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Returning 35 results for 'con release gives to have respective'.
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Magic Items
Dungeon Master’s Guide
that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its
a 10-foot radius and Dim Light for an additional 10 feet. You can dismiss or manifest the halo as a Bonus Action. While present, the halo gives you Advantage on Charisma (Persuasion) checks. In
Monsters
Thieves’ Gallery
turn.Uncanny Dodge. Forge halves the damage he takes from an attack that hits him. He must be able to see the attacker.Forge Fitzwilliam is a con artist who manipulates others with lies and flattery. The
takes the Dash, Disengage, or Hide action, or he gives himself advantage on the next attack roll he makes before the end of this turn.
Book of Exalted Deeds
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to
10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
faculty in the morning. The characters are taken to the infirmary in their respective dorms, then formally chastised and made to attend special behavioral courses that prevent them from participating
Sassy Sally Jane for their younger brother and the characters give them the doll, the student gives them the promised driftglobe. If no student approached the characters with this request, a student with
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Droaam Adventure Hooks Any adventure that takes place in Droaam or involves creatures that hail from that nation gives the players and their characters a chance to deal with monsters that don’t
sends authorities a broken stone finger bearing a distinctive signet ring, and invites emissaries to bring gold, a magic item, or some other ransom for the petrified individual’s release. 2 A House
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
grapple is initiated, it follows these rules. See also “Unarmed Strike” and “Grappled.” Grappled Condition. Successfully grappling a creature gives it the Grappled condition. One Grapple per Hand. A
Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple’s range. In addition, the grappler can release the target at any time (no action required).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
grapple is initiated, it follows these rules. See also “Unarmed Strike” and “Grappled.” Grappled Condition. Successfully grappling a creature gives it the Grappled condition. One Grapple per Hand. A
Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple’s range. In addition, the grappler can release the target at any time (no action required).
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Ssurran Poisoner Ssurran poisoners coat their weapons with toxin and hurl bombs that release poisonous gas. Ssurran Poisoner
Medium Monstrosity (Lizardfolk), Any Alignment
Armor Class 16 (natural
armor, shield)
Hit Points 22 (4d8 + 4)
Speed 30 ft., swim 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
13 (+1)
INT
12 (+1)
WIS
12 (+1)
CHA
7 (−2
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Shrieker Fungus If exposed to light or otherwise disturbed, mushroomlike shriekers emit a high-pitched noise that gives them their name. This wailing might alert other creatures or attract predators
. Shrieker Fungus Medium Plant, Unaligned
AC 5 Initiative −5 (5)
HP 13 (3d8)
Speed 5 ft.
Ability Score Mod Save
Str 1 −5 −5
Dex 1 −5 −5
Con 10 +0 +0
Ability
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Cultist Doomsayer and Fanatic Cultists devote themselves to their faith’s leaders and otherworldly masters. While this zeal grants cultists no magical powers, it gives them remarkable resolve in the
+1 (11)
HP 9 (2d8)
Speed 30 ft.
Ability Score Mod Save
Str 11 +0 +0
Dex 12 +1 +1
Con 10 +0 +0
Ability Score Mod Save
Int 10 +0 +0
Wis 11 +0 +2
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
it can be bribed with coin, gemstones, or shiny baubles. It gives up both the stone and the boy in return for 100 gp worth of treasure. If the characters and the kenku reach an impasse, Squiddly kicks
the kenku in the shin, causing it to release him, and hides under some old furniture. This act initiates combat as the kenku draws its sword. If he has a clear path to the stairs, Squiddly runs down
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Class 20 (19 while motionless)
Hit Points 150 (damage threshold 10, mishap threshold 20)
Speed 100 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
0
WIS
0
make the claw release whatever it’s holding.
