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                        Returning 31 results for 'class with released'.
                    
                
                        
                            
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                                                     Backgrounds
                                                    Guildmastersâ 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
                                                
                                            
                                        
                                                     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 Acererakâs 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->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->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    , however, that they canât 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 doesnât 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
                                                
                                            
                                        
                                                     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->Monstrous Compendium Volume One: Spelljammer Creatures
                                                    
                                                
                                            
                                                     Construct, Typically Neutral
  Armor Class 14 (natural armor)
 Hit Points 110 (13d10 + 39)
 Speed 0 ft., fly 60 ft. (hover)
 
   STR
  1 (â5) 
 
  DEX
  13 (+1) 
 
  CON
  16 (+3
                                                
                                            
                                                
                                                     a bonus action. If the fractine is reduced to 0 hit points, any creature in the fractineâs demiplane is released instantly. A released creature reappears in an unoccupied space as close to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     disastrous experiment, Izzet researchers observed a blistercoil weird expanding to fill a six-story workshop before it released all its excess energy in an enormous explosion and returned to its original
                                                
                                            
                                                
                                                     size. Blistercoil Weird
 Medium elemental, chaotic neutral
 Armor Class 13
 Hit Points 45 (7d8 + 14)
 Speed 40 ft., swim 60 ft.
   STR
 16(+3)
 
  DEX
 16(+3)
 
  CON
 15(+2)
 
  INT
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     and banishes it to that plane, where it is likely to be slain or enslaved by a yugoloth for its failure. Barghest
 Large Fiend, Typically Neutral Evil
 Armor Class 17 (natural armor)
 Hit Points
                                                
                                            
                                                
                                                     the barghest for 24 hours, after which time it is digested and the person is incapable of being revived. If the barghest dies before the soul is digested, the soul is released. While a soul is trapped
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     creatures as dreamlike recollections, potentially spurring their inheritors to action. The Memory Web Memories table presents adventure seeds that might be released by a slain memory web.
   Memory Web
                                                
                                            
                                                
                                                     upheaval 
   
   Matias Tapia   
 Memory Web Large Aberration, Typically Neutral Evil
 Armor Class 14
 Hit Points 39 (6d10 + 6)
 Speed 40 ft., climb 40 ft.
  STR
 16 (+3)
 DEX
 18 (+4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    -high walls are rough but slick with spray, requiring a successful DC 15 Strength (Athletics) check to climb. The bridge has an Armor Class (AC) of 5 and 10 hit points. If the bridge is reduced to 0 hit
                                                
                                            
                                                
                                                     this unless the goblin on the bridge tells them to. The goblin on the bridge waits to see if the first flood got rid of all the intruders before calling for the second to be released.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     that detects the presence of celestials, such as a paladinâs Divine Sense class feature, reveals the presence of such a creature bound within the shield. If a dispel evil and good spell is cast on
                                                
                                            
                                                
                                                     the shield, or if the shield comes within 10 feet of a fiend, the deva is released, appearing within 5 feet of the shield or in the nearest unoccupied space. Once freed, the deva uses its detect evil
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     detects the presence of fiends, such as a paladinâs Divine Sense class feature, reveals the presence of such a creature bound within the shield. If an identify spell is cast on the shield, or if it is
                                                
                                            
                                                
                                                     brought within 10 feet of its sister shield in area 9b, the pit fiend is released. It appears within 5 feet of the shieldâs bearer or in the nearest unoccupied space. The freed pit fiend attacks any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , Unaligned
 Armor Class 16 (natural armor)
 Hit Points 58 (9d8 + 18)
 Speed 20 ft., climb 20 ft.
   STR
  16 (+3) 
 
  DEX
  13 (+1) 
 
  CON
  14 (+2) 
 
  INT
  3 (-4) 
 
  WIS
  10 (+0
                                                
                                            
                                                
