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Returning 35 results for 'con resolve grave to have rejection'.
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Spells
Player’s Handbook
Speed 30 ft.; Fly 40 ft. (hover; Ghostly only)
Mod
Save
STR
12
+1
+1
DEX
16
+3
+3
CON
15
+2
+2
Mod
Save
turn.
Grave Bolt (Skeletal Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 2d4 + 3 + the spell’s level Necrotic damage.
Rotting Claw (Putrid Only). Melee
Summon Undead
Legacy
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Spells
Tasha’s Cauldron of Everything
)
Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3rd
Speed 30 ft.; fly 40 ft. (hover) (Ghostly only)
STR
12 (+1)
DEX
16 (+3)
CON
15 (+2
of the undead until the end of the target’s next turn.
Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
beliefs. Conversely, a lack of faith can also be a meaningful part of your story. If you don’t believe in any divine power, what caused such doubt? The Rejection of Faith table offers ideas that can
personal interpretation. 6 You had a transcendental experience and believe you have a divine purpose to fulfill. Rejection of Faith d6 Rejection 1 You believe that the magic of clerics and
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
anger of another, they’ll have the chance to explore whether peace between the feuding dragon families is possible—or if they must resort to violence to resolve the conflict on this isle. This adventure
,” describes how the grave of Sharruth spawns magical connections to the Elemental Plane of Fire that threaten a community of mushroom-like myconids. Chapter 3, “Cursed Shipwreck,” details a ship that
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->Mordenkainen's Tome of Foes
necromancers. Deathlock Wight
Medium undead, neutral evil
Armor Class 12 (15 with mage armor)
Hit Points 37 (5d8 + 15)
Speed 30 ft.
STR
11(+0)
DEX
14(+2)
CON
16(+3)
INT
sight.
Actions
Multiattack. The wight attacks twice with Grave Bolt.
Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage.
Life Drain. Melee
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
(+0)
DEX
14 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws Wis +4
Skills Arcana +3, Perception +4
Damage Resistances necrotic; bludgeoning, piercing
Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The wight attacks twice with Grave Bolt.
Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Points 36 (8d8)
Speed 30 ft.
STR
11 (+0)
DEX
15 (+2)
CON
10 (+0)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws Int +4, Cha +5
Skills
throws against any effect that turns Undead.
Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The deathlock makes two Deathly Claw or Grave Bolt
Compendium
- Sources->Dungeons & Dragons->Monster Manual
them beyond death. Unlike mere zombies, they retain the memories and evil agendas they harbored in life. After dying and returning from the grave, a wight continues its villainous ways, but it is now
Motives 1d8 The Wight Returned from the Dead To...
1 Challenge anyone who passes near its grave on a certain cursed night.
2 Conquer the land it believes it should rule.
3 Continue
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Wight Lifedrinker Life-Leeching Corpse Warrior Wights are the withered corpses of relentless warriors whose wickedness sustains them beyond death. After dying and returning from the grave, a wight
82 (11d8 + 33)
Speed 30 ft.
Ability Score Mod Save
Str 15 +2 +2
Dex 14 +2 +2
Con 16 +3 +3
Ability Score Mod Save
Int 10 +0 +0
Wis 13 +1 +1
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Undead, Lawful Evil
AC 16 Initiative +14 (24)
HP 187 (22d8 + 88)
Speed 40 ft., Climb 40 ft., Fly 40 ft. (hover)
Ability Score Mod Save
Str 20 +5 +10
Dex 18 +4 +9
Con 18
ability checks.
Actions
Multiattack. The vampire makes two attacks, using Grave Strike or Sickening Ray in any combination.
Grave Strike. Melee Attack Roll: +10, reach 5 ft. Hit: 9 (1d8 + 5
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Deathlock Mastermind Deathlock Mastermind
Medium undead, neutral evil
Armor Class 13 (16 with mage armor)
Hit Points 110 (20d8 + 20)
Speed 30 ft.
STR
11(+0)
DEX
16(+3)
CON
+ 3 necrotic damage).
