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Returning 35 results for 'condition race growing to her rivals'.
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Magic Items
Dungeon Master’s Guide
duergar.
Toughness. Your Constitution increases by 2, to a maximum of 20.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow
range of 60 feet.
Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Magic Items
Dungeon Master’s Guide
Poisoned condition for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour.
02–10
A geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (DM
Undead of the DM’s choice. Its sarcophagus contains treasure of the DM’s choice.
96–00
A giant beanstalk sprouts, growing to a height of the DM’s choice. The top leads where
Monsters
Storm King's Thunder
presided over a court that included representatives of every race of giant, from mighty storm giants to lowly hill giants. He used the power of the Wyrmskull Throne — a gift given to him by his wife
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
Gray Dwarf (Duergar)
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Species
Sword Coast Adventurer's Guide
bald heads, with the males growing long, unkempt, gray beards.
Duergar value toil above all else. Showing emotions other than grim determination or wrath is frowned on in their culture, but they can
artistic value.
Few duergar become adventurers, fewer still on the surface world, because they are a hidebound and suspicious race. Those who leave their subterranean cities are usually exiles. Check
Monsters
Mythic Odysseys of Theros
on a DC 13 Wisdom saving throw or be charmed. While charmed in this way, the target idolizes the satyr and will take part in the satyr's revels. The charmed condition ends for the creature after 1
they find them. Their boisterous natures go far toward tempting others to eat, drink, and carouse with them. Faced with stodgier individuals or outright rivals, satyr revelers don't balk at using the
Monsters
Vecna: Eve of Ruin
frightened condition.
Legendary Resistance (3/Day). If Kas fails a saving throw, he can choose to succeed instead.
Regeneration. Kas regains 20 hit points at the start of his turn if he has at least 1
Tovag, his Domain of Dread. He can be permanently destroyed only by having a stake driven through his heart and then being beheaded. The stake must be cut from a tree growing in soil from Oerth, Kas&rsquo
Monsters
Bigby Presents: Glory of the Giants
damage and has the prone condition. On a successful save, a creature takes half as much damage only. The thunderclap is audible within 300 feet of the cloud’s center point.
The cloud’s
trickery.
Years of successful wagers make destiny gamblers so confident in their ability to win any challenge that they invite potential rivals to name the terms of a wager. Those who are foolish enough to
Monsters
The Book of Many Things
feet of itself and encases the creature in a constricting cocoon. The target must succeed on a DC 23 Strength saving throw or have the restrained condition for 1 minute. A target that starts its turn
", "rollDamageType":"fire"} fire damage.
Fast Metamorphosis. On Xulregg, eggs, larvae, and pupae all develop and metamorphose at ten times their usual rate, regardless of sustenance or any other growing
Monsters
Fizban's Treasury of Dragons
network growing near an underground river. Whatever the setup, a deep dragon festoons the narrow, twisting passages between the lair’s fungal walls with magical and mundane traps. A typical
lair, the creature must first succeed on a DC 10 Constitution saving throw or be unable to reduce its level of exhaustion. Creatures immune to the poisoned condition are immune to this effect
Monsters
Fizban's Treasury of Dragons
share the same basic structure as the sapphire dragon lair shown on map 5.12, but instead of being formed from stone, it might consist of chambers hollowed out within a fungus network growing near an
first succeed on a DC 10 Constitution saving throw or be unable to reduce its level of exhaustion. Creatures immune to the poisoned condition are immune to this effect.
Verdant Growth. Vegetation and
Alter Self
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Spells
Basic Rules (2014)
action to gain the benefits of a different one.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe
voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a
monsters
", "rollAction":"Impale", "rollDamageType":"Piercing"} Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two branch arms. Until
own corruption.
Secret. Crooked effigies are bound to the Old Ways, and they recoil from the tools of forging and tinkering— symbols of a growing civilization.Bludgeoning, PiercingFire
Oath of the Ancients
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Classes
Player’s Handbook (2014)
The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with
, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world
spells
save, the target takes 3d10 Force damage, has the Incapacitated condition until the end of its next turn, and is unaware it was targeted by a curse.
Initial Effect. On a failed save, the target takes
6d10 Force damage, has the Stunned condition until the end of its next turn, and is cursed.
Triggering Event. The next time the target finishes a Long Rest, it suffers nightmarish visions of being
monsters
30 Acid damage if it has the Prone condition, when it ends its turn in the Emanation.
Level 3. Plants have Advantage on all attack rolls made against non-Plants in the Emanation. A creature hit by a
Plant’s melee attack gains the Prone condition.
Legendary Resistance (4/day). If Shub-Niggurath fails a saving throw, it can choose to succeed instead.Multiattack. Shub-Niggurath makes four
monsters
Blight Dependent. If the keeper is targeted by an effect that ends the Poisoned condition, it takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Blight Dependent
Poisoned condition until the end of the keeper’s next turn.
