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Returning 35 results for 'choose returns group to her rather'.
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Monsters
Monster Manual
Undead Restoration. If the revenant dies, it revives 24 hours later unless Dispel Evil and Good is cast on its remains. If it revives, it animates another group of corpses elsewhere on the same plane
of existence; it now looks different but uses the same stat block and returns with all its Hit Points.Multiattack. The revenant makes two Suffocate attacks.
Suffocate. Melee Attack Roll: +8
Spells
Player’s Handbook
Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature
creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature’s attitude returns to normal.
Monsters
Monster Manual
can choose to succeed instead.
Lordly Presence. Wisdom Saving Throw: DC 20, any enemy that starts its turn in a 30-foot Emanation originating from the animal lord. Failure: The target suffers the
returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Monster Manual
Points somewhere in Mount Celestia.
Legendary Resistance (4/Day). If the solar fails a saving throw, it can choose to succeed instead.
Magic Resistance. The solar has Advantage on saving throws
magically returns to the solar’s hand or hovers within 5 feet of the solar immediately after a ranged attack.
Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
Spells
Player’s Handbook
object, it must be Large or smaller, and it can’t be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as
Area. You and your group (or the target object) appear in a different area that’s visually or thematically similar to the target area. You appear in the closest similar place. If you are heading
Spells
Player’s Handbook
You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one
your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.
Monsters
Monster Manual
Animal Lordship. An animal lord represents the Sage, which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it can choose to
a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Spells
Player’s Handbook
Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse.
On each of your
creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature
Spells
Player’s Handbook
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block
this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones
Classes
Player’s Handbook
Core Rogue Traits
Primary Ability
Dexterity
Hit Point Die
D8 per Rogue level
Saving Throw Proficiencies
Dexterity and Intelligence
Skill Proficiencies
Choose 4: Acrobatics
Light property
Tool Proficiencies
Thieves’ Tools
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger;Daggers, Shortsword, Shortbow
Spells
Player’s Handbook
Choose one creature or nonmagical object that you can see within range. The creature shape-shifting;shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a
creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target’s Challenge Rating or level. The target’s game
Monsters
Planescape: Adventures in the Multiverse
), telekinesisGithzerai uniters espouse wisdom and unity rather than violence. Many uniters are members of the Sha’sal Khou, a group of githyanki and githzerai who band together to reunify the gith
Monsters
The Wild Beyond the Witchlight
destruction of evil in all its forms. He’s not especially bright, so he fights with his heart rather than his wits.
Age has drained much of the strength from Elkhorn’s body. Strongheart
dead.”
Combat Notes
Elkhorn’s challenge rating is based on him using Feint to improve his rather weak sword attack. Having been trained in his youth to fight ogres and trolls, he&rsquo
Monsters
Fizban's Treasury of Dragons
I rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
servants of my power. (Evil)
6
Patience. All creatures might teach me something, and I’m willing to wait and find out what that might be rather than acting in haste. (Good)
Deep
Monsters
The Wild Beyond the Witchlight
natural leader and a protective caregiver. She has a direct manner that reassures and inspires those around her.
Mercion does not worship a deity, but rather an ideal: that truth gives life to artistry
alone determines who can become a member of this prestigious group, which has more members than those described here. (The other members, who do not appear in this adventure, are busy elsewhere
Monsters
Fizban's Treasury of Dragons
others is often difficult because I’m so easily distr… oh my goodness, is that circlet made of silver?
7
I find the waking world tedious and mundane and would much rather spend my
, impossible sculptures with their webs.
5
A moonstone dragon wyrmling torments a group of lost modrons by tricking them into performing chaotic acts.
6
A moonstone dragon wyrmling has
Monsters
The Book of Many Things
one world, one for each card in a Deck of Many Things. As a group, hierophants are sometimes called Sages, but each hierophant is also identified with a particular card. When a hierophant dies, the
remaining leaders choose an initiate to fill the position, preferring initiates from the oldest broods.
A new hierophant undergoes a rite similar to the rite of initiation, but only the other
Monsters
Phandelver and Below: The Shattered Obelisk
Legendary Resistance (2/Day). When Ruxithid fails a saving throw, he can choose to succeed instead.
Mental Fortitude. Ruxithid has advantage on saving throws against the charmed and frightened
gemstone. Unknown to Ruxithid the Chosen, a new group of mind flayer fanatics that draw power from the Far Realm planted it for him to find. The gemstone lets Ruxithid telepathically communicate with the
Monsters
Bigby Presents: Glory of the Giants
returns as a spectral cloud. While this Undead seems to be merely a thick cloud or fog bank, observers can sometimes spot a shadowy bipedal figure lurking within. At the heart of the cloud, the figure
’s appearance becomes clear: a skeletal cloud giant corpse.