Grave Bolts. Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
deal lingering wounds that sap their victims’ life force and leave blackened scars even after magical healing. A skeletal knight charges from
the grave to the battlefield
Skeletal Knight
Medium Undead, Typically Lawful Evil
Armor Class 18 (plate)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
16 (+3)
INT
13 (+1)
WIS
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Exorcist Small or Medium Humanoid, Any Alignment
Armor Class 13 (16 with mage armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
8 (–1)
DEX
16 (+3)
CON
16 (+3)
INT
17 (+3)
WIS
, Fiends, or Undead.
Actions
Multiattack. The exorcist makes two Grave Burst attacks.
Grave Burst. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit: 19 (3d10
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Str 18 +4 +4
Dex 18 +4 +9
Con 18 +4 +9
Ability Score Mod Save
Int 17 +3 +3
Wis 15 +2 +7
Cha 18 +4 +9
Skills Perception +7, Stealth +9
). The vampire makes two Grave Strike attacks and uses Bite.
Grave Strike (Vampire Form Only). Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage. If the
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->Monster Manual (2014)
is to resolve its unfinished business. A ghost can be destroyed more easily by invoking a weakness tied to its former life. The ghost of a person tortured to death might be killed again by the
might seep into the area, inanimate objects might move of their own accord, and corpses might rise from the grave. The ghost has no control over these manifestations; they simply occur. Undead Nature
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
16 +3 +5
Con 15 +2 +2
Ability Score Mod Save
Int 10 +0 +0
Wis 10 +0 +2
Cha 14 +2 +2
Skills Perception +4, Persuasion +4, Stealth +7
Resistances
Initiative +3 (13)
HP 90 (12d8 + 36)
Speed 30 ft.
Ability Score Mod Save
Str 16 +3 +3
Dex 16 +3 +6
Con 16 +3 +3
Ability Score Mod Save
Int 11 +0 +0
Wis
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however
Neutral Evil
Armor Class 15 (natural armor)
Hit Points 119 (14d8 +56)
Speed 30 ft.
STR
17 (+3)
DEX
10 (+0)
CON
19 (+4)
INT
7 (-2)
WIS
10 (+0
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, they either
)
Hit Points 119 (14d8 +56)
Speed 30 ft.
STR
17(+3)
DEX
10(+0)
CON
19(+4)
INT
7(−2)
WIS
10(+0)
CHA
9(−1)
Saving Throws Str +6
Damage Resistances
Compendium
- Sources->Dungeons & Dragons->Monster Manual
demise, at which point it explodes—a last act of vengeance against those who slew it. Demon lords and evil gods harness balors’ rage by making balors commanders of armies or guardians of grave secrets
. Balor Huge Fiend (Demon), Chaotic Evil
AC 19 Initiative +14 (24)
HP 287 (23d12 + 138)
Speed 40 ft., Fly 80 ft.
Ability Score Mod Save
Str 26 +8 +8
Dex 15 +2 +2
Con 22 +6
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Undead, Neutral Evil
AC 20 Initiative +17 (27)
HP 180 (72d4)
Speed 5 ft., Fly 30 ft. (hover)
Ability Score Mod Save
Str 1 −5 −5
Dex 20 +5 +11
Con 10 +0 +6
of its next turn.
Grave-Dust Flight. The demilich flies up to its Fly Speed, shedding grave dust. Each creature within 5 feet of the demilich as it moves is targeted once by the following effect
Compendium
- Sources->Dungeons & Dragons->Monster Manual
a lost love and haunt their grave.
4 Presage a disaster or tragedy.
5 Seek the return of a stolen treasure.
6 Slay those more beautiful than it was in life.
Domenico Cava
Banshee Medium Undead, Chaotic Evil
AC 12 Initiative +2 (12)
HP 54 (12d8)
Speed 5 ft., Fly 40 ft. (hover)
Ability Score Mod Save
Str 1 −5 −5
Dex 14 +2 +2
Con 10
Compendium
- Sources->Dungeons & Dragons->Monster Manual
treasure. If dao are there, so is wealth worth hunting.