                                                     feet of the cave fisher, and the cave fisher makes one Claw attack against it. Anyone else who was attached to the filament is released. Until the grapple ends on the target, the cave fisher canât use
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     in the barghest for 24 hours, after which time it is digested. If the barghest dies before the soul is digested, the soul is released.
 While a humanoidâs soul is trapped in a barghest, any form of
                                                
                                            
                                                
                                                     is likely to be slain or enslaved by a yugoloth for its failure. Barghest
 Large fiend (shapechanger), neutral evil
 Armor Class 17 (natural armor)
 Hit Points 90 (12d10 + 24)
 Speed 60 ft. (30 ft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    . When the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane. Astral Dreadnought
 Gargantuan Monstrosity (Titan), Unaligned
 Armor Class 20 (natural armor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     demiplane vanishes, and the contents are released into the Astral Plane. Astral Dreadnought Gargantuan Monstrosity (Titan), Unaligned
 Armor Class 20 (natural armor)
 Hit Points 297 (17d20 + 119)
 Speed 15
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     magic, most creatures arrive here only after they have died. When the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane. An astral dreadnought doesnât
                                                
                                            
                                                
                                                    
 Armor Class 20 (natural armor)
 Hit Points 297 (17d20 + 119)
 Speed 15 ft., fly 80 ft. (hover)
   STR
 28(+9)
 
  DEX
 7(â2)
 
  CON
 25(+7)
 
  INT
 5(â3)
 
  WIS
 14(+2)
 
  CHA
 18
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     followers of Lolth. Drow Matron Mother
 Medium Humanoid (Cleric, Elf), Typically Neutral Evil
 Armor Class 17 (half plate)
 Hit Points 247 (33d8 + 99)
 Speed 30 ft.
   STR
  12 (+1) 
 
  DEX
                                                
                                            
                                                
                                                     throw or be flung 2d6 Ă 10 feet through the air. A creature smashed into a solid object takes 1d6 bludgeoning damage for every 10 feet moved. If released in midair, the creature takes falling damage as normal.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     who command the consuls. Fist of Bane
 Medium humanoid (human), lawful evil
 Armor Class 18 (chain mail, shield)
 Hit Points 22 (4d8 + 4)
 Speed 30 ft.
   STR
 16 (+3)
 
  DEX
 11 (+0
                                                
                                            
                                                
                                                     damage.
 Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.
 
 Symbol of Bane
 Iron Consul
 Medium humanoid (human), lawful evil
 Armor Class
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     concern is the annihilation of the material realms as they are ripped apart by the superior elemental might of air and wind. Yan-C-Bin
 Huge elemental, neutral evil
 Armor Class 22 (natural armor)
 Hit
                                                
                                            
                                                
                                                     saving throw or be hoisted or flung 3d6 Ă 10 feet through the air. A creature smashed into a solid object or released in mid-air takes 1d6 bludgeoning damage for every 10 feet moved or fallen. Yan-C-Bin
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     floated up against a pearlescent remnant of celestial matter imbued with life and life-giving magic. The collision shattered both objects and released a storm of chaotic energy. Countless islands of mixed
                                                
                                            
                                                
                                                    , unusual, and valuable â hopefully not including you.
 â Volo
  Morkoth
 Medium aberration, chaotic evil
 Armor Class 17 (natural armor)
 Hit Points 130 (20d8 + 40)
 Speed 25 ft., swim 50 ft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the godâs petrified flesh came back to life as morkoths
                                                
                                            
                                                
                                                     cosmos. Occasionally, a morkoth learns to direct its islandâs movement. Morkoth
 Large Aberration, Typically Chaotic Evil
 Armor Class 17 (natural armor)
 Hit Points 165 (22d10 + 44)
 Speed 25 ft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     their weakness relative to the dragon or treated fairly because of the dragonâs kindness. Employees who donât perform up to the dragonâs standards are released from serviceâwhether that means being
                                                
                                            
                                                