Tales suggest cloud giants sometimes seek this fate rather than accept the end of their naturally long lives. In such stories, a
Monsters
The Book of Many Things
fails a saving throw, it can choose to succeed instead.Multiattack. The champion makes two Blight Staff attacks, two Plague Bolt attacks, or one of each.
Blight Staff. Melee Weapon Attack: +9
;rival Jyn for power and together can oppose her. The fact that the three champions rarely agree on anything is a major check on the group’s power. Instead of the Grim Harrow acting as a unified
Monsters
Bigby Presents: Glory of the Giants
":"Incorporeal Movement", "rollDamageType":"force"} force damage if it ends its turn inside an object.
Legendary Resistance (3/Day). If the spirit fails a saving throw, it can choose to succeed
energy and doesn’t disperse into the elements. Rather, it absorbs the elemental energy around it, and its lower body becomes a storm cloud. The resulting tempest spirit is similar in appearance
Spells
Xanathar's Guide to Everything
;dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.
The demons are hostile to
all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.
As part of
Backgrounds
Sword Coast Adventurer's Guide
In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the
functionaries in Baldur’s Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford.
Even if you are no longer a full-fledged member of the group that gave you your start in
Monsters
Spelljammer: Adventures in Space
Legendary Resistance (3/Day). If the horror fails a saving throw, it can choose to succeed instead.
Unusual Nature. The horror doesn’t require air.Multiattack. The horror makes one Bite attack
Wildspace systems and lay waste to worlds. After feeding on the minds and bodies of a world’s inhabitants until it is sated, a cosmic horror usually returns to the void, where it falls into a deep
Monsters
The Wild Beyond the Witchlight
creature she sees when she awakens after a long rest. See the stat block for details.
Hourglass Coven
The Hourglass Coven is a group of three hags, each one bound to an aspect of time: one reflects
regains all of its shared spells.
Alter Size. Skabatha magically shrinks herself to Tiny size (between 4 and 8 inches tall) or returns to her normal size. If Skabatha lacks the room to return
Monsters
Strixhaven: A Curriculum of Chaos
.
Legendary Resistance (3/Day). If the archaic fails a saving throw, it can choose to succeed instead.
Unusual Nature. The archaic doesn’t require air, food, drink, or sleep.Multiattack. The
, it hovers there until the start of the archaic’s next turn, at which time gravity returns to normal and the creature falls.
Spellcasting. The archaic casts one of the following spells
Monsters
Curse of Strahd
that Strahd would never accept her as his true mother, nor could she bear his rejection. As a result, she has never confronted him. She would rather exist in perpetual denial, whiling away the days
witches, Lysaga recently uncovered a potential threat to Strahd: a secret society of wereravens called the Keepers of the Feather, a group that uses ordinary ravens as their spies.
Strahd doesn’t
Species
Sword Coast Adventurer's Guide
character, although Devil’s Tongue, Hellfire, and Winged are mutually exclusive.
Appearance. Your tiefling might not look like other tieflings. Rather than having the physical
characteristics described in the Player’s Handbook, choose 1d4 + 1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat-like legs
Species
Sword Coast Adventurer's Guide
replaces the Ability Score Increase trait.
Appearance. Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player’s Handbook
, choose 1d4 + 1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat-like legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Monsters
The Wild Beyond the Witchlight
made him the envy of many rival spellcasters.
Ringlerun has a good heart, but he’s easily distracted by intellectual pursuits. He would rather spend time in quiet contemplation or reading than in
resolute human paladin committed to destroying evil wherever it rears its ugly head. Strongheart alone determines who can become a member of this prestigious group, which has more members than those
Monsters
Tyranny of Dragons
.
Innate Spellcasting (3/Day). Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma.
Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose
effects.
Magic Weapons. Tiamat’s weapon attacks are magical.
Multiple Heads. Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws
Monsters
The Wild Beyond the Witchlight
Trait. “I detest chores and would rather have other creatures do them for me.”
Ideal. “I don’t care about the past or the future. I live in the present. What I do now, this very
within 10 feet of Bavlorna cause her to lapse into a fit of sneezing. See the stat block for more details.
Hourglass Coven
The Hourglass Coven is a group of three hags, each one bound to an aspect of
Backgrounds
Sword Coast Adventurer's Guide
it more difficult to pursue a personal agenda that doesn’t fit with the group’s objectives — but on the other hand, you can take down much more formidable targets with the help of
your companions.
Skill Proficiencies: Choose two from among Deception, Insight, Persuasion, and StealthTool Proficiencies: Choose two from among one type of gaming set, one musical instrument
Species
Dragonlance: Shadow of the Dragon Queen
them. Altered by unbridled magic, a group of gnomes were transformed and given almost supernatural curiosity and fearlessness. These were the first kender.
Originating on the world of Krynn, kender are
other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from