Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'condition resist gatherers to her race'.
Other Suggestions:
conviction rest gatherers to her rage
conviction result gatherers to her rage
condition rest gathered to her rage
condition rest gathered to her reach
condition rest gatherers to her rage
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
creature is wreathed in light, attack rolls against the creature have advantage, and the creature can’t benefit from the invisible condition.
Spellcasting. The faerie casts one of the following
their heads, and a faint white aura surrounds their bodies.
For good or ill, most fae can’t resist meddling in the adventures of any knight they meet.
Faeries
The faeries of Eldraine are
Backgrounds
Tomb of Annihilation
original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a
century old.
Suggested Characteristics
Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain
monsters
Bridle Binding. If a creature puts a bridle on the fleshdobbin (treat as securing Manacles), the fleshdobbin has the Charmed condition while it wears the bridle, and it can’t take the bridle
the target is a large or smaller creature, it has the Prone condition.
Wailing Halberd. Melee Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Wailing Halberd"}, reach 15 ft
monsters
the Poisoned condition, recovering from the contagion on a success. Success: The target is immune to the Vile Vermin trait of all skitterswarms for 24 hours.Infesting Bite. Melee Attack Roll: +4
sickness can gather into squirming masses of centipedes known as skitterswarms. These swarms lurk in places where foulness accumulates and often serve centipede hags.
Secret. Skitterswarms can’t resist dead bodies and are drawn to the corpses of Humanoids.Bludgeoning, Piercing, Slashing
monsters
. As an Influence action, a creature that poses a riddle to the ketgrinn and succeeds on a DC 16 Charisma (Deception) check gives the ketgrinn the Incapacitated condition until the start of the
in shadows. Ketgrinn are tricksters and spies, often sent by those they serve to steal the voices of a rival’s minions to sow chaos and confusion.
Secret. Ketgrinn can’t resist a puzzle
monsters
":"Terrifying Breath", "rollDamageType":"Psychic"} Psychic damage, and the target drops whatever it is holding and has the Frightened condition. A Frightened target takes the Dash action and moves away
wave of terror that makes lesser victims drop dead from fright alone.
Secret. Unable to resist revelry and merriment, drakkenhob are driven away by payment offered in gold or alcohol.FireCall the
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
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
.
Beast Masters and Slave Drivers
Goblins know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god
-tiered caste system made up of lashers, hunters, gatherers, and pariahs. The status of every family in the tribe is based on its importance to the tribe’s survival. Families that belong to the
races
Mordenkainen Presents: Monsters of the Multiverse
of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of
member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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->D&D Beyond Basic Rules
Speed is 0 and can’t increase. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Resist Damage. You have Resistance to all damage. Poison Immunity. You have Immunity to the Poisoned condition.
Petrified [Condition] While you have the Petrified condition, you experience the following effects. Turned to Inanimate Substance. You are transformed, along with any nonmagical objects you are
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speed is 0 and can’t increase. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Resist Damage. You have Resistance to all damage. Poison Immunity. You have Immunity to the Poisoned condition.
Petrified [Condition] While you have the Petrified condition, you experience the following effects. Turned to Inanimate Substance. You are transformed, along with any nonmagical objects you are
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Speed is 0 and can’t increase. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Resist Damage. You have Resistance to all damage. Poison Immunity. You have Immunity to the Poisoned condition.
Petrified [Condition] While you have the Petrified condition, you experience the following effects. Turned to Inanimate Substance. You are transformed, along with any nonmagical objects you are
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speed is 0 and can’t increase. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Resist Damage. You have Resistance to all damage. Poison Immunity. You have Immunity to the Poisoned condition.
Petrified [Condition] While you have the Petrified condition, you experience the following effects. Turned to Inanimate Substance. You are transformed, along with any nonmagical objects you are
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Secret of Saltmarsh, Bloody Bjorn serves as the first mate aboard Sea Ghost. Pirate First Mate
Medium humanoid (any race), any alignment
Armor Class 16 (chain mail)
Hit Points 26 (4d8 + 8
Perception 10
Languages any one language (usually Common)
Challenge 1 (200 XP)
Sea Legs. The first mate has advantage on ability checks and saving throws to resist being knocked prone.
Actions
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
place of a hand. Pirate Bosun
Medium humanoid (any race), any alignment
Armor Class 12 (studded leather)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
)
Challenge 1/2 (100 XP)
Cargo Hauler. The bosun has advantage on Strength checks.
Sea Legs. The bosun has advantage on ability checks and saving throws to resist being knocked prone.
Actions
Light
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
16 (+3
wizard has advantage on ability checks and saving throws to resist being knocked prone.
Spellcasting. The deck wizard is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
place of a hand. Pirate Bosun
Medium humanoid (any race), any alignment
Armor Class 12 (studded leather)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
)
Challenge 1/2 (100 XP)
Cargo Hauler. The bosun has advantage on Strength checks.
