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Returning 35 results for 'class released glowing to have ranking'.
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Magic Items
Dungeon Master’s Guide
, whereupon the rod’s head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving
throws and can sense the location of any Invisible creature that is also in the Bright Light.
The rod’s head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic
Monsters
Guildmasters’ Guide to Ravnica
thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
Monsters
Eberron: Rising from the Last War
target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or
manipulating the uncertainty of mobs and high-ranking officials alike. The effectiveness of tsucora Inspired keeps the members of this order in the good graces of the kalaraq quori.Psychic
Monsters
Guildmasters’ Guide to Ravnica
its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other
Monsters
Guildmasters’ Guide to Ravnica
or thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
Backgrounds
Guildmasters’ Guide to Ravnica
even be stripped of your position.
Azorius Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Azorius Guild Spells table are added to the spell list of
your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Azorius Guild Spells
Spell Level
Spells
Cantrip
Backgrounds
Guildmasters’ Guide to Ravnica
lifestyle between adventures.
Boros Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Boros Guild Spells table are added to the spell list of your
spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Boros Guild Spells
Spell Level
Spells
Cantrip
fire bolt,
Backgrounds
Guildmasters’ Guide to Ravnica
food and fresh water in these areas for yourself and up to five other people each day.
Gruul Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Gruul
Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Gruul Guild Spells
races
Mordenkainen Presents: Monsters of the Multiverse
range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red
to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Cold Storage The Melairkyn dwarves used this chamber for cold storage. Halaster has turned it into a trap. The room has the following features: Cold. The room is bitterly cold.
Glowing Rune
all creatures in the room. Once the rune has released this cold energy, it can’t do so again for 1 hour.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
fifteen brightly glowing giant fire beetles. (The giant uses the cage as a lantern.)
Iron Pieces. Wings to the west and east contain pieces of sculpted iron of all shapes and sizes.
The giant, Hrossk
action. If released, the beetles attack indiscriminately. The iron fragments littering the floor include curved sheets of outer plating, as well as internal gears, cogs, spindles, bars, and pipes. These pieces are waiting to be attached to the construct in area 15.
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
the tribe. If the creature is dimwitted, like a troll or ogre, the lower-class goblins give it obeisance, but before long the upper-class goblins begin to think that whoever can bend the ear of the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Dragonclaw Dragonclaw
Medium humanoid (human), neutral evil
Armor Class 14 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
9 (–1)
DEX
16 (+3)
CON
13 (+1
)
Dragon Fanatic. The dragonclaw has advantage on saving throws against being charmed or frightened. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
takes 9 (2d8) necrotic damage. A creature in a dark pool can’t regain hit points. Pedestals. The 3-foot-high pedestals store radiant energy, which is released in the presence of undead intruders. If an
its eye sockets and eight oversized glowing diamonds in place of teeth.
Kazit Gul Kazit Gul, a demilich, has entered the vault and immediately attacks the characters. If the demilich is destroyed
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Dragonclaw Dragonclaw
Medium humanoid (human), neutral evil
Armor Class 14 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
9 (–1)
DEX
16 (+3)
CON
13 (+1
)
Dragon Fanatic. The dragonclaw has advantage on saving throws against being charmed or frightened. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Dragonclaw Dragonclaw
Medium humanoid (human), neutral evil
Armor Class 14 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
9 (–1)
DEX
16 (+3)
CON
13 (+1
(200 XP)
Dragon Fanatic. The dragonclaw has advantage on saving throws against being charmed or frightened. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Fire Beetle A giant fire beetle is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire
Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
Speed 30 ft.
STR
8 (−1)
DEX
10 (+0)
CON
12 (+1)
INT
1 (−5)
WIS
7 (−2)
CHA
3 (−4)
Senses
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Dragonwing Dragonwing
Medium humanoid (human), neutral evil
Armor Class 14 (leather armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
13 (+1
dragonwing can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonwing ignores the effects of being charmed or frightened.
Fanatic Advantage. Once per turn, if the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Dragonwing Dragonwing
Medium humanoid (human), neutral evil
Armor Class 14 (leather armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
13 (+1
can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonwing ignores the effects of being charmed or frightened.
Fanatic Advantage. Once per turn, if the dragonwing
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Dragonwing Dragonwing
Medium humanoid (human), neutral evil
Armor Class 14 (leather armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
13 (+1
can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonwing ignores the effects of being charmed or frightened.
