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Returning 35 results for 'condition resilient granting to her reborn'.
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conditions resilience granting to her record
conditions resilience granting to her resort
condition resilience grasping to her return
conditions resilience granting to her reorx
condition resilience grasping to her record
Monsters
Phandelver and Below: The Shattered Obelisk
poisoned condition until the start of the flesh meld’s next turn.
Magic Resistance. The flesh meld has advantage on saving throws against spells and other magical effects.
Spider Climb. The flesh
"} piercing damage, and if the target is a Large or smaller creature, it has the grappled condition (escape DC 15) and is pulled up to 15 feet toward the flesh meld.Squelching and quivering with insatiable
Monsters
Icewind Dale: Rime of the Frostmaiden
ice with which to combat foes. These weapons are supernaturally resilient until Auril discards them, whereupon they break and melt like normal ice.
Auril the Frostmaiden
Auril the Frostmaiden is a
night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures
Monsters
Icewind Dale: Rime of the Frostmaiden
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
, 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
realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
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
Monstrous Compendium Vol. 4: Eldraine Creatures
);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Enchanting Gaze", "rollDamageType":"psychic"} psychic damage and have the charmed condition until the end of its next turn.
Retribution
forbidden and dangerous magical secrets. The arcane nature of a witchkite’s hoard seeps into the dragon’s core, granting it spellcasting abilities and twisting its fiery breath into malevolent
Monsters
Bigby Presents: Glory of the Giants
", "rollType":"damage", "rollAction":"Freezing Ray", "rollDamageType":"cold"} cold damage, and the target must make a DC 18 Constitution saving throw. On a failed save, the target has the restrained condition
giant uses this action again.Ice Armor (Requires Frost Rune). When a creature the giant can see makes an attack roll against it, the giant can form a coat of ice around itself, granting it a +6 bonus to
Monsters
Keys from the Golden Vault
, she loses her immunity to psychic damage and the charmed condition, and her Tattooed Strike becomes a melee attack that deals 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction
her triumph onto her skin. Using ancient rituals, Korda infused many of these artful etchings with the magic of Gauntlgrym’s forges, granting her wondrous gifts.
Korda grew too ambitious for
Monsters
Mordenkainen Presents: Monsters of the Multiverse
into a vast necropolis populated solely by Undead creatures under his command.
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these
creature and any friendly Undead are immune to the frightened condition and have resistance to radiant damage. Enemies have disadvantage on death saving throws while in the aura.
Necrotic, Poison; Bludgeoning, Piercing, and Slashing that is NonmagicalCold, Fire, Lightning
Feats
Bigby Presents: Glory of the Giants
You’ve manifested the resilience emblematic of hill giants, granting you the following benefits:
Ability Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a
maximum of 20.
Bulwark. When you are subjected to an effect that would move you at least 5 feet or give you the prone condition, you can use your reaction to steady yourself. You aren’t moved and don
feats
Your mind ravenously gathers details and desperately clings to its memories and faculties, granting you the following benefits.
Desperate Detail. You have Advantage on Intelligence (Investigation
) checks.
Iron Mind. You have Advantage on saving throws made to avoid or end the Charmed condition and to avoid having your memories read or altered.
feats
You have articulated a few words of forbidden truth that resonate with—and fray—the fabric of creation, granting you the following benefits.
Eldritch Word. As a Bonus Action, you can
ability when you select this feat). On a failed save, the target has the Frightened condition until the start of your next turn. You can use this benefit safely once, and you regain the ability to do so
Feats
Bigby Presents: Glory of the Giants
You’ve manifested the physical talents emblematic of stone giants, granting you the following benefits:
Ability Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a
a hit, the rock deals 1d10 force damage, and the target must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + the spellcasting ability modifier) or have the prone condition
Feats
Bigby Presents: Glory of the Giants
You’ve manifested the fiery combat emblematic of fire giants, granting you the following benefits:
Ability Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a
failed save, a creature takes fire damage equal to 1d8 + your proficiency bonus, and it has the blinded condition until the start of your next turn. On a successful save, the creature takes half as much
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Resilient Ears (Exploration) Even as destruction rains down around you, your hearing stays sharp. You have Advantage on saving throws against having the Deafened condition. Determined Hearing. If you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover. Level 13: Use Magic Device You’ve learned how to maximize use of magic items, granting you
: Second-Story Work You’ve trained to get into especially hard-to-reach places, granting you these benefits. Climber. You gain a Climb Speed equal to your Speed. Jumper. You can determine your jump
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
zombie, a creature magically created from a humanoid corpse to be far more resilient than a typical zombie. Undead Nature. A zombie doesn’t require air, food, drink, or sleep. Greater Zombie Medium
Throws Wis +1
Damage Resistances cold, necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Greater Zombie A greater zombie is a creature magically created from a humanoid corpse to be far more resilient than a typical zombie. GREATER ZOMBIE
Medium undead, neutral evil
Armor Class 15
Resistances cold, necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 8
Languages
