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                        Returning 35 results for 'can warning relations'.
                    
                
                        
                            
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
Wounded. Gash has
                                                
                                            
                                                
                                                     150/600 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.Gnolls are feral, hyena-headed humanoids that attack without warning, slaughtering their victims and devouring their flesh.
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     bludgeoning damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, Alagarthas can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet
                                                
                                            
                                                
                                                    Brave. Alagarthas has advantage on saving throws against being frightened.
Fey Ancestry. Alagarthas has advantage on saving throws against being charmed, and magic can’t put him to
                                                
                                            
                                        
                                                     Monsters
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                    ","rollDamageType":"piercing"} piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it
                                                
                                            
                                                
                                                     can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The
                                                
                                            
                                                
                                                     creature can add a d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Leadership"} to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a
                                                
                                            
                                        
                                                     Monsters
                                                    Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    "} radiant damage.
Disorienting Futures. The pari attempts to flood the mind of one creature it can see within 60 feet of itself with visions of the future. The target must succeed on a DC 19 Wisdom saving
                                                
                                            
                                                
                                                    . A visit from a pari is often a prophetic warning or portent of an event yet to come. Pari have pastel blue skin, wear robes and armor, and have two sets of wings with vivid red feathers sprouting from their back.Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4;{"diceNotation":"1d4","rollType":"roll
                                                
                                            
                                                
                                                    ","rollType":"damage","rollAction":"Heavy Crossbow","rollDamageType":"piercing"} piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, Horgar can utter a special command
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.
Although they can feed on
                                                
                                            
                                                
                                                    .
Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.Multiattack. The kruthik makes two Stab or Spike attacks..
Stab. Melee
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of
                                                
                                            
                                                
                                                    .
Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 2½-foot-diameter tunnel in its wake.Stab. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    );{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Petrifying Touch"}. The cairnwight touches one creature it can see within 10 feet of itself. The target must succeed on a DC 17 Constitution
                                                
                                            
                                                
                                                     exclusion of all other tasks, retreating into a spacious cavern and blocking out all distractions. Creating a masterwork can become such a driving obsession that death can’t stop it: a giant who dies
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Magic Resistance. The deep crow has advantage on saving throws against spells and other magical effects.
Shadow Stealth. While in dim light or darkness, the deep crow can take the Hide action as a
                                                
                                            
                                                
                                                    ., one target. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.The only warning you'll get is that fearsome, far-off caw
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     grappled condition (escape DC 16). While grappled, the target also has the restrained condition. The robot has two tentacles, each of which can grapple one target.
Laser Beam. Ranged Weapon Attack: +5
                                                
                                            
                                                
                                                    ", "rollDamageType":"radiant"} radiant damage.
Grenade Launcher (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Grenade Launcher"}. The robot fires a grenade at a point it can
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other
                                                
                                            
                                                
                                                    .
Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.Multiattack. The kruthik makes two Stab or Spike attacks.
Stab. Melee
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     portal to a random layer of the Abyss.
Amorphous. The alkilith can move through a space as narrow as 1 inch wide without squeezing.
False Appearance. If the alkilith is motionless at the start of
                                                
                                            
                                                
                                                     Confusion.
Magic Resistance. The alkilith has advantage on saving throws against spells and other magical effects.
Spider Climb. The alkilith can climb difficult surfaces, such as upside down on
                                                
                                            
                                        
                                                    Graz'zt
                                                    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    Shapechanger. Graz’zt can use his action to polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from his size, his statistics are the same in each form
                                                
                                            
                                                
                                                    . Any equipment he is wearing or carrying isn’t transformed.
Innate Spellcasting. Graz’zt’s spellcasting ability is Charisma (spell save DC 23). He can innately cast the following
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If Graz’zt fails a saving throw, he can choose to succeed instead.
Magic Resistance. Graz’zt has advantage on saving throws against spells and other magical
                                                
                                            
                                                
                                                     effects.Multiattack. Graz’zt makes two Wave of Sorrow attacks. He can replace one attack with a use of Spellcasting.
Wave of Sorrow (Greatsword). Melee Weapon Attack: +13;{"diceNotation":"1d20
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
                                                
                                            
                                                
                                                     components and using Intelligence as the spellcasting ability (spell save DC 18):
1/day each: blink, control water, dispel magic, protection from evil and good, sendingThe dragon can take 3 legendary
                                                
                                            
                                        
                                                    Gnoll
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.Bite. Melee Weapon
                                                
                                            
                                                
                                                    "} to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.Gnolls are feral, hyena-headed humanoids that attack without warning, slaughtering their victims and devouring their flesh.
                                                
