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Returning 35 results for 'champions wearing regard'.
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Monsters
Fizban's Treasury of Dragons
Legendary Resistance (1/Day). If the dragonborn fails a saving throw, it can choose to succeed instead.
Mental Defense. While the dragonborn is wearing no armor, its AC includes its Intelligence
Sardior's divine essence survives within every gem dragon. This philosophy is central to the teachings of Sardior's dragonborn champions, who wield psionic power in the service of their mysterious cause
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Groups of ten warriors follow the commands of sarths (githyanki warrior;githyanki warriors; see the Monster Manual), while ten sarths obey the commands of a mighty kith’rak. These champions
githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Rally the Troops. The githyanki magically ends the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.
Monsters
The Book of Many Things
.
The Grim Champions
The Grim Harrow is led by three powerful entities with the title of grim champion. Each champion embodies a terrible facet of death. Jyn Corvis, Grim Champion of Desolation, is
demiplane. The other two champions—Wynemar Brack, Grim Champion of Bloodshed, and Aleron, Grim Champion of Pestilence—rival Jyn for power and together can oppose her. The fact that the three
Monsters
Mythic Odysseys of Theros
serving as its mount, provided the archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount, along with any equipment it is wearing or carrying
into a shower of radiant stars leaving no trace of it behind. Everything it is wearing or carrying remains. Each creature within 10 feet of the corpse when it bursts must succeed on a DC 16 Dexterity
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
high fae magically has the invisible condition and teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of itself. The invisibility lasts
", "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
Monsters
Mythic Odysseys of Theros
existence. When it teleports, the ashen rider appears astride the mount along with any equipment it is wearing or carrying.
While mounted and not incapacitated, the ashen rider can't be surprised, and both it
long rest. If the target's hit point maximum is reduced to 0, its body and everything it is wearing and carrying, except for magic items, are reduced to ash. A creature reduced to ash can't be revived
Backgrounds
Baldur’s Gate: Descent into Avernus
imagination can turn on such champions almost as quickly as it anoints them.
You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as
Find Familiar
Legacy
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Spells
Basic Rules (2014)
drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
While your familiar is within 100 feet of you, you can communicate
familiar has. During this time, you are deaf and blind with regard to your own senses.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Athreos The River Guide straddles the line between life and death, maintaining the cosmological balance with no regard for the morals and emotions of mortals. Athreos’s champions seek to further his goals, and rarely do so with greater sympathy than their grim patron.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Athreos The River Guide straddles the line between life and death, maintaining the cosmological balance with no regard for the morals and emotions of mortals. Athreos’s champions seek to further his goals, and rarely do so with greater sympathy than their grim patron.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
to the teachings of Sardior’s dragonborn champions, who wield psionic power in the service of their mysterious cause. Many of these champions are associated with the Inheritors of the First World (see
chapter 3). Sardior’s champions use telekinetic power to move their foes and even carry themselves through the air. Their breath weapon, a blast of heat, is believed to be an echo of long-lost
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
to the teachings of Sardior’s dragonborn champions, who wield psionic power in the service of their mysterious cause. Many of these champions are associated with the Inheritors of the First World (see
chapter 3). Sardior’s champions use telekinetic power to move their foes and even carry themselves through the air. Their breath weapon, a blast of heat, is believed to be an echo of long-lost
Magic Items
Lost Laboratory of Kwalish
effect.
