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Returning 15 results for 'changeling withers rest'.
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Monsters
Eberron: Rising from the Last War
","rollDamageType":"piercing"} piercing damage.
Unsettling Visage (Recharges after a Short or Long Rest). Each creature within 30 feet of the changeling must succeed on a DC 13 Wisdom saving throw or
Change Appearance. The changeling can use its action to polymorph into a Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any
Monsters
Tomb of Annihilation
Sunlight Sensitivity. While in sunlight, Withers has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Magical Amulet. He wears an amulet of the black skull
with 6 charges.
Spellcasting. Withers is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13; +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
Monsters
Quests from the Infinite Staircase
permanently fouls the water for 10 miles from the place where the horn dissolved. The fouled water is unfit to drink, chokes aquatic wildlife, and withers plants.Multiattack. Zargon makes two Barbed
water must succeed on a DC 15 Constitution saving throw or have the poisoned condition until it finishes a long rest.
Eerie Weather. The area within 10 miles of the lair experiences strange weather
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
(Recharges after a Short or Long Rest). Each creature within 30 feet of the changeling must succeed on a DC 13 Wisdom saving throw or be 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.
Changeling Changelings are a humanoid race of shapechangers who conceal their true identities behind false faces. Their gifts of mimicry allow them to appear as members of any humanoid culture
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
(Recharges after a Short or Long Rest). Each creature within 30 feet of the changeling must succeed on a DC 13 Wisdom saving throw or be 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.
Changeling Changelings are a humanoid race of shapechangers who conceal their true identities behind false faces. Their gifts of mimicry allow them to appear as members of any humanoid culture
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Lower Tavick’s Landing Visitors arrive at Wroann’s Gate or Terminus, but they leave through Black Arch, the gateway to the rest of Sharn. This is a heavily fortified garrison district, designed to
one of the few changeling communities in Breland. These days, Lower Tavick’s Landing is best known for High Walls—a former residential district converted into a home for refugees from the Last War
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Lower Tavick’s Landing Visitors arrive at Wroann’s Gate or Terminus, but they leave through Black Arch, the gateway to the rest of Sharn. This is a heavily fortified garrison district, designed to
one of the few changeling communities in Breland. These days, Lower Tavick’s Landing is best known for High Walls—a former residential district converted into a home for refugees from the Last War
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
on a DC 15 Constitution saving throw or have the poisoned condition until it finishes a long rest. Eerie Weather. The area within 10 miles of the lair experiences strange weather patterns that defy
downriver that permanently fouls the water for 10 miles from the place where the horn dissolved. The fouled water is unfit to drink, chokes aquatic wildlife, and withers plants.
Actions
Multiattack
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
adventurers enter area 38C. The tomb guardian fights only in self-defense and has orders from Withers to not leave the control room. If it goes berserk, it ignores these orders. Window. The window in
which is 15 feet below the hole. The wall north of the hole acts as a one-way window, but it appears no different from the rest of the tunnel from this side. Creatures in area 38A can see into this
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
adventurers enter area 38C. The tomb guardian fights only in self-defense and has orders from Withers to not leave the control room. If it goes berserk, it ignores these orders. Window. The window in
which is 15 feet below the hole. The wall north of the hole acts as a one-way window, but it appears no different from the rest of the tunnel from this side. Creatures in area 38A can see into this
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
on a DC 15 Constitution saving throw or have the poisoned condition until it finishes a long rest. Eerie Weather. The area within 10 miles of the lair experiences strange weather patterns that defy
downriver that permanently fouls the water for 10 miles from the place where the horn dissolved. The fouled water is unfit to drink, chokes aquatic wildlife, and withers plants.
Actions
Multiattack
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to remain here. They yearn for the afterlife, but the oath they swore to Zariel binds them to her service. They beg the characters to help them find rest. If the characters promise to help the ghosts
achieve their final rest, the ghosts provide the following additional information: Olanthius despises Zariel but is supernaturally bound to her service. The ghosts suggest there is still good in him
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to remain here. They yearn for the afterlife, but the oath they swore to Zariel binds them to her service. They beg the characters to help them find rest. If the characters promise to help the ghosts
achieve their final rest, the ghosts provide the following additional information: Olanthius despises Zariel but is supernaturally bound to her service. The ghosts suggest there is still good in him
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
walls. This is a safe room to rest in. Faerie Ring L7. Kitchen An unlocked wooden door seals off this cave. The door is covered with what is obviously a patch of yellow mold (see "Yellow Mold" in the
lie piled on the floor in one corner, as if someone had started to gather them. Kitchen utensils are scattered about the floor, most of them bent and misshapen. Open bags of spices rest on shelves
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
walls. This is a safe room to rest in. Faerie Ring L7. Kitchen An unlocked wooden door seals off this cave. The door is covered with what is obviously a patch of yellow mold (see "Yellow Mold" in the
lie piled on the floor in one corner, as if someone had started to gather them. Kitchen utensils are scattered about the floor, most of them bent and misshapen. Open bags of spices rest on shelves