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Returning 35 results for 'collective rarest gain to her retreats'.
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Monsters
Van Richten’s Guide to Ravenloft
. Such amalgamated spirits are tormented by their collective pain, endlessly moaning disjointed final thoughts as they lash out at the living. Having known untold deaths, gallows speakers can predict
gallows speaker might gain insight into any of its many deaths.Necrotic, PoisonBludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain
communicating telepathically “speaks” as one creature, often referring to itself using the collective pronouns “we” and “us.”
Some mind flayer colonies use cranium
Monsters
Fizban's Treasury of Dragons
gains 1 level of exhaustion. On a successful save, the creature takes half as much damage, doesn’t gain exhaustion, and is immune to all draconians’ Noxious Breath for 24 hours.
Spellcasting
AC against that attack and potentially causing the attack to miss.The rarest and most powerful of the draconians are the masterminds—spellcasters and strategists who most often serve as military
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
writing) oversee the front gates, examining and discussing written works presented by hopefuls trying to gain entrance. If a question arises, the Avowed send a runner to consult with a sage in the
acts as a guide and research assistant for the duration of their visit. This guide has access to all the resources of the library, with the exception of the vaults that contain the rarest and most
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
writing) oversee the front gates, examining and discussing written works presented by hopefuls trying to gain entrance. If a question arises, the Avowed send a runner to consult with a sage in the
acts as a guide and research assistant for the duration of their visit. This guide has access to all the resources of the library, with the exception of the vaults that contain the rarest and most
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
retreats. A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening
you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Skyriders Nosy heroes asking awkward questions in the towns nearby gain the attention of the Howling Hatred cult. The air cultists send a group of aerial raiders to eliminate the characters, or at
reduced to half its hit points or less, its rider disengages and retreats. If any two riders are killed or retreat, the third flees. Treasure None of the riders carry treasure, but one of them has a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Skyriders Nosy heroes asking awkward questions in the towns nearby gain the attention of the Howling Hatred cult. The air cultists send a group of aerial raiders to eliminate the characters, or at
reduced to half its hit points or less, its rider disengages and retreats. If any two riders are killed or retreat, the third flees. Treasure None of the riders carry treasure, but one of them has a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
retreats. A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening
you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
knows death in myriad forms. Such amalgamated spirits are tormented by their collective pain, endlessly moaning disjointed final thoughts as they lash out at the living. Having known untold deaths
linger and listen to a gallows speaker might gain insight into any of its many deaths. Gallows Speaker
Medium Undead
Armor Class 12
Hit Points 85 (19d8)
Speed 0 ft., fly 40 ft. (hover)
STR
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Draconian Mastermind The rarest and most powerful of the draconians are the masterminds—spellcasters and strategists who most often serve as military commanders or as advisors to those who created
and gains 1 level of exhaustion. On a successful save, the creature takes half as much damage, doesn’t gain exhaustion, and is immune to all draconians’ Noxious Breath for 24 hours.
Spellcasting. The
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
knows death in myriad forms. Such amalgamated spirits are tormented by their collective pain, endlessly moaning disjointed final thoughts as they lash out at the living. Having known untold deaths
linger and listen to a gallows speaker might gain insight into any of its many deaths. Gallows Speaker
Medium Undead
Armor Class 12
Hit Points 85 (19d8)
Speed 0 ft., fly 40 ft. (hover)
STR
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
their own forms of power, constantly seeking to gain the influence necessary to move up. Assassinations, power plays, cunning deceits, and social engineering are all weapons the vampires employ to
wound each other without undermining their collective strength. Daniel S. Alessi
As the ruling body of a nation, the Crimson Court has a great deal of power, but also a great deal of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Draconian Mastermind The rarest and most powerful of the draconians are the masterminds—spellcasters and strategists who most often serve as military commanders or as advisors to those who created
and gains 1 level of exhaustion. On a successful save, the creature takes half as much damage, doesn’t gain exhaustion, and is immune to all draconians’ Noxious Breath for 24 hours.
Spellcasting. The
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, fear, and other base emotions. A swarm of cranium rats communicating telepathically “speaks” as one creature, often referring to itself using the collective pronouns “we” and “us.” Some mind flayer
Bonus +3
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically “speaks” as one creature, often referring to itself using the collective pronouns “we” and
can’t regain hit points or gain temporary hit points.
Telepathic Shroud. The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically “speaks” as one creature, often referring to itself using the collective pronouns “we” and
can’t regain hit points or gain temporary hit points.
