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Returning 35 results for 'charged skills'.
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Goblin
Legacy
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Species
Volo's Guide to Monsters
higher-ranking castes keep their status by not sharing their knowledge and skills with other families, while those in the lower castes have little hope of escaping their plight.
Outsiders who don&rsquo
goblin tribe has to nobility is the caste of lashers — families of goblins trained in the ways of battle, and also possessed of key skills such as strategy, trap-building, beast taming, mining
Compendium
- Sources->Dungeons & Dragons->Monster Manual
AC 15 Initiative −1 (9)
HP 110 (13d10 + 39)
Speed 30 ft., Swim 20 ft.
Mod Save Str 18 +4 +4 Dex 8 −1 −1 Con 16 +3 +3 Mod Save Int 5 −3 −3 Wis 10 +0 +0 Cha 5 −3 −3
Skills
. Whenever the shambling mound is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.
Actions
Multiattack. The shambling mound makes three Charged
Compendium
- Sources->Dungeons & Dragons->Monster Manual
AC 15 Initiative −1 (9)
HP 110 (13d10 + 39)
Speed 30 ft., Swim 20 ft.
Mod Save Str 18 +4 +4 Dex 8 −1 −1 Con 16 +3 +3 Mod Save Int 5 −3 −3 Wis 10 +0 +0 Cha 5 −3 −3
Skills
. Whenever the shambling mound is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.
Actions
Multiattack. The shambling mound makes three Charged
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Perfect your skills and you may earn your place among the Deathless. Destroy those foul creatures that channel the power of Mabar, for they consume the essence of our world. The elves of Aerenal refuse
a specific counselor—perhaps your own ancestor? Followers of the Undying Court despise negatively charged undead, so without a concrete mission, one should seek to destroy the undead and the necromancers who rouse them.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Perfect your skills and you may earn your place among the Deathless. Destroy those foul creatures that channel the power of Mabar, for they consume the essence of our world. The elves of Aerenal refuse
a specific counselor—perhaps your own ancestor? Followers of the Undying Court despise negatively charged undead, so without a concrete mission, one should seek to destroy the undead and the necromancers who rouse them.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
18 (+4)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws Int +7, Wis +5
Skills Insight +5, Perception +5, Stealth +10
Damage Resistances psychic
Senses darkvision 60 ft., passive Perception
.
Mental Fortitude. Ruxithid has advantage on saving throws against the charmed and frightened conditions.
Actions
Multiattack. Ruxithid makes two Psi-Charged Scimitar attacks.
Psi-Charged Scimitar
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
18 (+4)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws Int +7, Wis +5
Skills Insight +5, Perception +5, Stealth +10
Damage Resistances psychic
Senses darkvision 60 ft., passive Perception
.
Mental Fortitude. Ruxithid has advantage on saving throws against the charmed and frightened conditions.
Actions
Multiattack. Ruxithid makes two Psi-Charged Scimitar attacks.
Psi-Charged Scimitar
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
drives out the intruders bent on plundering the relics it is charged with guarding. Eidolon
Medium undead, any alignment
Armor Class 9
Hit Points 63 (18d8 − 18)
Speed 0 ft., fly 40 ft. (hover
)
STR
7(−2)
DEX
8(−1)
CON
9(−1)
INT
14(+2)
WIS
19(+4)
CHA
16(+3)
Saving Throws Wis +8
Skills Perception +8
Damage Resistances acid, fire, lightning
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
14 (natural armor)
Hit Points 143 (22d10 + 22)
Speed 10 ft., fly 30 ft.
STR
19 (+4)
DEX
15 (+2)
CON
12 (+1)
INT
18 (+4)
WIS
13 (+1)
CHA
11 (+0)
Skills Stealth +6
(Recharge 6). The mutate lets out a moan charged with psychic energy. Each creature within 60 feet of the mutate that isn’t an Aberration must succeed on a DC 16 Wisdom saving throw or take 17 (5d6) psychic damage and have the frightened condition until the end of the mutate’s next turn.
Jessica Nguyen
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
drives out the intruders bent on plundering the relics it is charged with guarding. Eidolon
Medium undead, any alignment
Armor Class 9
Hit Points 63 (18d8 − 18)
Speed 0 ft., fly 40 ft. (hover
)
STR
7(−2)
DEX
8(−1)
CON
9(−1)
INT
14(+2)
WIS
19(+4)
CHA
16(+3)
Saving Throws Wis +8
Skills Perception +8
Damage Resistances acid, fire, lightning
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Nonaton Modron When modrons act against the will of Primus, nonatons are charged with bringing those rogue units into line. These inspectors also interrogate captured trespassers of Mechanus
)
CHA
13 (+1)
Saving Throws Int +7, Wis +7
Skills Investigation +7, Perception +11
Senses truesight 120 ft., passive Perception 21
Languages Modron, telepathy 120 ft.
