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Returning 33 results for 'condition relying gloaming to have reapers'.
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condition rolling glowing to have reappears
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Monsters
Bigby Presents: Glory of the Giants
creature. Hit: 26 (4d10 + 4);{"diceNotation":"4d10+4", "rollType":"damage", "rollAction":"Soul Bolt", "rollDamageType":"necrotic"} necrotic damage. If the target has the frightened condition, the giant
gains temporary hit points equal to the damage dealt.Death giant reapers wield massive scythes and wear armor that resembles the carapaces of giant insects. They wield the magic of shadow, which lets
Monsters
Bigby Presents: Glory of the Giants
":"damage", "rollAction":"Eldritch Burst", "rollDamageType":"force"} force damage and has the prone condition. On a successful save, a creature takes half as much damage only.
Spellcasting. The
Constitution saving throw; on a failed save, the creature has the poisoned condition until the end of its next turn.Some fomorians search for the arcane glory their kind possessed before their banishment
monsters
throws to avoid or end the Charmed condition. Magic can’t put her to sleep.
Sunlight Sensitivity. While in sunlight, Quara has Disadvantage on ability checks and attack rolls. Multiattack
condition for 1 minute. While poisoned this way, attacks against the creature have Advantage. If the saving throw fails by 5 or more, the target also has the Unconscious condition while Poisoned in
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Blindsight If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn’t behind Total Cover even if you have the
Blinded condition or are in Darkness. Moreover, in that range, you can see something that has the Invisible condition.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Blindsight If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn’t behind Total Cover even if you have the
Blinded condition or are in Darkness. Moreover, in that range, you can see something that has the Invisible condition.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Blindsight If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn’t behind Total Cover even if you have the
Blinded condition or are in Darkness. Moreover, in that range, you can see something that has the Invisible condition.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Blindsight If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn’t behind Total Cover even if you have the
Blinded condition or are in Darkness. Moreover, in that range, you can see something that has the Invisible condition.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Nintra Siotta, Princess of the Shadow Glass Nintra Siotta, a chaotic evil archfey who was exiled from the Gloaming Court by the Queen of Air and Darkness long ago, is known in Faerûn by three titles
Darkness for her weakness and insolence, I will take my rightful place at the head of the Gloaming Court.” Bond. “I have many supporters in the Gloaming Court who worship the ground I walk on. They
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Green Reaper Slay with Nature’s Venom
Green Reapers are assassins who specialize in harnessing the toxic elements of flora and fauna. These Rangers often work as killers for hire utilizing their
extensive knowledge to end lives discreetly or with gory panache, depending on the poison used and the client’s wishes. Green Reapers exhibit a morbid curiosity when encountering a toxin they’re
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Nintra Siotta, Princess of the Shadow Glass Nintra Siotta, a chaotic evil archfey who was exiled from the Gloaming Court by the Queen of Air and Darkness long ago, is known in Faerûn by three titles
Darkness for her weakness and insolence, I will take my rightful place at the head of the Gloaming Court.” Bond. “I have many supporters in the Gloaming Court who worship the ground I walk on. They
Kobold
Legacy
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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
unnoticed by their larger rivals. If it’s lucky, a tribe of kobolds that is discovered by a group of larger humanoids might form a mutually beneficial arrangement, relying on the humanoids for
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
entirely. A creature effectively suffers from the blinded condition (see Appendix A) when trying to see something in that area. The presence or absence of light in an environment creates three categories
blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
entirely. A creature effectively suffers from the blinded condition (see Appendix A) when trying to see something in that area. The presence or absence of light in an environment creates three categories
blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
entirely. A creature effectively suffers from the blinded condition when trying to see something in that area. The presence or absence of light in an environment creates three categories of illumination
its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
denying that death giants can make excellent use of it.
—Bigby
Death Giant Reaper Death giant reapers wield massive scythes and wear armor that resembles the carapaces of giant insects. They wield the
Throws Con +9, Int +8, Wis +7, Cha +7
Skills Arcana +8, History +8, Perception +7, Stealth +6
Damage Immunities necrotic
Condition Immunities frightened
Senses darkvision 120 ft., passive
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
denying that death giants can make excellent use of it.