Sea Legs. The bosun has advantage on ability checks and saving throws to resist being knocked prone.
Actions
Light
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
16 (+3
wizard has advantage on ability checks and saving throws to resist being knocked prone.
Spellcasting. The deck wizard is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ship’s crew. Sigurd “Snake Eyes” is the pirate captain who leads a gang of smugglers in The Sinister Secret of Saltmarsh. Pirate Captain
Medium humanoid (any race), any alignment
Armor Class 14
longsword attacks (included in the attack).
Sea Legs. The captain has advantage on ability checks and saving throws to resist being knocked prone.
Actions
Multiattack. The captain makes two
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ship’s crew. Sigurd “Snake Eyes” is the pirate captain who leads a gang of smugglers in The Sinister Secret of Saltmarsh. Pirate Captain
Medium humanoid (any race), any alignment
Armor Class 14
longsword attacks (included in the attack).
Sea Legs. The captain has advantage on ability checks and saving throws to resist being knocked prone.
Actions
Multiattack. The captain makes two
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Secret of Saltmarsh, Bloody Bjorn serves as the first mate aboard Sea Ghost. Pirate First Mate
Medium humanoid (any race), any alignment
Armor Class 16 (chain mail)
Hit Points 26 (4d8 + 8
Perception 10
Languages any one language (usually Common)
Challenge 1 (200 XP)
Sea Legs. The first mate has advantage on ability checks and saving throws to resist being knocked prone.
Actions
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
these spells when you cast them with this trait (choose when you select this race). Dwarven Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself
. You also have resistance to poison damage. Psionic Fortitude. You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Alabaster Racetrack Sleek white pillars surround what looks like a racetrack. The stands bustle with patrons, all eager to bet on the impending race.
This arena hosts nightmare racing. Audience
members can place bets, earning a payout depending on which steeds place in the top two of a given race. Up to six nightmares race at any given time; those who bet on the first-place steed receive triple
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Alabaster Racetrack Sleek white pillars surround what looks like a racetrack. The stands bustle with patrons, all eager to bet on the impending race.
This arena hosts nightmare racing. Audience
members can place bets, earning a payout depending on which steeds place in the top two of a given race. Up to six nightmares race at any given time; those who bet on the first-place steed receive triple
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
these spells when you cast them with this trait (choose when you select this race). Dwarven Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself
. You also have resistance to poison damage. Psionic Fortitude. You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god was conquered by Maglubiyet, after all
.
Family Matters A goblin tribe is organized in a four-tiered caste system made up of lashers, hunters, gatherers, and pariahs. The status of every family in the tribe is based on its importance to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Duergar Spy Combining the natural abilities of the duergar race with the specialized training of a spy, the duergar named Ghared is a force to be reckoned with inside Khundrukar (The Forge of Fury
Resilience. The spy has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sneak Attack. Once per turn, the spy can deal an extra 7
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god was conquered by Maglubiyet, after all
.
Family Matters A goblin tribe is organized in a four-tiered caste system made up of lashers, hunters, gatherers, and pariahs. The status of every family in the tribe is based on its importance to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Duergar Spy Combining the natural abilities of the duergar race with the specialized training of a spy, the duergar named Ghared is a force to be reckoned with inside Khundrukar (The Forge of Fury
Resilience. The spy has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sneak Attack. Once per turn, the spy can deal an extra 7
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Hand, or Survival. Defiance. You have advantage on saving throws to avoid or end the frightened condition on yourself. Draconic Sorcery. You know one cantrip of your choice from the sorcerer spell list
. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Hand, or Survival. Defiance. You have advantage on saving throws to avoid or end the frightened condition on yourself. Draconic Sorcery. You know one cantrip of your choice from the sorcerer spell list
. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Monsters B - E Bandit Captain
Medium humanoid (any race), any non-lawful alignment
Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
15(+2)
DEX
16(+3
weapon.
Berserker
Medium humanoid (any race), any chaotic alignment
Armor Class 13 (hide armor)
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR
16(+3)
DEX
12(+1)
CON
17(+3
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Monsters B - E Bandit Captain
Medium humanoid (any race), any non-lawful alignment
Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
15(+2)
DEX
16(+3
weapon.
Berserker
Medium humanoid (any race), any chaotic alignment
Armor Class 13 (hide armor)
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR
16(+3)
DEX
12(+1)
CON
17(+3
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
are a Humanoid. Size. You are Small. Speed. Your walking speed is 30 feet. Fearless. You have advantage on saving throws you make to avoid or end the frightened condition on yourself. When you fail a
saving throw to avoid or end the frightened condition on yourself, you can choose to succeed instead. Once you succeed on a saving throw in this way, you can’t do so again until you finish a long rest