Challenge 10
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Nonaton Modron When modrons act against the will of Primus, nonatons are charged with bringing those rogue units into line. These inspectors also interrogate captured trespassers of Mechanus
)
CHA
13 (+1)
Saving Throws Int +7, Wis +7
Skills Investigation +7, Perception +11
Senses truesight 120 ft., passive Perception 21
Languages Modron, telepathy 120 ft.
Challenge 10
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
City Guard The City Guard is Waterdeep’s army, charged with protecting the city’s walls and gates, government buildings, harbor, and officials. The City Guard also patrols the roads to Amphail
alignment
Armor Class 17 (half plate)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
14(+2)
DEX
15(+2)
CON
14(+2)
INT
10(+0)
WIS
12(+1)
CHA
10(+0)
Skills
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
City Guard The City Guard is Waterdeep’s army, charged with protecting the city’s walls and gates, government buildings, harbor, and officials. The City Guard also patrols the roads to Amphail
alignment
Armor Class 17 (half plate)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
14(+2)
DEX
15(+2)
CON
14(+2)
INT
10(+0)
WIS
12(+1)
CHA
10(+0)
Skills
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
14 (natural armor)
Hit Points 143 (22d10 + 22)
Speed 10 ft., fly 30 ft.
STR
19 (+4)
DEX
15 (+2)
CON
12 (+1)
INT
18 (+4)
WIS
13 (+1)
CHA
11 (+0)
Skills Stealth +6
(Recharge 6). The mutate lets out a moan charged with psychic energy. Each creature within 60 feet of the mutate that isn’t an Aberration must succeed on a DC 16 Wisdom saving throw or take 17 (5d6) psychic damage and have the frightened condition until the end of the mutate’s next turn.
Jessica Nguyen
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Vajra Safahr Vajra is a capable wizard in her mid-thirties, the youngest person ever to hold the position of Blackstaff. As the High Wizard of Waterdeep, she is charged with using all the magic and
particularly interested in those who can bring unique skills, abilities, or spells to the mix. Several of the older and more seasoned wizards in Waterdeep consider Vajra an upstart, but they are smart enough
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Vajra Safahr Vajra is a capable wizard in her mid-thirties, the youngest person ever to hold the position of Blackstaff. As the High Wizard of Waterdeep, she is charged with using all the magic and
particularly interested in those who can bring unique skills, abilities, or spells to the mix. Several of the older and more seasoned wizards in Waterdeep consider Vajra an upstart, but they are smart enough
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
+1 +1
Mod Save
Int 12 +1 +1
Wis 13 +1 +1
Cha 9 −1 −1
Skills Perception +5
Resistances Acid, Cold
Senses Darkvision 120 ft.; Passive Perception 15
Cha 14 +2 +2
Skills Perception +2, Performance +6, Stealth +5
Senses Passive Perception 12
Languages Common, Elvish, Sylvan
CR 1/2 (XP 100; PB +2)
Traits
Magic Resistance. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
+1 +1
Mod Save
Int 12 +1 +1
Wis 13 +1 +1
Cha 9 −1 −1
Skills Perception +5
Resistances Acid, Cold
Senses Darkvision 120 ft.; Passive Perception 15
Cha 14 +2 +2
Skills Perception +2, Performance +6, Stealth +5
Senses Passive Perception 12
Languages Common, Elvish, Sylvan
CR 1/2 (XP 100; PB +2)
Traits
Magic Resistance. The
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, Cha +3
Skills Arcana +6, History +6
Senses passive Perception 11
Languages Common, Draconic, Dwarvish, Elvish
Challenge 5 (1,800 XP) Proficiency Bonus +3
Special Equipment. Ringlerun wields a
staff of power. It has 20 charges when fully charged and regains 2d8 + 4 expended charges daily at dawn. If its last charge is expended, roll a d20. On a 1, the staff retains its +2 bonus to attack
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the
11(+0)
DEX
15(+2)
CON
10(+0)
INT
14(+2)
WIS
12(+1)
CHA
16(+3)
Saving Throws Int +4, Cha +5
Skills Arcana +4, History +4
Damage Resistances necrotic
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the
11(+0)
DEX
15(+2)
CON
10(+0)
INT
14(+2)
WIS
12(+1)
CHA
16(+3)
Saving Throws Int +4, Cha +5
Skills Arcana +4, History +4
Damage Resistances necrotic
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
survive. Living deep in the wilderness demands great fortitude and the mastery of certain fighting and survival skills. Down in the Underdark, far from the wild lands, the Emerald Enclave must remain
. Some are charged with defending sacred glades and preserving the natural balance. At times, however, all members of the order are called together to combat foes great enough to disrupt or destroy
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
oculorb unleashes powerful waves of energy charged with negative emotions, cowing its foes with despair and ire. Oculorb Large Aberration, Typically Chaotic Evil
Armor Class 13 (natural armor)
Hit
Skills Investigation +6, Perception +10
Condition Immunities blinded, prone
Senses truesight 60 ft., passive Perception 20
Languages Deep Speech, telepathy 120 ft.
