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Returning 35 results for 'carry rage groups to her rest'.
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Species
Player’s Handbook
to rest. In that state, they remain aware of their surroundings while immersing themselves in memories and meditations.
An environment subtly transforms elves after they inhabit it for a millennium or
shaped by it. Some drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of
Magic Items
Dungeon Master’s Guide
the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can’t attack. It obeys your simple commands and can carry up to 500
pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears
Monsters
Baldur’s Gate: Descent into Avernus
after a Short or Long Rest). As a bonus action, Torogar can enter a rage that lasts for 1 minute. The rage ends early if Torogar is knocked unconscious or if his turn ends and he hasn't attacked a
Goring Rush. Immediately after using the Dash action, Torogar can make one melee attack with his horns.
Labyrinthine Recall. Torogar can perfectly recall any path he has traveled.
Rage (Recharges
Monsters
Mordenkainen Presents: Monsters of the Multiverse
“blessing” and worship of Vaprak from one generation to the next.ColdVaprak’s Rage (Recharges after a Short or Long Rest). The giant enters a rage. The rage lasts for 1 minute or until
Monsters
Eberron: Rising from the Last War
Tulkhesh regains spent legendary actions at the start of his turn.
Attack. Rak Tulkhesh makes one weapon attack.
End Magic (Costs 2 Actions). Rak Tulkhesh casts dispel magic.
Provoke Rage (Costs 3 Actions
can't die permanently. Upon its death, it reforms elsewhere in the multiverse and becomes active again at a time set by the DM.
Rak Tulkhesh
Called the Rage of War, Rak Tulkhesh is the incarnation of
Monsters
Mythic Odysseys of Theros
strategies often emulate the favored servants of Nylea—especially wild beasts like wolves and lynxes. Typically a few soldiers harry an enemy while the rest capitalize on their foe's distraction.
Hoplites
military unit. In combat, hoplites typically work in groups and use coordinated tactics to win victories.
The three Hoplite Unit Names tables present the sorts of titles used by hoplite contingents hailing
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollType":"damage","rollAction":"Javelin","rollDamageType":"piercing"} piercing damage.Stone’s Endurance (Recharges after a Short or Long Rest). When the goliath takes damage, it reduces the
Shelter and Wyrmdoom Crag are two mountain strongholds inhabited by goliaths. The former is home to the Skytower (Akannathi) clan, the latter to the Wyrmdoom (Thuunlakalaga) clan. The two groups refuse
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollAction":"Javelin","rollDamageType":"piercing"} piercing damage.Stone's Endurance (Recharges after a Short or Long Rest). When Aruk takes damage, it reduces the damage taken by 9 (1d12 + 3
mountain strongholds inhabited by goliaths. The former is home to the Skytower (Akannathi) clan, the latter to the Wyrmdoom (Thuunlakalaga) clan. The two groups refuse to get along, and competition between
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of events, Vecna’s warlords turned against each other, and his plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into
Backgrounds
Acquisitions Incorporated
Acquisitions Incorporated goes about its business. Why deal with the rest, when you can work for the best?
Perhaps the rival did not treat you as well as you were hoping, or you washed out of that organization
employer or other groups you dealt with during your previous employment. You can communicate with your contacts, gaining information at the DM’s discretion.
Backgrounds
Guildmasters’ Guide to Ravnica
ruins. You are part of a savage society that clings desperately to the Old Ways — attuned to nature, full of primal rage, and given short shrift by a world consumed with continuing civilization
vast, sprawling rubblebelts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find
Monsters
Mythic Odysseys of Theros
creature's speed becomes 0 for the rest of the turn.Multiattack. The hoplite makes three melee attacks or two ranged attacks.
Spear. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
glorification of the warrior's spirit, the basis of an ethos that forges an unbreakable bond between members of a military unit. In combat, hoplites typically work in groups and use coordinated tactics to
Monsters
Bigby Presents: Glory of the Giants
finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A Humanoid slain by this attack immediately rises as a zombie (see the Monster Manual). The zombie acts as an
on a failed save, or half as much damage on a successful one.A hill giant who dies with an empty stomach, full of rage and regret, might become suffused with energy from the Negative Plane and rise as
Magic Items
Baldur’s Gate: Descent into Avernus
be the victim of a night hag’s curse.
Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it — overcome with rage or fraught with despair.
An evil creature can
carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fist attacks against one random creature within reach. If no creatures are within reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.
4–5
two Fist attacks against one random creature within reach. If no creatures are within reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.Bite
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of Enlarge.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its
inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their
Monsters
The Wild Beyond the Witchlight
will-o’-wisp can’t wear or carry anything.
Incorporeal Movement. The will-o’-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10
(as if concentrating on a spell).
Magic Boon (Recharges after a Long Rest). The will-o’-wisp grants a boon to one creature it can see within 5 feet of it that isn’t an Undead. The boon
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"damage", "rollAction":"Soulblade", "rollDamageType":"force"} force damage while under the effect of Enlarge.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns
powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Fire Spray", "rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.
Invisibility (Recharges after a Short or Long Rest). The duergar magically
profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is
; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like
Species
Guildmasters’ Guide to Ravnica
, loxodons are true terrors—bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to their guilds
appendage. In addition to providing a keen sense of smell, the trunk can be used to lift and carry even heavy objects. The trunk can be used to carry both food and liquid to the mouth and can even act as a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
abishais when it comes to leadership ability and raw power. Red abishais lead other devils into battle or take charge of troublesome cults to ensure that they continue to carry out Tiamat’s commands
. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases
Monsters
Spelljammer: Adventures in Space
robes and rarely wear armor or carry weapons.
Psurlons live for thousands of years because they spend most of their time in the Astral Sea. Every hundred years or so, psurlons leave their astral
the rest of the prey. Githyanki despise psurlons because of this alliance and attack psurlon strongholds in the Astral Sea wherever they are found.
When a psurlon dies, other psurlons store the
Monsters
Spelljammer: Adventures in Space
richly colored robes and rarely wear armor or carry weapons.
Psurlons live for thousands of years because they spend most of their time in the Astral Sea. Every hundred years or so, psurlons leave
the psurlons consume the rest of the prey. Githyanki despise psurlons because of this alliance and attack psurlon strongholds in the Astral Sea wherever they are found.
When a psurlon dies, other
Monsters
Storm King's Thunder
Possession (Recharges after a Short or Long Rest). The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest, or the attempt fails. At
the end of the rest, the target must succeed on a DC 12 Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends
Monsters
Storm King's Thunder
Possession (Recharges after a Short or Long Rest). The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest, or the attempt fails. At
the end of the rest, the target must succeed on a DC 12 Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends
Monsters
Icewind Dale: Rime of the Frostmaiden
(Recharges after a Short or Long Rest). When the werebear takes damage, it reduces the damage taken by 10 (1d12 + 4);{"diceNotation":"1d12+4","rollType":"roll","rollAction":"Stone"}.Goliath legends speak of
mettle. Those who impress her with their fighting skills are bitten and become goliath werebears themselves—goliaths who carry Oyaminartok’s curse of lycanthropy. Contrary to myth
Monsters
Bigby Presents: Glory of the Giants
failure, an affected creature’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if its
to a djinni and is sometimes mistaken for one by adventurers.
Some tempest spirits cannot accept their new form and seek to undo the transformation in solitude. Others are overcome with rage and hew a
Monsters
Guildmasters’ Guide to Ravnica
, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Unarmed Strike. Melee
. They rarely trust their own agents, though, and often follow their cell members to make sure those members carry out missions as ordered. The most suspicious vampires might even siphon thoughts from their subordinates to detect any hint of betrayal.Necrotic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Hybrid Form Only; Recharges after a Short or Long Rest). The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving
, a lover, the perfect candidate for a job, or some other role that enables the minion to carry out their master’s commands.
The training to which a deep scion is subjected rids it of empathy for
Monsters
Spelljammer: Adventures in Space
maw ringed with teeth. Psurlons adorn themselves in richly colored robes and rarely wear armor or carry weapons.
Psurlons live for thousands of years because they spend most of their time in the
illithids devour the victims’ brains while the psurlons consume the rest of the prey. Githyanki despise psurlons because of this alliance and attack psurlon strongholds in the Astral Sea
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
Long Rest). The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can’t be targeted if they&rsquo
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
Long Rest). The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can’t be targeted if they&rsquo
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
Long Rest). The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can’t be targeted if they&rsquo
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
Long Rest). The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can’t be targeted if they&rsquo