Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'build bond diffusing canine remain'.
Other Suggestions:
build beyond defusing canine remain
build born defusing canine remain
Species
Eberron: Forge of the Artificer
fully, but they can enhance their animalistic features temporarily in a process they call “shifting.”
Shifters resemble humans in height and build but are typically more lithe and flexible
. Their facial features have a bestial cast, often with large eyes and pointed ears; most shifters also possess prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While
Monsters
Mordenkainen Presents: Monsters of the Multiverse
newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully
it was created from, but with a wingless, squat, muscular build. A drake can’t reproduce, nor can its scales be used to make other guard drakes.Lightning
classes
Fight Side by Side with a Brawler’s Best Friend
Pugilists know what it's like to be an underdog, so it's no surprise some form a battleforged bond with a canine companion. They’re used
Monsters
Waterdeep: Dungeon of the Mad Mage
bond, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
*The archmage casts mind blank, stoneskin
damage.The floating skull and hanging skeletal arms are all that remain of him; they move like they're attached to an invisible body.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. It is the equivalent of a guard dog in terms of what it can be
trained to do.
A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can’t reproduce, nor can its scales be used to make other guard drakes.Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. It is the equivalent of a guard dog in terms of what it can be
trained to do.
A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can’t reproduce, nor can its scales be used to make other guard drakes.Acid
Monsters
Mordenkainen Presents: Monsters of the Multiverse
newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully
it was created from, but with a wingless, squat, muscular build. A drake can’t reproduce, nor can its scales be used to make other guard drakes.Fire
Monsters
Mordenkainen Presents: Monsters of the Multiverse
newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully
it was created from, but with a wingless, squat, muscular build. A drake can’t reproduce, nor can its scales be used to make other guard drakes.Cold
Monsters
Guildmasters’ Guide to Ravnica
they remain capable of experiencing all the delights of their corporeal forms. In contrast to Orzhov spirits, they also retain their personalities, which are almost uniformly cruel.
Blood Bond
. Consuming a creature's blood creates a sort of empathic bond that allows the blood drinker vampire to exert some magical influence over its victim.Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
Monsters
Curse of Strahd
return the courtesy, the duchess commissioned the legendary toymaker Fritz von Weerg to build a clockwork effigy of Pidlwick as a gift for Strahd's family. Although the duchess's heart was in the right
asked Pidlwick to remain at Castle Ravenloft.
One Pidlwick Too Many. Von Weerg was no ordinary toymaker, and he put a little of himself into all his creations, which is to say his works had a touch of
Monsters
The Wild Beyond the Witchlight
points at the start of her turn as long as both twins are alive and within 60 feet of each other. A twin dies only if she starts her turn with 0 hit points and doesn’t regenerate.
Twin Bond
express themselves however they wish.”
Bond. “I love my twin, Glister, with all my heart. I feel incomplete without her.”
Flaw. “I avoid conflict. Even a simple argument
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Mordenkainen Presents: Monsters of the Multiverse
they can temporarily enhance their animalistic features by entering a state they call shifting.
Shifters are similar to humans in height and build but are typically more lithe and flexible. Their
facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter
Yeth Hound
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot
the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth hound in the Border Ethereal can return to the Material Plane as an action.
Telepathic Bond
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of