Rotting Ritual. The keeper magically creates one of the following effects of its choice. It can’t use the same effect twice in a
monsters
hit Ryta while she doesn’t have the Grappled or Restrained condition. Response: Ryta adds 2 to her AC against the attack, possibly causing it to miss. Ryta then moves 5 feet without provoking
around her—but the opportunity to perform on a regular basis is just too appealing to pass up, so she leads Shadow Malice as best she can against any rivals. Bardic Inspiration (2/Day). Ryta
monsters
: The target contracts a magical contagion called Ghoul Fever. This contagion functions as Sewer Plague, except that the target develops a growing craving for rotting flesh and disgust at all other
following effect. Constitution Saving Throw: DC 12. Failure: The target has the Paralyzed condition until the end of its next turn.
Spellcasting. The ghoul casts one of the following spells
monsters
);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Force"} Force damage. The target has the Grappled condition (escape DC 20), and until the grapple ends, the target has the
Restrained condition.
Tail. Melee Attack Roll: +17;{"diceNotation":"1d20+17", "rollType":"to hit", "rollAction":"Tail"}, reach 20 ft. Hit: 23 (3d8 + 10);{"diceNotation":"3d8+10", "rollType":"damage
monsters
+10", "rollType":"damage", "rollAction":"Writhing Tentacles", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC
24). While Grappled the target has the Restrained condition.
Wind Blast (Recharge 5–6). Strength Saving Throw: DC 24, each creature in a 20-foot-radius Sphere centered on a point the flying
Half-Elf
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Species
Basic Rules (2014)
friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as
coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven
races
Mordenkainen Presents: Monsters of the Multiverse
Originally from the Elemental Plane of Water, many tritons entered the Material Plane centuries ago in response to the growing threat of evil elementals. Those tritons spread across the worlds&rsquo
fins on their calves, and coloration that favors blues and greens.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If
Deck of Many Things
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Magic Items
Basic Rules (2014)
30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.
Moon. You are granted the
summoner Speed 60 ft., fly 60 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
16 (+3)
16 (+3)
16 (+3)
16 (+3)
16 (+3)
16 (+3)
Damage Immunities necrotic, poison
Condition
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Race to the Glacier If Vellynne Harpell survived the perils of Auril’s island and returned to Icewind Dale with the characters, she urges them to accompany her to the glacier without delay, lest one
of her rivals in the Arcane Brotherhood catch up to them. Vellynne can be persuaded to delay the journey, but with each passing day, she becomes more agitated.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Race to the Glacier If Vellynne Harpell survived the perils of Auril’s island and returned to Icewind Dale with the characters, she urges them to accompany her to the glacier without delay, lest one
of her rivals in the Arcane Brotherhood catch up to them. Vellynne can be persuaded to delay the journey, but with each passing day, she becomes more agitated.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The party is forced to work with an evil being, one from the Darkon Rivals table or another Darklord.
5 The dead of Darkon wish to aid the characters, flocking to them in a growing legion
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The party is forced to work with an evil being, one from the Darkon Rivals table or another Darklord.
5 The dead of Darkon wish to aid the characters, flocking to them in a growing legion
Kobold
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Species
Volo's Guide to Monsters
other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that aren’t free for the taking, kobolds try to remain
at the actions or deeds of other races. They aren’t forgiving of other races, and they enjoy nursing their hatred until they get a chance to wreak revenge on a creature or a race that has wronged
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
plans). His version of the apocalypse is not imminent, since Ras Nsi is distracted with fears of his own mortality. He has fallen victim to the death curse and is growing weaker by the day, and neither he
nor his yuan-ti priests have been able to ascertain the cause or find a remedy. As Ras Nsi’s power wanes, his rivals are preparing to dispose of him and continue their holy mission. Acererak promised
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
plans). His version of the apocalypse is not imminent, since Ras Nsi is distracted with fears of his own mortality. He has fallen victim to the death curse and is growing weaker by the day, and neither he
nor his yuan-ti priests have been able to ascertain the cause or find a remedy. As Ras Nsi’s power wanes, his rivals are preparing to dispose of him and continue their holy mission. Acererak promised
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
surfaced over the last few decades, and three nations that border the mountains where it hides now race to claim Iggwilv’s hoard—or, if they can’t claim it, at least ensure that their rivals don’t either
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
this contest, up to four teams of two students apiece race to create the highest stack of gathered mascots. At least one team should consist of NPC students, and you should make rolls for them. If
the characters have Rivals, two of them form this opposing team. If not, choose students from the “Fellow Students” section in chapter 3. Characters who don’t wish to form a team can participate by
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
student character. It introduces the owlin race and five backgrounds—one for each college—as well as a collection of feats, spells, and magic items. Chapters 3–6 provide a campaign meant to advance
. Whether student adventurers get caught up in a duel with their rivals or face a dreaded mage hunter, the stat blocks in this chapter give you the information you need to resolve the situation.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
student character. It introduces the owlin race and five backgrounds—one for each college—as well as a collection of feats, spells, and magic items. Chapters 3–6 provide a campaign meant to advance
. Whether student adventurers get caught up in a duel with their rivals or face a dreaded mage hunter, the stat blocks in this chapter give you the information you need to resolve the situation.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
this contest, up to four teams of two students apiece race to create the highest stack of gathered mascots. At least one team should consist of NPC students, and you should make rolls for them. If
the characters have Rivals, two of them form this opposing team. If not, choose students from the “Fellow Students” section in chapter 3. Characters who don’t wish to form a team can participate by