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover. Level 13: Use Magic Device You’ve learned how to maximize use of magic items, granting you
: Second-Story Work You’ve trained to get into especially hard-to-reach places, granting you these benefits. Climber. You gain a Climb Speed equal to your Speed. Jumper. You can determine your jump
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Greater Zombie A greater zombie is a creature magically created from a humanoid corpse to be far more resilient than a typical zombie. GREATER ZOMBIE
Medium undead, neutral evil
Armor Class 15
Resistances cold, necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 8
Languages
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
zombie, a creature magically created from a humanoid corpse to be far more resilient than a typical zombie. Undead Nature. A zombie doesn’t require air, food, drink, or sleep. Greater Zombie Medium
Throws Wis +1
Damage Resistances cold, necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
focus their attention on the demon lord. If the adventurers freed it from Zuggtmoy’s influence, Araumycos aids them by releasing spores into the cavern, granting all living creatures in the area immunity to poison damage and the poisoned condition.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years. Squat and often bearded, the original dwarves carved cities and
of 120 feet. Dwarven Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition. Dwarven Toughness. Your Hit Point
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years. Squat and often bearded, the original dwarves carved cities and
of 120 feet. Dwarven Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition. Dwarven Toughness. Your Hit Point
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
flesh meld’s consciousness. More resilient minds may fight against this assimilation, but inevitably, the mind succumbs to the discordant chorus of thoughts to kill and consume. Flesh Meld Huge
)
Saving Throws Str +8, Dex +5
Condition Immunities blinded, prone
Senses blindsight 60 ft. (can’t see beyond this radius), passive Perception 11
Languages understands all but can’t speak
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
for stone and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years. Squat and often bearded, the original dwarves carved cities
with a range of 120 feet. Dwarven Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition. Dwarven Toughness. Your Hit
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
focus their attention on the demon lord. If the adventurers freed it from Zuggtmoy’s influence, Araumycos aids them by releasing spores into the cavern, granting all living creatures in the area immunity to poison damage and the poisoned condition.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
for stone and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years. Squat and often bearded, the original dwarves carved cities
with a range of 120 feet. Dwarven Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition. Dwarven Toughness. Your Hit
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
flesh meld’s consciousness. More resilient minds may fight against this assimilation, but inevitably, the mind succumbs to the discordant chorus of thoughts to kill and consume. Flesh Meld Huge
)
Saving Throws Str +8, Dex +5
Condition Immunities blinded, prone
Senses blindsight 60 ft. (can’t see beyond this radius), passive Perception 11
Languages understands all but can’t speak
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Condition Immunities poisoned
Senses passive Perception 13
Languages Common, Draconic, Elvish, Primordial
Challenge 12 (8,400 XP)
Special Equipment. Thessalar wields a +1 dagger coated with
level (3 slots): blight, Mordenkainen’s faithful hound, Otiluke’s resilient sphere
5th level (1 slots): cloudkill
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
fruit or make a DC 10 Constitution saving throw, gaining 1 level of exhaustion on a failed save. Magic that ends the charmed condition cures the cravings, which otherwise end after 1 hour. 2 The creature
turns a sickly green and has the poisoned condition for 1 hour. 3 The creature can’t deliberately lie for 24 hours. 4 The creature can’t understand any language for the next 8 hours. 5 The creature
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
fruit or make a DC 10 Constitution saving throw, gaining 1 level of exhaustion on a failed save. Magic that ends the charmed condition cures the cravings, which otherwise end after 1 hour. 2 The creature
turns a sickly green and has the poisoned condition for 1 hour. 3 The creature can’t deliberately lie for 24 hours. 4 The creature can’t understand any language for the next 8 hours. 5 The creature
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Condition Immunities poisoned
Senses passive Perception 13
Languages Common, Draconic, Elvish, Primordial
Challenge 12 (8,400 XP)
Special Equipment. Thessalar wields a +1 dagger coated with
level (3 slots): blight, Mordenkainen’s faithful hound, Otiluke’s resilient sphere
5th level (1 slots): cloudkill
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
12 (+1)
INT
19 (+4)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws Int +7, Wis +6, Cha +5
Skills Arcana +10, History +7, Nature +7, Religion +10
Condition Immunities charmed, frightened
damage, have the prone condition, and be moved to the unoccupied space closest to the sphere’s center. Large and smaller objects in the sphere that aren’t being worn or carried automatically take the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
12 (+1)
INT
19 (+4)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws Int +7, Wis +6, Cha +5
Skills Arcana +10, History +7, Nature +7, Religion +10
Condition Immunities charmed, frightened
damage, have the prone condition, and be moved to the unoccupied space closest to the sphere’s center. Large and smaller objects in the sphere that aren’t being worn or carried automatically take the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
-Powered Constructs. A scarecrow is animated by the bound spirit of a slain evil creature, granting it purpose and mobility. It is this uncanny presence from beyond death that allows a scarecrow to
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious