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Returning 35 results for 'concept reborn greatness to have require'.
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Monsters
Fizban's Treasury of Dragons
.
Unusual Nature. The greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
pride in elevating his worthiest children to a status approaching his own greatness.
A metallic greatwyrm’s transformation often involves fusing the consciousness, the magic, and sometimes even the
Monsters
Fizban's Treasury of Dragons
.
Unusual Nature. The greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
pride in elevating his worthiest children to a status approaching his own greatness.
A metallic greatwyrm’s transformation often involves fusing the consciousness, the magic, and sometimes even the
Monsters
Fizban's Treasury of Dragons
.
Unusual Nature. The greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
pride in elevating his worthiest children to a status approaching his own greatness.
A metallic greatwyrm’s transformation often involves fusing the consciousness, the magic, and sometimes even the
Monsters
Fizban's Treasury of Dragons
.
Unusual Nature. The greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
pride in elevating his worthiest children to a status approaching his own greatness.
A metallic greatwyrm’s transformation often involves fusing the consciousness, the magic, and sometimes even the
Monsters
Fizban's Treasury of Dragons
.
Unusual Nature. The greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
takes pride in elevating his worthiest children to a status approaching his own greatness.
A metallic greatwyrm’s transformation often involves fusing the consciousness, the magic, and
Monsters
Icewind Dale: Rime of the Frostmaiden
to succeed instead.
Magic Resistance. Auril has advantage on saving throws against spells and other magical effects.
Unusual Nature. Auril doesn’t require air, food, drink, or
, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of
Monsters
Icewind Dale: Rime of the Frostmaiden
against spells and other magical effects.
Unusual Nature. Auril doesn’t require air, food, drink, or sleep.Multiattack. Auril attacks twice with her talons.
Talons. Melee Weapon Attack: +7
form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the
Monsters
Icewind Dale: Rime of the Frostmaiden
effects.
Unusual Nature. Auril doesn’t require air, food, drink, or sleep.Multiattack. Auril attacks twice with her ice morningstar or hurls three ice darts.
Ice Morningstar. Melee Weapon Attack
after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter
Water Weird
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
those its summoner declares as off limits. When slain, a water weird becomes an inanimate pool of water.
Good and Evil Weirds. Like most elementals, a water weird has no concept of good or evil
with a purify food and drink spell.
Elemental Nature. A water weird doesn’t require air, food, drink, or sleep.PoisonFire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
creatures wouldn’t feel safe.
Kobolds take advantage of their size by creating small-diameter tunnels that they can easily pass through, but that require larger creatures to hunch over or even
humanoids, but they know that there is greatness within them and they are proud that they were chosen to be the blood-kin of dragons.
Kobolds willingly serve chromatic dragons and worship them as if
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
freedom to achieve greatness worth the price? Through this argument, Lolth persuaded the primal entities to take static forms, largely resembling what elves look like today, and thereby turn away from the
Corellon, no matter how rebellious, should be attacked. Those who remained advocates of Corellon insisted that their sire also wanted greatness for the elves and that such greatness could be achieved if
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
freedom to achieve greatness worth the price? Through this argument, Lolth persuaded the primal entities to take static forms, largely resembling what elves look like today, and thereby turn away from the
Corellon, no matter how rebellious, should be attacked. Those who remained advocates of Corellon insisted that their sire also wanted greatness for the elves and that such greatness could be achieved if
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Good and Evil Weirds. Like most elementals, a water weird has no concept of good or evil. However, a water weird bound to a sacred or befouled source of water begins to take on the nature of that site
turn against its summoner. A water weird loses its evil alignment if its waters are cleansed with a purify food and drink spell. Elemental Nature. A water weird doesn’t require air, food, drink, or sleep
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Good and Evil Weirds. Like most elementals, a water weird has no concept of good or evil. However, a water weird bound to a sacred or befouled source of water begins to take on the nature of that site
turn against its summoner. A water weird loses its evil alignment if its waters are cleansed with a purify food and drink spell. Elemental Nature. A water weird doesn’t require air, food, drink, or sleep
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, paladins might not swear their oaths to ideals, but instead swear fealty to powerful sorcerers. To capture this story concept, you could build a new paladin spell list with spells meant to protect
to help a player express a particular character concept, and any class feature you replace is also removing an aspect of that character. Substituting a class feature should be done only to fit a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, paladins might not swear their oaths to ideals, but instead swear fealty to powerful sorcerers. To capture this story concept, you could build a new paladin spell list with spells meant to protect
to help a player express a particular character concept, and any class feature you replace is also removing an aspect of that character. Substituting a class feature should be done only to fit a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
might take damage or even die, but unless its heart is destroyed, it is reborn again whole in one day’s time. If the lycanthrope’s heart (AC 10, 2 hit points) is destroyed, the creature dies and turns to
dust. Treasure. In the belly of the stuffed tiger are 500 gp. Eye of the Tiger. A secret door is concealed in the mouth of the wall carving. The catch to open it is hidden in the hollow of the right eye. The door and the catch each require a successful DC 20 Wisdom (Perception) check to find.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
might take damage or even die, but unless its heart is destroyed, it is reborn again whole in one day’s time. If the lycanthrope’s heart (AC 10, 2 hit points) is destroyed, the creature dies and turns to
dust. Treasure. In the belly of the stuffed tiger are 500 gp. Eye of the Tiger. A secret door is concealed in the mouth of the wall carving. The catch to open it is hidden in the hollow of the right eye. The door and the catch each require a successful DC 20 Wisdom (Perception) check to find.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
condition. It doesn’t require air, food, drink, or sleep. When it drops to 0 hit points, roll a d6. On a roll of 1, the snake turns to dust and is destroyed. On any other roll, it changes back into a staff
conversation: “The heart of the mountain is sealed behind doors of black basalt that only a dwarf king can unlock. In the mountain’s heart, you’ll find your own greatness.” (See area 15.) “When you
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
greatness.