Challenge 9 (5,000 XP
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, Cha +3
Skills Arcana +6, History +6
Senses passive Perception 11
Languages Common, Draconic, Dwarvish, Elvish
Challenge 5 (1,800 XP) Proficiency Bonus +3
Special Equipment. Ringlerun wields a
staff of power. It has 20 charges when fully charged and regains 2d8 + 4 expended charges daily at dawn. If its last charge is expended, roll a d20. On a 1, the staff retains its +2 bonus to attack
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
oculorb unleashes powerful waves of energy charged with negative emotions, cowing its foes with despair and ire. Oculorb Large Aberration, Typically Chaotic Evil
Armor Class 13 (natural armor)
Hit
Skills Investigation +6, Perception +10
Condition Immunities blinded, prone
Senses truesight 60 ft., passive Perception 20
Languages Deep Speech, telepathy 120 ft.
Challenge 9 (5,000 XP
Compendium
- Sources->Dungeons & Dragons->Monster Manual
only to feed and spread. 2 The larvae of another creature and require electrically charged environs to reproduce. 3 Seeking to escape some catastrophe or terror lurking in the depths. 4 Supernaturally
)
Speed 10 ft., Fly 30 ft. (hover)
Mod Save Str 15 +2 +2 Dex 14 +2 +2 Con 13 +1 +1 Mod Save Int 12 +1 +1 Wis 11 +0 +0 Cha 9 −1 −1
Skills Perception +4, Stealth +6
Immunities
Compendium
- Sources->Dungeons & Dragons->Monster Manual
only to feed and spread. 2 The larvae of another creature and require electrically charged environs to reproduce. 3 Seeking to escape some catastrophe or terror lurking in the depths. 4 Supernaturally
)
Speed 10 ft., Fly 30 ft. (hover)
Mod Save Str 15 +2 +2 Dex 14 +2 +2 Con 13 +1 +1 Mod Save Int 12 +1 +1 Wis 11 +0 +0 Cha 9 −1 −1
Skills Perception +4, Stealth +6
Immunities
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
survive. Living deep in the wilderness demands great fortitude and the mastery of certain fighting and survival skills. Down in the Underdark, far from the wild lands, the Emerald Enclave must remain
. Some are charged with defending sacred glades and preserving the natural balance. At times, however, all members of the order are called together to combat foes great enough to disrupt or destroy
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
angel, but her impetuous nature and love of battle led to her fall. In her previous life, she was charged with observing the battles on Avernus and tracking their progress. From this exposure, she
Zariel is no politician. She lives to fight, and she bases her assessment of those she meets on a combination of their combat skills and their willingness to use those skills. In Zariel’s eyes, zeal
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
angel, but her impetuous nature and love of battle led to her fall. In her previous life, she was charged with observing the battles on Avernus and tracking their progress. From this exposure, she
Zariel is no politician. She lives to fight, and she bases her assessment of those she meets on a combination of their combat skills and their willingness to use those skills. In Zariel’s eyes, zeal
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, one of Mammon’s most important vassals, has won fame and acclaim for his victories. Charged with leading sixty-six companies of barbed devils (see the Monster Manual), Bael has proven to be a
+11, Int +11, Cha +13
Skills Intimidation +13, Perception +13, Persuasion +13
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Mammon’s most important vassals, has won fame and acclaim for his victories. Charged with leading sixty-six companies of barbed devils, Bael has proven to be a tactical genius, earning esteem for
(+7)
CHA
24(+7)
Saving Throws Dex +9, Con +11, Int +11, Cha +13
Skills Intimidation +13, Perception +13, Persuasion +13
Damage Resistances cold; bludgeoning, piercing, and slashing from
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
relics it is charged with guarding. Sacred Guardians. Creating an eidolon requires a spirit of fanatical devotion — that of an individual who, in life, served with unwavering faithfulness. Upon death, a
)
WIS
19(+4)
CHA
16(+3)
Saving Throws Wis +8
Skills Perception +8
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Mammon’s most important vassals, has won fame and acclaim for his victories. Charged with leading sixty-six companies of barbed devils, Bael has proven to be a tactical genius, earning esteem for
(+7)
CHA
24(+7)
Saving Throws Dex +9, Con +11, Int +11, Cha +13
Skills Intimidation +13, Perception +13, Persuasion +13
Damage Resistances cold; bludgeoning, piercing, and slashing from