                                                     universities. These dragons might believe that educating lesser creatures is the responsibility of the great. Others want a higher class of minion and believe education is the best way to achieve that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                    , Chaotic Good
 Armor Class 13
 Hit Points 22 (4d4 + 12)
 Speed 0 ft., fly 30 ft. (hover)
  STR
 10 (+0)
 DEX
 16 (+3)
 CON
 16 (+3)
 INT
 13 (+1)
 WIS
 10 (+0)
 CHA
 12 (+1)
 
 Skills Arcana
                                                
                                            
                                                
                                                    . The door can be opened with a successful DC 15 Strength check. If released, the shivering Herald of Dust is friendly toward the characters. However, itâs his first day, and he doesnât know the way
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     Zikranâs Zephyrean Tome shatters and Gazre-Azam is released from the book. The djinni materializes in an unoccupied space within 30 feet of the book and lets out a deep sigh of relief. Treasure. The room
                                                
                                            
                                                
                                                    
 Armor Class 15 (natural armor)
 Hit Points 104 (16d12)
 Speed 0 ft., fly 40 ft. (hover)
   STR 
  27 (+8) 
 
  DEX 
  11 (+1) 
 
  CON 
  10 (+0) 
 
  INT 
  12 (+1) 
 
  WIS 
  16
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     the aviary and try to open the big windows without being attacked by the owl. Bloodybeak is a natural enemy of the jabberwock in area P22. If the owl is released from temporal stasis, it attacks the
                                                
                                            
                                                
                                                     when Ringlerun used it to cast cone of cold. The staff canât recharge until Ringlerun is released from temporal stasis.) P24. Ruined Staterooms The jabberwock destroyed the furnishings in these two
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     deactivates the magnetic field permanently. The levers are lightweight and easily maneuvered. A creature can attempt to move a lever by hitting it with a ranged attack; each lever has Armor Class 10, and
                                                
                                            
                                                
                                                     when the spears are released must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) piercing damage, is pinned to the north wall, and has the grappled condition (escape
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     or magic items.â If released, Falaster helps the characters as best he can while staying out of harmâs way. Expecting that he might be caught, he obtained and memorized a floor plan of the dungeon
                                                
                                            
                                                
                                                     the Nine Hells if the characters offer it one. The Hidden Lord has no loyalty to anyone but itself. Thavius Kreeg
 Medium humanoid (human), lawful evil
 Armor Class 10
 Hit Points 40 (9d8)
 Speed 30
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    ), lawful evil
 Armor Class 9
 Hit Points 5 (2d8 â 4)
 Speed 30 ft.
   STR
 7 (â2)
 
  DEX
 8 (â1)
 
  CON
 6 (â2)
 
  INT
 15 (+2)
 
  WIS
 17 (+3)
 
  CHA
 12 (+1)
Skills Deception
                                                
                                            
                                                
                                                     help the Vanthampurs conquer Baldurâs Gate if released. Thavius Kreeg is confident that he can devise a way to release Gargauth from the shield. Thavius arrived in the city a few days ago with the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     goblin on the bridge waits to see if the first flood got rid of all the intruders before calling for the second flood to be released. H6: Goblin Den The Cragmaw raiders stationed in the hideout use this
                                                
                                            
                                                
                                                     magical healing. Nikki Dawes  Sildar Hallwinter Sildar Hallwinter Medium Humanoid (Human), Neutral Good
 Armor Class 16 (chain mail)
 Hit Points 27 (5d8 + 5)
 Speed 30 ft.
  STR
 13 (+1)
 DEX
 10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     characters use it. Use the statistics for the apparatus of Kwalish from chapter 7 of the Dungeon Masterâs Guide: Armor Class: 20 Hit Points: 200 Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the
                                                
                                            
                                                
                                                     experiments here can be safely examined. However, if the check is failed by 5 or more, the steam mephits are released. Any character who succeeds on a DC 12 Wisdom (Medicine) check gets the
                                                
                                            
                                        





