigant’s wings are
Magic Items
The Book of Many Things
This delicate silver tiara is decorated with stellar iconography. While you wear the crown, the gems on the tiara’s points detach and closely orbit your head.
The crown has 6 charges for the
starlight. You launch a number of bolts equal to the number of charges spent, and you can direct the bolts to target one creature or several, so long as all creatures are within 120 feet of you and you
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
inhuman, high fae are the oldest creatures in Eldraine, embodying the natural splendor and danger of the untamed wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
", "rollType":"damage", "rollAction":"Ridicule", "rollDamageType":"psychic"} psychic damage to the attacker.High fae nobles regard themselves as the natural and obvious superiors of all in Eldraine. Many have
they jockey for favors and status in the Kindly Lord’s court.
High Fae
Ageless and inhuman, high fae are the oldest creatures in Eldraine, embodying the natural splendor and danger of the
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
mischievous manipulators who delight in disguising themselves with magic to vex other creatures. Their reasons for deception vary, ranging from harmless pranks to malicious infiltration. When a high fae
other means of deception at their disposal.
High Fae
Ageless and inhuman, high fae are the oldest creatures in Eldraine, embodying the natural splendor and danger of the wilderness. High fae have no
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
", "rollType":"recharge", "rollAction":"Negotiate Life"}. The high fae enacts a magical bargain, siphoning energy from its opponents to heal its wounds. The high fae targets up to three creatures it can see
even the great Gadwick himself seem little more than a clumsy apprentice.”
—Chulane, Teller of Tales
High Fae
Ageless and inhuman, high fae are the oldest creatures in Eldraine
magic-items
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
magic-items
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
magic-items
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
magic-items
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
magic-items
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
magic-items
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
magic-items
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
magic-items
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
magic-items
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
magic-items
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
magic-items
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
Monsters
Bigby Presents: Glory of the Giants
made from magically dense clouds.
It tends to regard other creatures as toys rather than serious threats, and it uses its illusion magic to manipulate creatures into fighting each other. If seriously
creatures who live beneath this cloud often display superstitious and duplicitous behavior, almost unconsciously leaving gifts for “rain spirits” while playing mischievous pranks on each
magic-items
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
magic-items
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
magic-items
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
magic-items
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
magic-items
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
magic-items
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
magic-items
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
magic-items
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
magic-items
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
Magic Items
Curse of Strahd
to the staff, blights and other evil plant creatures don’t regard you as hostile unless you harm them.
Magic Items
Bigby Presents: Glory of the Giants
This gorgeous jewelry piece, crafted by the wizard Bigby himself, consists of four gold rings attached via delicate chains to a wrist cuff studded with sapphires and diamonds.
Random Properties. The
other properties of the object it’s copying. The copy must appear on a surface or liquid that can support it. Creatures can touch and interact with the copy as if it were a nonmagical object
Monsters
Bigby Presents: Glory of the Giants
feet tall and wields a morningstar made from magically dense clouds.
It tends to regard other creatures as toys rather than serious threats, and it uses its illusion magic to manipulate creatures into
; 10 feet away from the vortex in a random direction.Thunderclap. Immediately after taking damage, the cradle unleashes a thunderclap in a 30-foot-radius sphere centered on itself. All other creatures