Donjon. You are instantly teleported to and confined within the prison of the Monastery of the Distressed Body (area M6). Everything you were wearing and carrying stays behind in the
addition, the Monastery of the Distressed Body’s brains in jars regard you thereafter as the monastery’s rightful master. You must defeat or otherwise clear out the Grand Master and its
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you
special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can’t have more than one familiar at a time. If you cast this spell while you already have
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
D) guard the captives for Overseer Issar, a type 3 yuan-ti malison wearing a red cloth headdress. Issar is more interested in gazing at his own reflection in a hand mirror than overseeing anyone
(Persuasion or Intimidation) check. Armed captives who come to their senses try to slaughter as many yuan-ti as they can. They know the temple’s defenses and general layout, except with regard to areas 11 and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
D) guard the captives for Overseer Issar, a type 3 yuan-ti malison wearing a red cloth headdress. Issar is more interested in gazing at his own reflection in a hand mirror than overseeing anyone
(Persuasion or Intimidation) check. Armed captives who come to their senses try to slaughter as many yuan-ti as they can. They know the temple’s defenses and general layout, except with regard to areas 11 and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ignore other creatures that maintain a respectful distance. If a character wearing metal armor or carrying a metal shield walks within 5 feet of a rust monster, there’s a 30 percent chance that the
creature attacks the character with the intention of devouring the armor or shield. The lava children walk through the scrap metal as though it doesn’t exist. They regard Zox as a trusted friend and, at
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ignore other creatures that maintain a respectful distance. If a character wearing metal armor or carrying a metal shield walks within 5 feet of a rust monster, there’s a 30 percent chance that the
creature attacks the character with the intention of devouring the armor or shield. The lava children walk through the scrap metal as though it doesn’t exist. They regard Zox as a trusted friend and, at
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you
special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can’t have more than one familiar at a time. If you cast this spell while you already have
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While
your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can’t have more than one familiar at a time
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While
your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can’t have more than one familiar at a time
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Githyanki Kith’rak Militarized githyanki cultures assign ranks and responsibilities to
citizens. Groups of ten warriors follow the commands of sarths (githyanki warriors; see the Monster Manual), while ten sarths obey the commands of a mighty kith’rak. These champions undergo torturous
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Archons The mysterious conquerors known as archons once ruled vast empires. These armored warlords saw themselves as champions of merciless justice, and they ruled with iron fists. But their
accounting of the world’s earliest histories called The Cosmogony recounts the battle between a group of the gods’ champions and a mighty archon, which took place at the mysterious eastern edge of the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
wearing a tiger-faced mask and is clad only in a loincloth. A jagged scar runs across the left side of his chest, above the heart, and his chest is sunken and bony. The spear is stone-hafted, but bears
surprise. It can turn to flesh as a bonus action and then transform into cat shape, dropping its spear. (The magic on the creature renders it strongly related to earth and stone with regard to the curse on
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
have wronged them. Efreet don’t see themselves in this light, naturally, and regard their race as fair and orderly, even as they admit to an enlightened sense of self-interest. Spiteful Enslavers
Demise. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.
Innate Spellcasting. The efreeti’s innate
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Githyanki Kith’rak Militarized githyanki cultures assign ranks and responsibilities to
citizens. Groups of ten warriors follow the commands of sarths (githyanki warriors; see the Monster Manual), while ten sarths obey the commands of a mighty kith’rak. These champions undergo torturous
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
wearing a tiger-faced mask and is clad only in a loincloth. A jagged scar runs across the left side of his chest, above the heart, and his chest is sunken and bony. The spear is stone-hafted, but bears
surprise. It can turn to flesh as a bonus action and then transform into cat shape, dropping its spear. (The magic on the creature renders it strongly related to earth and stone with regard to the curse on
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Archons The mysterious conquerors known as archons once ruled vast empires. These armored warlords saw themselves as champions of merciless justice, and they ruled with iron fists. But their
accounting of the world’s earliest histories called The Cosmogony recounts the battle between a group of the gods’ champions and a mighty archon, which took place at the mysterious eastern edge of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
reflects her current mood and switches masks as her mood changes. Her inability to pry useful information out of the bronze dragon has made her very unhappy, so she’s wearing her sad mask when the
characters arrive. Sansuri has little regard for “puny folk” and doesn’t consider them a threat. How she reacts to the characters depends on the manner in which they approach her castle: If the characters
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
have wronged them. Efreet don’t see themselves in this light, naturally, and regard their race as fair and orderly, even as they admit to an enlightened sense of self-interest. Spiteful Enslavers
Demise. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.
Innate Spellcasting. The efreeti’s innate
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
reflects her current mood and switches masks as her mood changes. Her inability to pry useful information out of the bronze dragon has made her very unhappy, so she’s wearing her sad mask when the
characters arrive. Sansuri has little regard for “puny folk” and doesn’t consider them a threat. How she reacts to the characters depends on the manner in which they approach her castle: If the characters
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Hall of Illusions, the characters also find him in the cell, still wearing smeared butterfly face paint. Rubin angered the hag, and she has promised to “plant him in her garden” when she has a new
. He’s wearing his armor, and his shield and sword are stuffed in a kitchen cupboard (see “Treasure” below), though he doesn’t know that. The old dwarf is determined to free the children of Loomlurch from
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Hall of Illusions, the characters also find him in the cell, still wearing smeared butterfly face paint. Rubin angered the hag, and she has promised to “plant him in her garden” when she has a new
. He’s wearing his armor, and his shield and sword are stuffed in a kitchen cupboard (see “Treasure” below), though he doesn’t know that. The old dwarf is determined to free the children of Loomlurch from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
humanoids wearing armor are champions (see appendix A) with the heads of a dingo, an iguana, and a stork. If Arcturia becomes embroiled in a battle, two of them fight on her side. The one with the dingo
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
humanoids wearing armor are champions (see appendix A) with the heads of a dingo, an iguana, and a stork. If Arcturia becomes embroiled in a battle, two of them fight on her side. The one with the dingo