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Returning 35 results for 'concerned ruin gods to her reach'.
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Classes
Player’s Handbook
, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.
Because their power is a divine gift, Clerics typically
, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP
Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity
Classes
Player’s Handbook
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Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over
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Druid Class Features
As a Druid, you gain the following class features when you reach the specified Druid levels. These features are listed in the Druid Features table.
Monsters
Strixhaven: A Curriculum of Chaos
Fire Absorption. Whenever the ruin grinder is subjected to fire damage, it regains a number of hit points equal to half the fire damage dealt.
Siege Monster. The ruin grinder deals double damage to
objects and structures.
Tunneler. The ruin grinder can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.Multiattack. The ruin grinder makes two
Monsters
Dragonlance: Shadow of the Dragon Queen
Draconic Devotion. While Red Ruin can see a Dragon that isn’t hostile to her, she has advantage on attack rolls.
Mounted Combat Master. When Red Ruin is mounted and a creature targets her
mount with an attack, Red Ruin can cause the attack to target her instead.
Mounted Evasion. When Red Ruin or her mount makes a Dexterity saving throw to take half damage from an effect, they take no
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Staff"} to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2","rollType":"damage","rollAction":"Staff","rollDamageType":"bludgeoning"} bludgeoning damage plus 24 (7d6
helped avert a war between the gods. She transformed them into the scabrous, birdlike creatures known as nagpas and rendered them able to acquire new lore and magical power only from the ruins of
Monsters
The Book of Many Things
;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Ruinous Bite"} to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Ruinous Bite
remains in one place for a long time.
Ruin spiders arise when the magic of the deck transforms giant spiders into even more dangerous monsters whose acidic venom disintegrates everything it touches
Monsters
Phandelver and Below: The Shattered Obelisk
Multiattack. Sildar makes two Longsword attacks.
Longsword. Melee Weapon Attack: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Longsword"} to hit, reach 5 ft., one target. Hit: 5
’ Alliance, a group of allied political powers along the Sword Coast concerned with mutual security and prosperity. The order ensures the safety of the cities and other settlements of Faerû
Monsters
Guildmasters’ Guide to Ravnica
action as a bonus action on each of its turns.
Ruin Dweller. The stalker has advantage on Dexterity (Stealth) checks made to hide in ruins, and its speed is not reduced in difficult terrain composed
":"1d20+4","rollType":"to hit","rollAction":"Shortsword"} to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Shortsword","rollDamageType":"piercing
Monsters
Mythic Odysseys of Theros
modifier.Multiattack. The leonin makes three weapon attacks.
Claws. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4
","rollType":"damage","rollAction":"Dart","rollDamageType":"piercing"} piercing damage.While leonin don't deny the existence of the gods, most denounce them, believing the deities are more likely to spread
Monsters
Mythic Odysseys of Theros
Blessings of the Gods. While the oracle is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. In addition, a creature that hits the oracle with a melee attack while within
5 feet of it takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Blessings of the Gods","rollDamageType":"force"} force damage.
Innate Spellcasting. The oracle’s spellcasting
Monsters
Spelljammer: Adventures in Space
"} to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2);{"diceNotation":"2d8+2","rollType":"damage","rollAction":"Longsword (one-handed)","rollDamageType":"slashing"} slashing damage, or 13 (2d10 + 2
to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.
Astral elves were among the first creatures to dwell in the Silver Void. As
Monsters
Planescape: Adventures in the Multiverse
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3", "rollType":"damage", "rollAction":"Force Dagger", "rollDamageType":"piercing"} piercing damage plus 13 (3d8
of gods, believing the so-called deities are merely powerful spellcasters. To combat false gods, Athar nulls train to negate the powers of those with magic. Nulls work in the shadows, serving as
Backgrounds
Sword Coast Adventurer's Guide
family alone, or it could be concerned with another noble house that sides with or opposes your own. Your ideal depends to some extent on how you view your role in the family, and how you intend to
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Despite my noble birth, I do not place myself above other folk. We all have the same blood.
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My favor, once lost, is lost forever.
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If you do me an injury, I will crush you, ruin
Satyr
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mythic Odysseys of Theros
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While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of others hinder their own happiness.
Life is a blessing from the gods, after
all, and the proper response to such a gift, as far as most satyrs are concerned, is to accept it with relish.
Born of the Wild
In their physical forms, satyrs embody a fusion of humanoid
Monsters
Spelljammer: Adventures in Space
":"1d20+3","rollType":"to hit","rollAction":"Morningstar"} to hit, reach 5 ft., one target. Hit: 4 (1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Morningstar","rollDamageType
priests draw their strength from the pantheon of elven gods and oversee religious practices in astral elf society. It’s common for them to serve aboard spelljamming ships, not only as emissaries
Monsters
Journeys through the Radiant Citadel
Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Longsword"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction
bargain that ultimately resulted in the ruin of Manivarsha.
Despite her fiendish powers, she looks like an ancient, withered human.Acid, PoisonCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Spelljammer: Adventures in Space
sleep.Multiattack. The elf makes two Longsword or Longbow attacks.
Longsword. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Longsword"} to hit, reach 5 ft., one
Long ago, some elves ventured to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.
Astral elves were among the first creatures to
Monsters
Spelljammer: Adventures in Space
hit, reach 5 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Longsword (one-handed)","rollDamageType":"slashing"} slashing damage, or 6 (1d10 + 1
starlight through their weapons, and they can rescue warriors from a perilous situation by using their gods-given power of teleportation.