2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 10 (2d8 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
release their grip and plummet, intent on impaling prey in a single strike. If they’re successful, piercers consume their meals and then slowly climb to a new ambush position. If they miss or fail to
Score Mod Save
Str 13 +1 +1
Dex 13 +1 +1
Con 16 +3 +3
Ability Score Mod Save
Int 1 −5 −5
Wis 7 −2 −2
Cha 3 −4 −4
Skills Stealth +5
Senses
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
embraced by such a thing, the victim experiences a flood of fear and panic as its mind buckles under the fury of this assault. The harder the victims’ allies fight for release, the worse the experience
becomes. The Lost
Medium monstrosity, neutral evil
Armor Class 15 (natural armor)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
17(+3)
DEX
12(+1)
CON
15(+2)
INT
6(−2
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
obvious places as false “treasure,” prompting intruders to open the container and release a swarm. In a combat involving large numbers of kobolds (such as ten or more), consider spreading out their
attacks over the round instead of having them all act on the same initiative count. Doing this gives the kobolds more opportunities to react to what their enemies do, and makes it harder for players to coordinate their characters’ attacks because not all the kobolds take their actions at the same time.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
10(+0)
CON
17(+3)
INT
3(−4)
WIS
10(+0)
CHA
1(−5)
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
, and if the target is Large or smaller, it is knocked prone.
Reactions
Intercept Attack. In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Points by Class Class Hit Point Maximum Barbarian 12 + Con. modifier Fighter, Paladin, or Ranger 10 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 8 + Con. modifier Sorcerer or Wizard
6 + Con. modifier The character sheet includes room to note your current Hit Points when you take damage, as well as any Temporary Hit Points you might gain. There’s also space to track Death Saving
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Points 60 (11d8 + 11)
Speed 5 ft., climb 5 ft.
STR
12 (+1)
DEX
3 (–4)
CON
12 (+1)
INT
1 (–5)
WIS
10 (+0)
CHA
3 (–4)
Condition Immunities blinded
targeted by a remove curse spell or similar magic before it animates.
Yellow Musk (3/Day). The creeper’s flowers release a strong musk that targets all humanoids within 30 feet of it. Each target must
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
in the Orzhov Syndicate, where they can collect tithes and payments from their debtors in the form of blood. Their undead nature gives them the same immortality enjoyed by the oligarch spirits, but
Class 16 (natural armor)
Hit Points 90 (12d8 + 36)
Speed 40 ft., fly 40 ft. (hover)
STR
16(+3)
DEX
18(+4)
CON
17(+3)
INT
16(+3)
WIS
13(+1)
CHA
19(+4
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
research has since convinced me this Brazen Egg holds a final gift from Cozmioko and a way to spoil Anthradusk’s plans. To do so, you must return to Haskasori, release the egg’s power to weaken
, and she doesn’t want to jeopardize the mission. The Brazen Egg. The egg is indestructible and magical. It has no obvious powers, and the Identify spell gives no insight into its nature. The egg’s true might awakens only when it is returned to Cozmioko’s remains in Haskasori (see area H15).
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
join him in conquering the rest of the Abyss. When Kostchtchie answers the pleas of giants, he gives them supernatural strength and ferocious bloodlust. The giants’ muscles expand, their arms extend
Evil
Armor Class 16 (natural armor)
Hit Points 216 (16d12 + 112)
Speed 40 ft.
STR
26 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
10 (+0)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
statistical modifications: Khalessa’s alignment is neutral. She has darkvision out to a range of 60 feet. She speaks Common, Elvish, and Undercommon. Khalessa’s fey ancestry gives her advantage on saving throws
release her prisoner. If the characters refuse to turn back, Ryzliir kills Aljanor and orders her own force to attack. If the characters leave Aljanor behind or allow him to die, members of the party’s
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
Forge Fitzwilliam Forge Fitzwilliam is a con artist who manipulates others with lies and flattery. The audacious criminal has left a trail of broken promises and false identities along the Sword
ft.