Fanatic Advantage. Once per turn, if the dragonwing
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Siren Imprisoned inside a mist-filled chamber in the Tomb of Horrors, Siren serves as evidence of Acererak’s heartless sense of humor. This mysterious fey creature yearns to be released, but an
Armor Class 14
Hit Points 38 (7d8 + 7)
Speed 30 ft., swim 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
12 (+1)
INT
13 (+1)
WIS
14 (+2)
CHA
16 (+3)
Skills Medicine +4, Nature
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Dragonsoul Dragonsoul
Medium humanoid (human), neutral evil
Armor Class 16 (studded leather)
Hit Points 110 (17d8 + 34)
Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
14 (+2
. While the dragonsoul can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonsoul ignores the effects of being charmed or frightened.
Fanatic Advantage. Once per turn, if
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Dragonsoul Dragonsoul
Medium humanoid (human), neutral evil
Armor Class 16 (studded leather)
Hit Points 110 (17d8 + 34)
Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
14 (+2
. While the dragonsoul can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonsoul ignores the effects of being charmed or frightened.
Fanatic Advantage. Once per turn, if
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light. The rod’s head stops glowing and the effect ends after 10 minutes or
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Dragonsoul Dragonsoul
Medium humanoid (human), neutral evil
Armor Class 16 (studded leather)
Hit Points 110 (17d8 + 34)
Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
14
frightened. While the dragonsoul can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonsoul ignores the effects of being charmed or frightened.
Fanatic Advantage. Once
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Dragonfang Dragonfang
Medium humanoid (human), neutral evil
Armor Class 15 (studded leather)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
14 (+2
the dragonfang can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonfang ignores the effects of being charmed or frightened.
Fanatic Advantage. Once per turn, if
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Glowing quartz pillars stand around the temple perimeter, carved to look like natural columns. The glowing pillars have the appearance of buttresses, but only the four stone pillars in the middle of
top of the dais, the altar there released a clay golem that attacked them (see area 15b). Four duergar were smashed to a pulp before Skella realized that their weapons were having no effect on the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Darkling Elder A wise and respected darkling can undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling’s absorbed light. If
the ritual succeeds, the darkling grows into a taller, elf-like form. The darkling perishes if the ritual fails. Darkling Elder
Medium Fey, Typically Chaotic Neutral
Armor Class 15 (studded
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Dragonfang Dragonfang
Medium humanoid (human), neutral evil
Armor Class 15 (studded leather)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
14
frightened. While the dragonfang can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonfang ignores the effects of being charmed or frightened.
Fanatic Advantage. Once
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Dragonfang Dragonfang
Medium humanoid (human), neutral evil
Armor Class 15 (studded leather)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
14 (+2
the dragonfang can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonfang ignores the effects of being charmed or frightened.
Fanatic Advantage. Once per turn, if
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
advancing the inscrutable schemes of their malevolent masters. But great hordes of dolgrims remain clustered in Khyber with the daelkyr, dreaming of the day when they will be released into Eberron to
feast and destroy. Dolgrim
Small aberration, chaotic evil
Armor Class 15 (natural armor, shield)
Hit Points 13 (3d6 + 3)
Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
12
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light. The rod’s head stops glowing and the effect ends after 10 minutes or
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Storm Giant Tempest Caller While most storm giants care little for the intricate details of ranking in the ordning, tempest callers proudly claim a position at the pinnacle of that ranking—and few
Armor Class 17 (natural armor)
Hit Points 310 (27d12 + 135)
Speed 50 ft., fly 50 ft. (hover), swim 50 ft.
STR
29 (+9)
DEX
14 (+2)
CON
20 (+5)
INT
21 (+5)
WIS
18 (+4)
CHA
25
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released nightwalker must be lured back to the Negative Plane by offerings of life
make life extinct, and they prioritize anything associated with the trapped creature for destruction. Nightwalker
Huge Undead, Typically Chaotic Evil
Armor Class 14
Hit Points 337 (25d12 + 175
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, however, that they can’t leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released
. A nightwalker doesn’t require air, food, drink, or sleep. Nightwalker
Huge undead, chaotic evil
Armor Class 14
Hit Points 297 (22d12 + 154)
Speed 40 ft., fly 40 ft.
STR
22(+6