Astral Elves
Long ago, some elves ventured to the Astral
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Multiattack. The berbalang makes one Bite attack and one Claw attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one
", "rollAction":"Bite", "rollDamageType":"psychic"} psychic damage.
Claw. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 8 (2d4
Monsters
Spelljammer: Adventures in Space
":"1d20+5","rollType":"to hit","rollAction":"Scimitar"} to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Scimitar","rollDamageType":"slashing
summon a solar dragon.
Astral Elves
Long ago, some elves ventured to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.
Astral
Monsters
Mythic Odysseys of Theros
, reach 15 ft., one target. Hit: 17 (2d10 + 6);{"diceNotation":"2d10+6","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.Five-headed ironscale hydras lurk in the
wild places of the world, being common foes for heroes seeking to test their mettle against terrors worthy of the gods’ notice. Most ironscale hydras inhabit lakes and boggy caverns, from which
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
hit","rollAction":"Horn"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Horn","rollDamageType":"piercing"} piercing damage. If the star
invisible for the duration of the Invisibility Cloak.Drifting in the Astral Sea are the petrified husks of dead gods, their colossal bodies riddled with natural tunnels and caverns. While exploring the
Monsters
Mythic Odysseys of Theros
Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Ram"} to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3);{"diceNotation":"2d4+3","rollType":"damage","rollAction":"Ram
","rollDamageType":"bludgeoning"} bludgeoning damage plus 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Ram","rollDamageType":"force"} force damage.Touched by the gods, Nyx-fleece rams grow
Monsters
Icewind Dale: Rime of the Frostmaiden
Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType
used with two hands to make a melee attack.Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.
Monsters
Icewind Dale: Rime of the Frostmaiden
all forms, from art objects and flowers to skilled artisans and their wondrous works, freezing them in magical ice for her pleasure alone.
Auril was aligned with the gods Talos, Umberlee, and Malar
against Auril, who retreated to the coldest corner of Toril to escape their fury.
After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern
Monsters
Storm King's Thunder
Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Greatclub"} to hit, reach 10 ft., one target. Hit: 18
the gods will reward her and elevate hill giants to the top of the ordning. Guh has spent the past four months gorging herself, while nearby ranches, farmsteads, and orchards have been pillaged. Not
Monsters
Dragons of Stormwreck Isle
rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or
Humanoids that often revere dragons. Physically weak, they find strength in numbers.
A few kobolds are born with leathery wings and can fly, which is often seen as a gift from dragon gods.
Monsters
Bigby Presents: Glory of the Giants
in any combination and one Grasping Root attack.
Slam. Melee Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 20 ft., one target. Hit: 33 (4d12
", "rollAction":"Grasping Root"} to hit, reach 30 ft., one creature not grappled by the cradle. Hit: the target has the grappled condition (escape DC 17). Until the grapple ends, the target takes 29 (4d10 + 7
Monsters
Bigby Presents: Glory of the Giants
cradle occupied and uses the cradle’s initiative count.
Flyby. The cradle doesn’t provoke opportunity attack;opportunity attacks when it flies out of an enemy’s reach.
Legendary
+17", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 20 ft., one target. Hit: 31 (4d10 + 9);{"diceNotation":"4d10+9", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"bludgeoning
Monsters
Vecna: Eve of Ruin
hit point. If he takes radiant damage, this trait doesn’t function at the start of his next turn.
Special Equipment. Kas wears the Crown of Lies (see the Introduction of Vecna: Eve of Ruin
", "rollType":"to hit", "rollAction":"Vengeful Sword"} to hit, reach 5 ft., one target. Hit: 20 (2d8 + 11);{"diceNotation":"2d8+11", "rollType":"damage", "rollAction":"Vengeful Sword", "rollDamageType
Monsters
Storm King's Thunder
","rollAction":"Broken Chain"} to hit, reach 15 ft., one target. Hit: 19 (3d6 + 9);{"diceNotation":"3d6+9","rollType":"damage","rollAction":"Broken Chain","rollDamageType":"bludgeoning"} bludgeoning damage
him. But in recent years, King Hekaton had become convinced that the age of the giants was past, as evidenced by the growing distance between the giants and their gods. Annam the All-Father didn&rsquo
Monsters
Bigby Presents: Glory of the Giants
Flyby. The scion doesn’t provoke opportunity attack;opportunity attacks when it flies out of an enemy’s reach.
Legendary Resistance (6/Day). If the scion fails a saving throw, it can
", "rollAction":"Cloud Morningstar"} to hit, reach 30 ft., one target. Hit: 32 (4d10 + 10);{"diceNotation":"4d10+10", "rollType":"damage", "rollAction":"Cloud Morningstar", "rollDamageType":"force
Monsters
Bigby Presents: Glory of the Giants
Club. Melee Weapon Attack: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Great Tree Club"} to hit, reach 30 ft., one target. Hit: 30 (4d10 + 8);{"diceNotation":"4d10+8", "rollType
to 100 feet straight away from the scion and have the prone condition.
Slam. Melee Weapon Attack: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 20 ft., one
Monsters
Icewind Dale: Rime of the Frostmaiden
;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Talons"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Talons","rollDamageType
":"1d20+13","rollType":"to hit","rollAction":"Touch of Frost"} to hit, reach 5 ft., one creature. Hit: 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Touch of Frost","rollDamageType":"cold
Monsters
Mythic Odysseys of Theros
hit, reach 15 ft., one target. Hit: 18 (2d10 + 7);{"diceNotation":"2d10+7","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Stomp. Melee Weapon Attack: +13
;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Stomp"} to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7);{"diceNotation":"2d8+7","rollType":"damage","rollAction":"Stomp","rollDamageType