STR
11 (+0)
DEX
14 (+2)
CON
13 (+1)
INT
15 (+2)
WIS
17 (+3)
CHA
20 (+5)
Saving Throws Dex +5, Int +5
Skills Acrobatics +5, Deception +11, Investigation +8
Compendium
- Sources->Dungeons & Dragons->Divine Contention
)
CON
18(+4)
INT
11(+0)
WIS
12(+1)
CHA
14(+2)
Skills Perception +4
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage
during the current combat. If the sword wraith can use this action, it gives itself advantage on attack rolls until the end of its next turn, and 1d4 + 1 sword wraith warriors appear in unoccupied spaces
Compendium
- Sources->Dungeons & Dragons->Monster Manual
20 +5 +9
Con 14 +2 +6
Ability Score Mod Save
Int 18 +4 +4
Wis 14 +2 +2
Cha 15 +2 +2
Skills Acrobatics +9, Perception +10, Stealth +13
Gear Pistols (2
plus 14 (4d6) Poison damage.
Pistol. Ranged Attack Roll: +9, range 30/90 ft. Hit: 10 (1d10 + 5) Piercing damage plus 14 (4d6) Poison damage.
Bonus Actions
Deadly Aim. The bandit gives itself
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Level 1 Hit Points by Class Class Hit Point Maximum Barbarian 12 + Con. modifier Fighter, Paladin, or Ranger 10 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 8 + Con. modifier Sorcerer
or Wizard 6 + Con. modifier The character sheet includes room to note your current Hit Points when you take damage, as well as any Temporary Hit Points you might gain. There’s also space to track
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
)
CON
18(+4)
INT
11(+0)
WIS
12(+1)
CHA
14(+2)
Skills Perception +4
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage
during the current combat. If the sword wraith can use this action, it gives itself advantage on attack rolls until the end of its next turn, and 1d4 + 1 sword wraith warriors appear in unoccupied spaces
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
wings, keeps the book’s contents secure. Only a creature that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and
halo sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. You can dismiss or manifest the halo as a Bonus Action. While present, the halo gives you Advantage on Charisma
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
and firm of purpose. A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds
gain a protective halo. This halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives
Compendium
- Sources->Dungeons & Dragons->Monster Manual
gives them remarkable resolve in the face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices. Cultist Medium or Small
Humanoid, Neutral
AC 12 Initiative +1 (11)
HP 9 (2d8)
Speed 30 ft.
Ability Score Mod Save
Str 11 +0 +0
Dex 12 +1 +1
Con 10 +0 +0
Ability Score Mod Save
Int
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Talavar or failed to release him from his cage, Telemy Hill is merely the next stop on their journey. Telemy Hill is an ancient fey entity, a sentient hill that travels throughout the Feywild and even to
giant tree stump. The brigands camp atop the stump because it gives them the advantage of high ground. The best guide in Hither is a pincer-clawed scarecrow named Clapperclaw. It hangs around Downfall
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
his release, and that the Lords’ Alliance would acquiesce to the brotherhood’s demands rather than risk an all-out attack on Revel’s End. But by now, Gant has been incarcerated long enough to
Armor Class 11
Hit Points 32 (5d8 + 10)
Speed 30 ft. (10 ft. while shackled)
STR
9 (−1)
DEX
13 (+1)
CON
14 (+2)
INT
17 (+3)
WIS
10 (+0)
CHA
15 (+2
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
check, they cast bane instead (save DC 14). 6–10 No complication Ending the Chase The chase ends when either side gives up the chase, when Itzmin escapes, or when the pursuers are close enough to
catch Itzmin. If neither side gives up the chase, Itzmin makes a Dexterity (Stealth) check at the end of each round, after every participant in the chase has taken its turn. The chase’s crowded
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
) in Locthwain. Some knights also wield powerful magic drawn from the relics of their respective courts. In the wake of the Phyrexian invasion, whole orders of knights have journeyed deep into the wilds
Humanoid (Human), Any Alignment
Armor Class 20 (plate, shield)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
13 (+1)
WIS
11 (+0)
CHA
13
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, and War. You can invent names and personalities for these deities, or borrow deities from other pantheons. This approach gives you a small pantheon that covers the most significant aspects of existence
gods. These gods include Bahamut, Corellon, Gruumsh, Lolth, Moradin, Sehanine, and Tiamat. Humans worship Moradin and Corellon as gods of their respective portfolios, rather than as racial deities. The