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Returning 35 results for 'bubbles both drop continues replace'.
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Monsters
Heroes of the Borderlands
combination. It can replace one attack with a use of Drink Life.
Necrotic Sword. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Necrotic Sword"}, reach 5 ft. Hit: 6 (1d8 + 2
continues its villainous ways, but it is now driven by a hunger for life. A wight drains living essence through its attacks.PoisonNecrotic
Monsters
Forgotten Realms: Adventures in Faerûn
three attacks, using Corrosive Burst or Paralyzing Touch in any combination. He can replace two attacks with a use of Spellcasting.
Corrosive Burst. Melee or Ranged Attack Roll: +13;{"diceNotation
. He drew on the warped resurrection of dracoliches to become a lich himself. He continues to lead the Cult of the Dragon from the shadows, developing new ways to control and corrupt dragonkind
Monsters
Forgotten Realms: Adventures in Faerûn
attacks. He can replace one attack with a use of Spellcasting to cast Blight or Ray of Sickness (level 6 version).
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit
for his demise. He drew on the warped resurrection of dracoliches to become a lich himself. He continues to lead the Cult of the Dragon from the shadows, developing new ways to control and corrupt
Monsters
Mordenkainen Presents: Monsters of the Multiverse
throw, ending the effect on itself on a success.Multiattack. The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting.
Longsword. Melee Weapon Attack
":"cold"} cold damage.When sorrow distresses eladrin, they enter the winter season, becoming figures of melancholy. Frozen tears drop from their cheeks, and their palpable sadness emanates from them as icy
Monsters
Mordenkainen Presents: Monsters of the Multiverse
makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting.
Longsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Longsword
violence in their presence and move quickly to settle disputes, to ensure that peace continues to reign.
If an autumn eladrin invites you over for dinner, come with an empty stomach. Their goodwill
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
continues its villainous ways, but it is now driven by a hunger for life. A wight drains living essence through its attacks. Wight Lifedrinker Medium Undead, Neutral Evil
AC 14 Initiative +4 (14)
HP
Multiattack. The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Drink Life.
Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. Hit
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
continues its villainous ways, but it is now driven by a hunger for life. A wight drains living essence through its attacks. Wight Lifedrinker Medium Undead, Neutral Evil
AC 14 Initiative +4 (14)
HP
Multiattack. The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Drink Life.
Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. Hit
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
continues its villainous ways, but it is now driven by a hunger for life. A wight drains living essence through its attacks. Wight Lifedrinker Medium Undead, Neutral Evil
AC 14 Initiative +4 (14)
HP
Multiattack. The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Drink Life.
Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. Hit
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
., comes to a dead end; 10 percent chance of a secret door 11–12 Continue straight 20 ft., then the passage turns left and continues 10 ft. 13–14 Continue straight 20 ft., then the passage turns right and
continues 10 ft. 15–19 Chamber (roll on the Chamber table) 20 Stairs* (roll on the Stairs table) * The existence of stairs presumes a dungeon with more than one level. If you don’t want a multilevel
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
., comes to a dead end; 10 percent chance of a secret door 11–12 Continue straight 20 ft., then the passage turns left and continues 10 ft. 13–14 Continue straight 20 ft., then the passage turns right and
continues 10 ft. 15–19 Chamber (roll on the Chamber table) 20 Stairs* (roll on the Stairs table) * The existence of stairs presumes a dungeon with more than one level. If you don’t want a multilevel
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
., comes to a dead end; 10 percent chance of a secret door 11–12 Continue straight 20 ft., then the passage turns left and continues 10 ft. 13–14 Continue straight 20 ft., then the passage turns right and
continues 10 ft. 15–19 Chamber (roll on the Chamber table) 20 Stairs* (roll on the Stairs table) * The existence of stairs presumes a dungeon with more than one level. If you don’t want a multilevel
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Animate Dead Level 3 Necromancy (Cleric, Wizard) Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Animate Dead Level 3 Necromancy (Cleric, Wizard) Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Animate Dead Level 3 Necromancy (Cleric, Wizard) Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Animate Dead 3rd-level necromancy Casting Time: 1 minute Range: 10 feet Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) Duration: Instantaneous This spell creates an
creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Animate Dead 3rd-level necromancy Casting Time: 1 minute Range: 10 feet Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) Duration: Instantaneous This spell creates an
creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Animate Dead 3rd-level necromancy Casting Time: 1 minute Range: 10 feet Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) Duration: Instantaneous This spell creates an
creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Animate Dead 3rd-level necromancy Casting Time: 1 minute Range: 10 feet Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) Duration: Instantaneous This spell creates an
creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Animate Dead Level 3 Necromancy (Cleric, Wizard) Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Animate Dead 3rd-level necromancy Casting Time: 1 minute Range: 10 feet Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) Duration: Instantaneous This spell creates an
creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Animate Dead Level 3 Necromancy (Cleric, Wizard) Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
is said and done, Manshoon is forced to retreat to his extradimensional sanctum. From there, he continues his search for the Vault of Dragons while fending off attackers. Steal Manshoon’s Spellbook
Stealing the spellbook from area E13 causes Manshoon to slow his search for the Vault of Dragons while he either tries to replace it or sends a simulacrum (see appendix B) and other forces to retrieve it.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Animate Dead 3rd-level necromancy Casting Time: 1 minute Range: 10 feet Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) Duration: Instantaneous This spell creates an
creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Animate Dead Level 3 Necromancy (Cleric, Wizard) Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
is said and done, Manshoon is forced to retreat to his extradimensional sanctum. From there, he continues his search for the Vault of Dragons while fending off attackers. Steal Manshoon’s Spellbook
Stealing the spellbook from area E13 causes Manshoon to slow his search for the Vault of Dragons while he either tries to replace it or sends a simulacrum (see appendix B) and other forces to retrieve it.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
is said and done, Manshoon is forced to retreat to his extradimensional sanctum. From there, he continues his search for the Vault of Dragons while fending off attackers. Steal Manshoon’s Spellbook
Stealing the spellbook from area E13 causes Manshoon to slow his search for the Vault of Dragons while he either tries to replace it or sends a simulacrum (see appendix B) and other forces to retrieve it.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
T3. Cage Trap If the party continues east along the tunnel past area T2, they walk into a trap. Read the following text only if a character examines the ceiling: The ceiling consists of square stone
continues down the passage.
Ten iron cages are suspended from chains over the hallway, and the “panels” are the cage bottoms. The true ceiling is 25 feet high, and each cage hangs from 5 feet of heavy
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
T3. Cage Trap If the party continues east along the tunnel past area T2, they walk into a trap. Read the following text only if a character examines the ceiling: The ceiling consists of square stone
continues down the passage.
Ten iron cages are suspended from chains over the hallway, and the “panels” are the cage bottoms. The true ceiling is 25 feet high, and each cage hangs from 5 feet of heavy
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
T3. Cage Trap If the party continues east along the tunnel past area T2, they walk into a trap. Read the following text only if a character examines the ceiling: The ceiling consists of square stone
continues down the passage.
Ten iron cages are suspended from chains over the hallway, and the “panels” are the cage bottoms. The true ceiling is 25 feet high, and each cage hangs from 5 feet of heavy
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Square, targeting the Ashen Heirs’ boomhailers. When the Ashen Heirs see the worm racing toward them, they attempt to flee. The purple worm is irritated by the sound from the boomhailers and continues
anarchist to drop their device. The purple worm ignores creatures that don’t have a boomhailer and that don’t threaten it. If all five boomhailers are destroyed, the purple worm retreats down the hole
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Square, targeting the Ashen Heirs’ boomhailers. When the Ashen Heirs see the worm racing toward them, they attempt to flee. The purple worm is irritated by the sound from the boomhailers and continues
anarchist to drop their device. The purple worm ignores creatures that don’t have a boomhailer and that don’t threaten it. If all five boomhailers are destroyed, the purple worm retreats down the hole
Compendium
- Sources->Dungeons & Dragons->Monster Manual
them beyond death. Unlike mere zombies, they retain the memories and evil agendas they harbored in life. After dying and returning from the grave, a wight continues its villainous ways, but it is now
, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Life Drain.
Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 4
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Square, targeting the Ashen Heirs’ boomhailers. When the Ashen Heirs see the worm racing toward them, they attempt to flee. The purple worm is irritated by the sound from the boomhailers and continues
anarchist to drop their device. The purple worm ignores creatures that don’t have a boomhailer and that don’t threaten it. If all five boomhailers are destroyed, the purple worm retreats down the hole
Compendium
- Sources->Dungeons & Dragons->Monster Manual
them beyond death. Unlike mere zombies, they retain the memories and evil agendas they harbored in life. After dying and returning from the grave, a wight continues its villainous ways, but it is now
, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Life Drain.
Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 4
Compendium
- Sources->Dungeons & Dragons->Monster Manual
them beyond death. Unlike mere zombies, they retain the memories and evil agendas they harbored in life. After dying and returning from the grave, a wight continues its villainous ways, but it is now
, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Life Drain.
Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 4