—Gundren Rockseeker, Dwarf Treasure Hunter
Genies of minerals and gemstones, dao embody the resolve of rock. Using innate magic, they move
Str 23 +6 +6
Dex 12 +1 +5
Con 24 +7 +7
Ability Score Mod Save
Int 12 +1 +1
Wis 13 +1 +5
Cha 18 +4 +4
Immunities Petrified
Senses Darkvision 120
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
count, they move toward the characters. If they get close enough, they make melee attacks. The zombies’ stat block contains the information you need to resolve these attacks. On each character’s
)
DEX
6 (−2)
CON
16 (+3)
INT
3 (−4)
WIS
6 (−2)
CHA
5 (−3)
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
DEX
11 (+0)
CON
16 (+3)
INT
6 (−2)
WIS
11 (+0)
CHA
7 (−2)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t
essence of the elemental prince, growing over long years into vaguely humanoid rock formations that resolve at last into the hard, cruel shapes of gargoyles.
Ogrémoch doesn’t create gargoyles
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
(+3)
CON
17 (+3)
INT
16 (+3)
WIS
15 (+2)
CHA
21 (+5)
Skills Athletics +7, History +8, Perception +12, Stealth +8
Damage Resistances cold, necrotic
incapacitated.
Legendary Resistance (3/Day). If the skull lord fails a saving throw, it can choose to succeed instead.
Master of the Grave. While within 30 feet of the skull lord, any Undead ally of the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Corpse Flower A corpse flower can sprout atop the grave of an evil necromancer or the remains of powerful undead. Unless it is uprooted and burned while it is still a seedling, the corpse flower
Class 12
Hit Points 127 (15d10 + 45)
Speed 20 ft., climb 20 ft.
STR
14(+2)
DEX
14(+2)
CON
16(+3)
INT
7(−2)
WIS
15(+2)
CHA
3(−4)
Condition Immunities
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the Grave. Wights flee from the world by day, away from the light of the sun, which they hate. They retreat to barrow mounds, crypts, and tombs where they dwell. Their lairs are silent, desolate
leather)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
Skills Perception +3
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
relentlessly and possess unflinching resolve. In the annals of Akros, tales abound of squads of stratians that defended a key location against a much larger force or crept behind enemy lines and wreaked havoc
)
CON
14 (+2)
INT
11 (+0)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws Str +5, Dex +5
Senses passive Perception 12
Languages Common
Challenge 3 (700 XP)
Hold the Line
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
(Skeletal only) + 10 for each spell level above 3rd
Speed 30 ft.; fly 40 ft. (hover) (Ghostly only)
STR
12 (+1)
DEX
16 (+3)
CON
15 (+2)
INT
4 (-3)
WIS
10 (+0
.
Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage.
Rotting Claw (Putrid Only). Melee
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave. An
11(+0)
DEX
15(+2)
CON
10(+0)
INT
14(+2)
WIS
12(+1)
CHA
16(+3)
Saving Throws Int +4, Cha +5
Skills Arcana +4, History +4
Damage Resistances necrotic
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Deathlock Mastermind
Medium undead, neutral evil
Armor Class 13 (16 with mage armor)
Hit Points 110 (20d8 + 20)
Speed 30 ft.
STR
11(+0)
DEX
16(+3)
CON
12(+1)
INT
15
).
Grave Bolts. Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Corpse Flower A corpse flower can sprout atop the grave of an evil necromancer or the remains of powerful Undead creatures. Unless it is uprooted and burned while it is still a seedling, the corpse
Plant, Typically Chaotic Evil
Armor Class 12
Hit Points 127 (15d10 + 45)
Speed 20 ft., climb 20 ft.
STR
14 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
7 (-2)
WIS
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
The Guild The organization known simply as the Guild unites cutpurses, loan sharks, killers, thugs, con artists, grave robbers, cat burglars, and every other type of criminal in the city. The Guild
patriar estates, but the lower ranks of a kingpin’s operation often work as pickpockets or try to con residents of the district. Here, the Watch zealously monitors for Guild activities and targets anyone