—Bigby
Death Giant Reaper Death giant reapers wield massive scythes and wear armor that resembles the carapaces of giant insects. They wield the
Throws Con +9, Int +8, Wis +7, Cha +7
Skills Arcana +8, History +8, Perception +7, Stealth +6
Damage Immunities necrotic
Condition Immunities frightened
Senses darkvision 120 ft., passive
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
entirely. A creature effectively suffers from the blinded condition when trying to see something in that area. The presence or absence of light in an environment creates three categories of illumination
its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the same desire for power that awakened them in undeath, some wights serve as shock troops for evil leaders, including wraiths. As soldiers, they are able to plan but seldom do so, relying on their
, Stealth +4
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the same desire for power that awakened them in undeath, some wights serve as shock troops for evil leaders, including wraiths. As soldiers, they are able to plan but seldom do so, relying on their
, Stealth +4
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
)
INT
10 (+0)
WIS
10 (+0)
CHA
7 (−2)
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses passive Perception 10
)
WIS
10 (+0)
CHA
7 (−2)
Damage Immunities lightning, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses passive Perception 10
Languages
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Contortionist. The fomorian can enter a space large enough for a Large creature without squeezing.
Crawling Stance. While the fomorian has the prone condition, crawling does not cost it extra movement. In
addition, the prone condition does not grant advantage on attack rolls against the fomorian.
Spider Climb. The fomorian can climb difficult surfaces, including upside down on ceilings, without
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
)
INT
10 (+0)
WIS
10 (+0)
CHA
7 (−2)
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses passive Perception 10
)
WIS
10 (+0)
CHA
7 (−2)
Damage Immunities lightning, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses passive Perception 10
Languages
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Contortionist. The fomorian can enter a space large enough for a Large creature without squeezing.
Crawling Stance. While the fomorian has the prone condition, crawling does not cost it extra movement. In
addition, the prone condition does not grant advantage on attack rolls against the fomorian.
Spider Climb. The fomorian can climb difficult surfaces, including upside down on ceilings, without
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
archfey, such as the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; or an ancient hag. Or you might call on a spectrum of Fey, weaving a web
as a Reaction in response to taking damage. In addition, the following effects are now among your Steps of the Fey options. Disappearing Step. You have the Invisible condition until the start of your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
archfey, such as the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; or an ancient hag. Or you might call on a spectrum of Fey, weaving a web
as a Reaction in response to taking damage. In addition, the following effects are now among your Steps of the Fey options. Disappearing Step. You have the Invisible condition until the start of your
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
)
CON
13 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
11 (+0)
Condition Immunities frightened
Senses passive Perception 11
Languages Common
Challenge 1/2 (100 XP)
Tactical
Skills Intimidation +5, Perception +4
Condition Immunities frightened
Senses passive Perception 14
Languages Common
Challenge 2 (450 XP)
Tactical Discipline. The iron consul has advantage
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
)
CON
13 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
11 (+0)
Condition Immunities frightened
Senses passive Perception 11
Languages Common
Challenge 1/2 (100 XP)
Tactical
Skills Intimidation +5, Perception +4
Condition Immunities frightened
Senses passive Perception 14
Languages Common
Challenge 2 (450 XP)
Tactical Discipline. The iron consul has advantage
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Con +7, Int +8, Wis +7, Cha +7
Skills Arcana +8, History +8, Insight +7, Perception +7, Stealth +5
Damage Resistances cold, lightning, necrotic
Damage Immunities poison
Condition Immunities
Intelligence saving throw or take 22 (4d8 + 4) thunder damage and have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Con +7, Int +8, Wis +7, Cha +7
Skills Arcana +8, History +8, Insight +7, Perception +7, Stealth +5
Damage Resistances cold, lightning, necrotic
Damage Immunities poison
Condition Immunities
Intelligence saving throw or take 22 (4d8 + 4) thunder damage and have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
: Storeroom Shelves and racks in this storeroom hold iron bars of various lengths.
The heavy bars were raw materials for the duergar workshop, left here once the duergar started relying on mithral
, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it has the grappled condition (escape DC 16) and must succeed on a DC 16 Intelligence saving throw or
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
: Storeroom Shelves and racks in this storeroom hold iron bars of various lengths.
The heavy bars were raw materials for the duergar workshop, left here once the duergar started relying on mithral
, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it has the grappled condition (escape DC 16) and must succeed on a DC 16 Intelligence saving throw or
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Tide knights disdain heavy armor, relying on the speed and ferocity of their attacks to carry them to victory. Dark Tide Knight
Medium humanoid (human), lawful evil
Armor Class 13
Hit Points 58
eye. If it hits, the target is also restrained. A target restrained in this way can end the condition by using an action, succeeding on a DC 13 Strength check.
Shoalar Quanderil A plump water
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Tide knights disdain heavy armor, relying on the speed and ferocity of their attacks to carry them to victory. Dark Tide Knight
Medium humanoid (human), lawful evil
Armor Class 13
Hit Points 58
eye. If it hits, the target is also restrained. A target restrained in this way can end the condition by using an action, succeeding on a DC 13 Strength check.
Shoalar Quanderil A plump water