                                            
                                        
                                                    Hobgoblin Captain
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4;{"diceNotation":"1d4
                                                
                                            
                                                
                                                    Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"roll","rollAction":"Martial Advantage"} damage to a creature it hits with a weapon attack
                                                
                                            
                                        
                                                    Knight
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A
                                                
                                            
                                                
                                                    ","rollType":"damage","rollAction":"Heavy Crossbow","rollDamageType":"piercing"} piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or
                                                
                                            
                                        
                                                    Hobgoblin Warlord
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4;{"diceNotation":"1d4
                                                
                                            
                                                
                                                    Martial Advantage. Once per turn, the hobgoblin can deal an extra 14 (4d6);{"diceNotation":"4d6","rollType":"roll","rollAction":"Martial Advantage"} damage to a creature it hits with a weapon attack
                                                
                                            
                                        
                                                     Species
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     bearer to draw connections and interpret clues others might miss. By actively drawing on its powers, the bearer can detect poisons and study the energies of magic.
House Medani
Leader: Baron Trelib
                                                
                                            
                                                
                                                     d’Medani
Headquarters: Tower of Inquisition (Wroat, Breland)
Represented by the basilisk’s eye, the Warning Guild of House Medani brokers the services of bodyguards and inquisitives
                                                
                                            
                                        
                                                    Faerie Dragon (Younger)
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                    Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible
                                                
                                            
                                                
                                                     with it.
Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.
Magic Resistance. The dragon has advantage on saving throws
                                                
                                            
                                        
                                                    Faerie Dragon (Older)
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                    Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible
                                                
                                            
                                                
                                                     with it.
Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.
Magic Resistance. The dragon has advantage on saving throws
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     a flower-like arrangement of glistening flesh and teeth around two crushing jaws.
Though the head of the dragon from which the demodragon spawned is long gone, its breath remains. Without warning
                                                
                                            
                                                
                                                    , the demodragon can unleash a deluge of bone-melting acid on any who dare challenge it.PoisonAcid, Cold, Lightning
                                                
                                            
                                        
                                                    Adult Gold Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
                                                
                                            
                                                
                                                     21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving
                                                
                                            
                                        
                                                    Wave
                                                    
    
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                                                     Magic Items
                                                    Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     equal to half its hit point maximum.
The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can
                                                
                                            
                                                
                                                    , and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak
                                                
                                            
                                        
                                                    Ancient Gold Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
                                                
                                            
                                                
                                                     on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's
                                                
                                            
                                        
                                                    Sailor
                                                    
    
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                                                     Backgrounds
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                     relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon
                                                
                                            
                                                
                                                    ’s Passage
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good
                                                
                                            
                                        
                                                     Backgrounds
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route
                                                
                                            
                                                
                                                    , and a pouch containing 10 gp
Feature: Ship’s Passage
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship
                                                
                                            
                                        
                                                    Deck of Many Things
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
                                                
                                            
                                                
                                                     you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
Euryale. The card's medusa
                                                
                                            
                                        
                                                    Hobgoblin
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    ; is often extended to other races the hobgoblins have dealings with, much to the outsiders’ surprise. When such respect isn’t reciprocated, though, relations can swiftly deteriorate.
Reward
                                                
                                            
                                                
                                                     death becomes a hero eternal.
Young hobgoblins start soldiering when they can walk and heed the mustering call as soon as they can wield their weapons capably. Every legion in the hobgoblins&rsquo
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     you might or might not choose to share.
Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that some things its people take for
                                                
                                            
                                                
                                                     have heard of the strange skyships the Halruaans sail, and a few know of the tales that even the least of their people can work magic.
Halruaans usually make their journeys into Faerûn for
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and maintains relatively good relations so that they can hire themselves out as warriors. Few city
                                                
                                            
                                                
                                                     exchange for gold. Some organizations, such as the Zhentarim, Flaming Fist, and the nation of Mintarn have hundreds or thousands of members and can provide private armies to those with enough funds. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    Warnings Warnings are the first stage of an apocalypse. A warning can involve a divine voice or a messenger telling people that the end is near, that punishment is coming unless they change their
                                                
                                            
                                                
                                                     has been delivered, can the calamity it foreshadows be averted? Typically, the answer is yes—that’s the point of giving a warning. If the people who receive the warning appease the gods, repent of their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     wooden turn-button. The door also bears a warning but, because the warning was drawn in chalk nearly a century ago, it is all but invisible now. It can be noticed with a successful DC20 Wisdom
                                                
                                            
                                                
                                                     (Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
                                                
                                            
                                        