— Balifra Eversharp
Dwarves have a strong sense of their progress, and each day that goes by must bring them closer to the standard set by Moradin. Acutely aware of their mortality, they
akin to making first contact all over again. Establishing trade with this “new” human outpost would require forming new relationships, a process that could take weeks or months. The elves’ chaotic
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
elevating his worthiest children to a status approaching his own greatness. A metallic greatwyrm’s transformation often involves fusing the consciousness, the magic, and sometimes even the physical forms of
XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates.
Unusual Nature. The greatwyrm doesn’t require food or drink.
Actions
Multiattack. The greatwyrm makes
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
condition. It doesn’t require air, food, drink, or sleep. When it drops to 0 hit points, roll a d6. On a roll of 1, the snake turns to dust and is destroyed. On any other roll, it changes back into a staff
conversation: “The heart of the mountain is sealed behind doors of black basalt that only a dwarf king can unlock. In the mountain’s heart, you’ll find your own greatness.” (See area 15.) “When you
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
greatness.
— Balifra Eversharp
Dwarves have a strong sense of their progress, and each day that goes by must bring them closer to the standard set by Moradin. Acutely aware of their mortality, they
akin to making first contact all over again. Establishing trade with this “new” human outpost would require forming new relationships, a process that could take weeks or months. The elves’ chaotic
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
elevating his worthiest children to a status approaching his own greatness. A metallic greatwyrm’s transformation often involves fusing the consciousness, the magic, and sometimes even the physical forms of
XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates.
Unusual Nature. The greatwyrm doesn’t require food or drink.
Actions
Multiattack. The greatwyrm makes
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
forfeit when the character dies (that is, the character is reborn in the Nine Hells as a lemure). The character loses all monetary wealth and property, or a powerful magic item (determined by the DM), to
contract crumbles to dust and is destroyed. Devils require compensation in exchange for voiding a contract. Some cowardly devils might be willing to void a contract in exchange for their lives, but most
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
forfeit when the character dies (that is, the character is reborn in the Nine Hells as a lemure). The character loses all monetary wealth and property, or a powerful magic item (determined by the DM), to
contract crumbles to dust and is destroyed. Devils require compensation in exchange for voiding a contract. Some cowardly devils might be willing to void a contract in exchange for their lives, but most
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
blows over their differences. Kobolds choose mates primarily for convenience. Their lack of emotional bonding means they have no concept of marriage or permanent family relationships. Their eggs are
. Because they lay eggs, and the eggs don’t require much tending, kobold females aren’t exempted from war or work. Furthermore, kobolds can slowly change sex. If most males or females of a tribe are
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
blows over their differences. Kobolds choose mates primarily for convenience. Their lack of emotional bonding means they have no concept of marriage or permanent family relationships. Their eggs are
. Because they lay eggs, and the eggs don’t require much tending, kobold females aren’t exempted from war or work. Furthermore, kobolds can slowly change sex. If most males or females of a tribe are
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
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
potential and try to push you to greatness? 5 Golem Guide. Your guild contact is the soul of a long-dead artisan preserved in a construct body. This golem is wise and knowledgeable, but it has
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
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
potential and try to push you to greatness? 5 Golem Guide. Your guild contact is the soul of a long-dead artisan preserved in a construct body. This golem is wise and knowledgeable, but it has
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the newly reborn Blue Bear tribe might well be Tree Ghost Uthgardt who are following a call from a revived Blue Bear totem.
Great Worm. The Frost Hills, a small southern spike of the Spine of the
season might come to trade during the next. They do understand the concept of belonging to a larger group, and that those groups might be in conflict. After all, each tribe of Uthgardt has its ancestral
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the newly reborn Blue Bear tribe might well be Tree Ghost Uthgardt who are following a call from a revived Blue Bear totem.
Great Worm. The Frost Hills, a small southern spike of the Spine of the
season might come to trade during the next. They do understand the concept of belonging to a larger group, and that those groups might be in conflict. After all, each tribe of Uthgardt has its ancestral
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
0 hit points one after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the
a saving throw, she can choose to succeed instead.
Magic Resistance. Auril has advantage on saving throws against spells and other magical effects.
Unusual Nature. Auril doesn’t require air, food
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
0 hit points one after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the
a saving throw, she can choose to succeed instead.
Magic Resistance. Auril has advantage on saving throws against spells and other magical effects.
Unusual Nature. Auril doesn’t require air, food
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
malfunctioning magic, and so forth. The DM approves the headquarters concept and decides how large or small the initial structure can be, as well as any useful features. DMs and players can work together
might agree that it would be fun to use some of the effects of Bigby’s hand for such an attack. Most siege weapons (whether mechanical or magical) require two characters, crew, or skilled hirelings to