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Returning 35 results for 'concerns runes given to her reactions'.
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concern rules given to her rations
concern races given to her rations
concerns rules given to her reaction
concern rules given to her reactions
concern ranges given to her rations
Monsters
Keys from the Golden Vault
Antimagic Susceptibility. In an area of antimagic, Prisoner 13’s tattoos and reactions don’t function, and she suffers the following modifications to her statistics: her AC becomes 13
. Black and gray smoke and shadows coil down her left arm, ending in runes on the fingers of her left hand.
Knotwork. Purple and blue knotwork and runes run down her right arm, across the back of her right
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, aside from the ability that a given creature has to control others, and they don’t comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as
day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi’s commands and can’t take reactions, and the neogi and the target can communicate
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, prestidigitation, suggestion
1/day each: major image, zone of truthThe high fae can take up to three reactions per round but only one per turn.
Capricious Step. Immediately after taking damage, the
been given dominion over a small aspect of the natural world; there are dukes and duchesses for each of the seasons, and noble archivists track every promise made and broken within the borders of
Backgrounds
Ghosts of Saltmarsh
. Job.
3
I must set an example of hope for those who have given up.
4
I’m searching for a fellow marine captured by an elusive enemy.
5
Fear leads to tyranny, and both must be
, you are friends of Tom and Will Stoutly and can turn to them for help and support. Eliander Fireborn, captain of the guard, also makes time to listen to your concerns.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions
favor, and the goddess sometimes capriciously takes back what she has given. This represents a matron mother at the height of her power.
A matron mother is almost never encountered alone. She is
Monsters
Icewind Dale: Rime of the Frostmaiden
"} cold damage, and the target can’t take reactions until the start of its next turn.
Chromatic Orb. Ranged Spell Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction
loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but
Monsters
Mordenkainen's Fiendish Folio Volume 1
","rollDamageType":"slashing"} slashing damage.
Fight On, You Slugs. The norker war leader picks up to three allied goblinoids within 60 feet that can see it. The chosen creatures can each use their reactions to
foes even when relegated to menial labor. Only the dictates of Maglubiyet have prevented the hobgoblins from hunting down and exterminating these creatures.
A Legacy of Hatred. Given their ancient
monsters
Buzzer", "rollDamageType":"Lightning"} Lightning damage, and the target can’t take Reactions until the end of the lord’s next turn. Hit or Miss: The jester vanishes and reappears in the lord
procession of revelers of song, revelers of stories, and heralds of fools, compelling townsfolk and travelers to join their celebration to the exclusion of all other concerns. Many of these celebrants
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
emotion and empathy. The same label serves as an apt depiction of lizardfolk.
Lacking any internal emotional reactions, lizardfolk behave in a distant manner. They don’t mourn fallen comrades or
notable deeds or actions. For example, Garurt translates as “axe,” a name given to a lizardfolk warrior who defeated an orc and claimed his foe’s weapon. A lizardfolk who likes to
Triton
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
. The tritons’ limited view of the world leaves them ignorant of the kingdoms, wars, and other struggles of the surface world. Tritons readily see such concerns as minor events, a sideshow to
, leaving the tritons vulnerable to deception. With their strong martial tradition, tritons can sometimes be too eager to leap into a fight.
Strangers to the Surface
Given their isolation, most tritons
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stone arches beneath a 30-foot-high domed ceiling.
Frescoes. Stone panels set into the walls bear frescoes and Dwarvish runes.
The frescoes chronicle the birth of Melair, a common shield dwarf
, and his early years struggling as a brewer, metalsmith, and stonecarver. 11b. Prospecting Years Frescoes. Stone panels set into the north and south walls bear frescoes and Dwarvish runes.
Displays
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stone arches beneath a 30-foot-high domed ceiling.
Frescoes. Stone panels set into the walls bear frescoes and Dwarvish runes.
The frescoes chronicle the birth of Melair, a common shield dwarf
, and his early years struggling as a brewer, metalsmith, and stonecarver. 11b. Prospecting Years Frescoes. Stone panels set into the north and south walls bear frescoes and Dwarvish runes.