Telepathic Shroud. The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. Mark one victory and advance to Event 2: “The Storm Breaks.” The party retreats. The undead spill into the town. Proceed to Event 5: “Streets of Rage.” Event 2. The Storm Breaks If the defenders hold
docks! The party holds the line. Mark one victory and advance to Event 6: “Rolling Thunder.” The party retreats. The cultists of Talos surge into the town. Go to Event 5: “Streets of Rage.” Event 4
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. Mark one victory and advance to Event 2: “The Storm Breaks.” The party retreats. The undead spill into the town. Proceed to Event 5: “Streets of Rage.” Event 2. The Storm Breaks If the defenders hold
docks! The party holds the line. Mark one victory and advance to Event 6: “Rolling Thunder.” The party retreats. The cultists of Talos surge into the town. Go to Event 5: “Streets of Rage.” Event 4
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, fear, and other base emotions. A swarm of cranium rats communicating telepathically “speaks” as one creature, often referring to itself using the collective pronouns “we” and “us.” Some mind flayer
Bonus +3
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
by evil gods. An evil empyrean can’t survive long on the Upper Planes and usually retreats to the Material Plane, where it can rule over a kingdom of mortals as an indomitable tyrant. Immortal Titans
bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can’t be charmed or frightened, and they gain advantage on ability checks and saving throws
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
by evil gods. An evil empyrean can’t survive long on the Upper Planes and usually retreats to the Material Plane, where it can rule over a kingdom of mortals as an indomitable tyrant. Immortal Titans
bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can’t be charmed or frightened, and they gain advantage on ability checks and saving throws
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
its direction or collective nerve, you stand tall with the power of your convictions and an even more powerful assortment of weapons to keep things on track. If that sometimes inspires a need to crack
fighters use any means necessary to gain the edge in battle, whether those tricks were learned from a long-gone drill instructor, first used by an opponent against you, or an original tactic perfected by
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
its direction or collective nerve, you stand tall with the power of your convictions and an even more powerful assortment of weapons to keep things on track. If that sometimes inspires a need to crack
fighters use any means necessary to gain the edge in battle, whether those tricks were learned from a long-gone drill instructor, first used by an opponent against you, or an original tactic perfected by
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
group is a team of devotees pursuing a cause for your faith, or maybe you’re a bunch of cynics taking advantage of a wealthy congregation. Your collective faith could compel you to hunt evil monsters or
impending doom. Acolytes prepare for a couatl festival Religious Order Perks With a religious order as your group’s patron, you gain the following perks. Divine Service. In times of need, your group can
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
ledges or cling to the high ceiling, attacking with their bows while staying out of the range of melee weapons. A drider retreats if reduced to 60 hit points or fewer. Drow Patrol The characters encounter
at least 50 gp. If they do, the characters gain advantage on checks made to talk their way past the patrol. Any sign of a large, armed, and potentially hostile group causes the patrol to retreat and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
monodrone 19 2d6 quaggoths 20 1d4 shriekers Behir This long-bodied reptile is either prowling a tunnel or resting in a cave when the characters encounter it. The behir retreats if reduced to 80 or fewer
Manual). If the thonot dies, the other quaggoths immediately break off their attack and begin feasting on the thonot’s remains, hoping to gain its psionic power. Shriekers The shriekers sound off when
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
group is a team of devotees pursuing a cause for your faith, or maybe you’re a bunch of cynics taking advantage of a wealthy congregation. Your collective faith could compel you to hunt evil monsters or
impending doom. Acolytes prepare for a couatl festival Religious Order Perks With a religious order as your group’s patron, you gain the following perks. Divine Service. In times of need, your group can
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Instead, they feign retreats, regroup, and launch new attacks, wearing down their foes like storm-driven waves eating away at a sandy beach. Almost all water cultists are excellent swimmers skilled
can immerse themselves. Water cultists prize water-breathing magic and seek it out for no other reason than to spend hours meditating underwater. Few cultists gain any profound insights from these
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
monodrone 19 2d6 quaggoths 20 1d4 shriekers Behir This long-bodied reptile is either prowling a tunnel or resting in a cave when the characters encounter it. The behir retreats if reduced to 80 or fewer
Manual). If the thonot dies, the other quaggoths immediately break off their attack and begin feasting on the thonot’s remains, hoping to gain its psionic power. Shriekers The shriekers sound off when
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Instead, they feign retreats, regroup, and launch new attacks, wearing down their foes like storm-driven waves eating away at a sandy beach. Almost all water cultists are excellent swimmers skilled
can immerse themselves. Water cultists prize water-breathing magic and seek it out for no other reason than to spend hours meditating underwater. Few cultists gain any profound insights from these
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
ledges or cling to the high ceiling, attacking with their bows while staying out of the range of melee weapons. A drider retreats if reduced to 60 hit points or fewer. Drow Patrol The characters encounter
at least 50 gp. If they do, the characters gain advantage on checks made to talk their way past the patrol. Any sign of a large, armed, and potentially hostile group causes the patrol to retreat and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
experts share contacts, exchange resources such as materials or tools, and leverage their collective influence to affect politics for their benefit. Alternatively, merchants and other business owners
Perks With a guild as your group’s patron, you gain the following perks. These perks require an annual contribution of 15 gp paid to the guild (replacing the 5 gp per month cost for characters with the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
experts share contacts, exchange resources such as materials or tools, and leverage their collective influence to affect politics for their benefit. Alternatively, merchants and other business owners
Perks With a guild as your group’s patron, you gain the following perks. These perks require an annual contribution of 15 gp paid to the guild (replacing the 5 gp per month cost for characters with the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
mobile, will it fly or sail? Will it gain the power to teleport across the land? Will it sprout legs and walk? Everything depends on the type of headquarters. The top of a wizard’s tower might detach and
’ collective skill proficiencies, tool proficiencies, backgrounds, and positions within their franchise could all impact the design and construction of a headquarters. A glassblower might make beautiful