Displays
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Reactions If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent. GRAPPLE RULES FOR MONSTERS
Many
against the escape DC in the monster’s stat block. If no escape DC is given, assume the DC is 10 + the monster’s Strength (Athletics) modifier.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Reactions If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent. GRAPPLE RULES FOR MONSTERS
Many
against the escape DC in the monster’s stat block. If no escape DC is given, assume the DC is 10 + the monster’s Strength (Athletics) modifier.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
conflict is a great war of attrition — the combatants don’t often gain or lose territory as the result of battle. But on a personal scale, combat is brutal, with no quarter given or expected. The duergar
activity or to recover stolen treasures if they can do so without attracting too much attention. This eternal enmity between duergar and dwarves doesn’t consume either side; both have other concerns
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
he sees no need for outsiders to be involved in sacred matters. The archpriest dismisses his son’s concerns with a negligent wave, telling Glooglugogg that he must flow with the currents of the
, where Bloppblippodd awaits them. Describe the scene to the players as given in that area, then read the following boxed text; if none of the characters speak Undercommon, the exchange is gibberish to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
he sees no need for outsiders to be involved in sacred matters. The archpriest dismisses his son’s concerns with a negligent wave, telling Glooglugogg that he must flow with the currents of the
, where Bloppblippodd awaits them. Describe the scene to the players as given in that area, then read the following boxed text; if none of the characters speak Undercommon, the exchange is gibberish to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
conflict is a great war of attrition — the combatants don’t often gain or lose territory as the result of battle. But on a personal scale, combat is brutal, with no quarter given or expected. The duergar
activity or to recover stolen treasures if they can do so without attracting too much attention. This eternal enmity between duergar and dwarves doesn’t consume either side; both have other concerns
Compendium
- Sources->Dungeons & Dragons->Monster Manual
and collect magic items and occult lore. Have you gazed on the Runes of Chaos, held the Death Moon Orb in your trembling hands, entered the Devouring Portal and walked the Paths of the Doomed, or sat
mage casts Misty Step, using the same spellcasting ability as Spellcasting.
Reactions
Protective Magic (3/Day). The archmage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
and collect magic items and occult lore. Have you gazed on the Runes of Chaos, held the Death Moon Orb in your trembling hands, entered the Devouring Portal and walked the Paths of the Doomed, or sat
mage casts Misty Step, using the same spellcasting ability as Spellcasting.
Reactions
Protective Magic (3/Day). The archmage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Minotaur Living Crystal Statue Given life through powerful magic, a large, crudely carved crystal minotaur guards the tunnels in Isle of the Abbey. Minotaur Living Crystal Statue
Large construct
.
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Reactions
Flying Shards. In response to a creature hitting the statue with a melee weapon attack, the statue deals 11 (2d10) piercing damage to the attacker.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Minotaur Living Crystal Statue Given life through powerful magic, a large, crudely carved crystal minotaur guards the tunnels in Isle of the Abbey. Minotaur Living Crystal Statue
Large construct
.
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Reactions
Flying Shards. In response to a creature hitting the statue with a melee weapon attack, the statue deals 11 (2d10) piercing damage to the attacker.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
bones of ancient, mysterious creatures festoon the ship. Potent runes crawl across these remains, emitting a sickly green radiance. When a humanoid dies aboard the ship, that creature must make a DC
, allowing it to serve as a member of the crew. A number of creatures equal to the ship’s creature capacity can be animated in this manner at any given time. Smuggler’s Banner This flag is meant to be flown
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at any given time. A detect magic spell reveals that one of the pieces (determined randomly) is magical. When that
. Characters must be at least 16th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
bones of ancient, mysterious creatures festoon the ship. Potent runes crawl across these remains, emitting a sickly green radiance. When a humanoid dies aboard the ship, that creature must make a DC
, allowing it to serve as a member of the crew. A number of creatures equal to the ship’s creature capacity can be animated in this manner at any given time. Smuggler’s Banner This flag is meant to be flown
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at any given time. A detect magic spell reveals that one of the pieces (determined randomly) is magical. When that
. Characters must be at least 16th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
them.
2 Others’ concerns bore me, and I would rather have my lessers handle everything possible.
3 I am always right, and anyone who doesn’t agree with me is cut out of my life.
4
When someone loves me, I will do anything for them, no matter whom they hurt.
5 I’ve given up resisting my habits and indulge myself whenever possible.
6 I would rather be righteously angry
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
them.
2 Others’ concerns bore me, and I would rather have my lessers handle everything possible.
3 I am always right, and anyone who doesn’t agree with me is cut out of my life.
4
When someone loves me, I will do anything for them, no matter whom they hurt.
5 I’ve given up resisting my habits and indulge myself whenever possible.
6 I would rather be righteously angry
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Special Traits Special traits (which appear after a monster’s challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that
is always cast at its lowest possible level and can’t be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster’s challenge rating. An innate
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Special Traits Special traits (which appear after a monster's challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that
is always cast at its lowest possible level and can't be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster's challenge rating. An innate
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Special Traits Special traits (which appear after a monster's challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that
is always cast at its lowest possible level and can't be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster's challenge rating. An innate
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Special Traits Special traits (which appear after a monster’s challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that
is always cast at its lowest possible level and can’t be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster’s challenge rating. An innate
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
.” Gear. If the monster has any equipment that can be given away or retrieved, it’s listed in this entry. Senses. This entry lists the monster’s special senses, such as Darkvision, and its Passive
. See also “Playing the Game” (“Actions”). Bonus Actions. If the monster has Bonus Action options, they are listed in this section. Reactions. If the monster can take special Reactions, those are listed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
headmaster’s office (area 15a) for questioning. Given strict instructions not to kill anyone, the nycaloth knocks creatures unconscious instead of killing them, then drags them to the headmaster’s office
9th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
headmaster’s office (area 15a) for questioning. Given strict instructions not to kill anyone, the nycaloth knocks creatures unconscious instead of killing them, then drags them to the headmaster’s office
9th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the