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Returning 35 results for 'conditions rage grave to her reappears'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Grave. While within 30 feet of the skull lord, any Undead ally of the skull lord makes saving throws with advantage, and that ally regains 1d6;{"diceNotation":"1d6", "rollType":"heal", "rollAction
":"Master of the Grave"} hit points whenever it starts its turn there.
Unusual Nature. The skull lord doesn’t require air, food, drink, or sleep.Multiattack. The skull lord makes three Bone Staff or
Monsters
The Book of Many Things
, Wisdom, Charisma, and immunity to the charmed and frightened conditions. He otherwise uses the target’s game statistics, but Gremorly doesn’t gain access to the target’s knowledge
and Good spell. When the possession ends, Gremorly reappears in an unoccupied space within 5 feet of the target. The target is immune to this Possession for 24 hours after succeeding on the saving
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Phalanx Formation. The duergar has advantage on attack rolls and
inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their
Monsters
Mordenkainen Presents: Monsters of the Multiverse
has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on
; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has
powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has
profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has
works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has
infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who
Monsters
Icewind Dale: Rime of the Frostmaiden
away. Auril instantly reappears in her Auril (Second Form);second form, in an unoccupied space within 60 feet of where her first form disappeared. Her initiative count doesn’t change.
Innate
has taken, how many levels of exhaustion they have, and what conditions are affecting them currently.
Auril instantly teleports to any location on the island. If the space she chooses as her
Monsters
Icewind Dale: Rime of the Frostmaiden
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions
Monsters
Icewind Dale: Rime of the Frostmaiden
ice, whereupon Auril instantly reappears in her Auril (Third Form);third form, in an unoccupied space within 60 feet of where her second form was destroyed. Her initiative count doesn’t change
creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions are affecting them currently.
Auril instantly teleports
Magic Items
The Book of Many Things
from the deck and take effect simultaneously.
Unless it is the Fool or the Jester card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to
they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining.
Maze. You
monsters
time. A swallowed creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the froghemoth, and takes 21 (6d6);{"diceNotation":"6d6", "rollType
terrifying abomination of teeth, tentacles, and unbridled rage, the froghemoth is capable of devouring dinosaurs and even dragons. It is a frighteningly effective ambush hunter, immersing itself in the
spells
, the ground opens and swallows the target, burying it up to 10 feet deep. While buried, the target has Total Cover, has the Restrained and Blinded conditions, and can’t breathe. On a successful
save, the target has the Prone condition, and its Speed is 0 until the end of its next turn. A buried creature can dig out of the grave by using its action to make a DC 15 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Revenants Vengeance from beyond the Grave Habitat: Forest, Swamp, Urban; Treasure: Any Wrathful spirits bent on revenge, revenants possess corpses and other materials, using them to seek justice or
vent their rage on those who wronged them. Revenants refuse to rest until those they seek to punish are no more. If their bodies are destroyed, revenants claim new forms and continue their ruthless quests. Cristi Balanescu Revenant Followed by a Graveyard Revenant
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Revenants Vengeance from beyond the Grave Habitat: Forest, Swamp, Urban; Treasure: Any Wrathful spirits bent on revenge, revenants possess corpses and other materials, using them to seek justice or
vent their rage on those who wronged them. Revenants refuse to rest until those they seek to punish are no more. If their bodies are destroyed, revenants claim new forms and continue their ruthless quests. Cristi Balanescu Revenant Followed by a Graveyard Revenant
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters slay Frody instead, he reappears 24 hours later as a neutral good ghost and haunts Toadhop until his spirit finds rest—which happens only when Golden Axe is returned to Frody’s grave.
imparts the following information: Grave Theft. Two halflings dug up his grave in the dead of night and stole his Canaith mandolin (an instrument of the bards). Frody wants it back. (“It was a gift
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters slay Frody instead, he reappears 24 hours later as a neutral good ghost and haunts Toadhop until his spirit finds rest—which happens only when Golden Axe is returned to Frody’s grave.
imparts the following information: Grave Theft. Two halflings dug up his grave in the dead of night and stole his Canaith mandolin (an instrument of the bards). Frody wants it back. (“It was a gift
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Unarmed Strike used for the attack. Level 6: Mindless Rage You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you’re Charmed or Frightened when you enter your Rage, the
subclass. Path of the Berserker Channel Rage into Violent Fury Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Unarmed Strike used for the attack. Level 6: Mindless Rage You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you’re Charmed or Frightened when you enter your Rage, the
subclass. Path of the Berserker Channel Rage into Violent Fury Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Barbarian: Path of the Giant Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with elemental power and grow in size
weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll. Giant Stature. Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Barbarian: Path of the Giant Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with elemental power and grow in size
weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll. Giant Stature. Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
robed figure that shrieks in pain and rage.
A mysterious fog covers the park, lightly obscuring the area. The gwishin of Dae Won-Ha manifests from the fog at the base of the statue as a ghost. She
. Once defeated, these creatures discorporate into fog. Won-Ha’s gwishin reappears 24 hours later, though, and continues to imperil the city until she is put to rest.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
demise, at which point it explodes—a last act of vengeance against those who slew it. Demon lords and evil gods harness balors’ rage by making balors commanders of armies or guardians of grave secrets
Balor Demon of Overwhelming Rage Habitat: Planar (Abyss); Treasure: Armaments Sidharth Chaturvedi Balors embody demons’ ruinous fury and hatred. Towering, winged terrors, these demonic warlords
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
robed figure that shrieks in pain and rage.
A mysterious fog covers the park, lightly obscuring the area. The gwishin of Dae Won-Ha manifests from the fog at the base of the statue as a ghost. She
. Once defeated, these creatures discorporate into fog. Won-Ha’s gwishin reappears 24 hours later, though, and continues to imperil the city until she is put to rest.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
demise, at which point it explodes—a last act of vengeance against those who slew it. Demon lords and evil gods harness balors’ rage by making balors commanders of armies or guardians of grave secrets
Balor Demon of Overwhelming Rage Habitat: Planar (Abyss); Treasure: Armaments Sidharth Chaturvedi Balors embody demons’ ruinous fury and hatred. Towering, winged terrors, these demonic warlords
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters cast a silence spell around the drider, it enjoys the respite and allows them to pass through its cave unharmed. Otherwise, it attacks them in a demented rage. 8c. Pirate Rhyme This cave abuts
to be, With the Sargauth’s flow go ye. If pirate booty is what ye crave, Fight the surge to the captain’s grave. Downriver. Characters who follow the river southwest eventually reach Skullport. Upriver
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the Charmed and Frightened conditions while your Rage is active. If you’re Charmed or Frightened when you enter your Rage, the condition ends on you. Level 10: Retaliation When you take damage from a
of the Wild Heart, Path of the World Tree, and Path of the Zealot subclasses. Path of the Berserker NATHANIEL HIMAWAN Path of the Berserker Subclass Channel Rage into Violent Fury Barbarians who
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the Charmed and Frightened conditions while your Rage is active. If you’re Charmed or Frightened when you enter your Rage, the condition ends on you. Level 10: Retaliation When you take damage from a
of the Wild Heart, Path of the World Tree, and Path of the Zealot subclasses. Path of the Berserker NATHANIEL HIMAWAN Path of the Berserker Subclass Channel Rage into Violent Fury Barbarians who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters cast a silence spell around the drider, it enjoys the respite and allows them to pass through its cave unharmed. Otherwise, it attacks them in a demented rage. 8c. Pirate Rhyme This cave abuts
to be, With the Sargauth’s flow go ye. If pirate booty is what ye crave, Fight the surge to the captain’s grave. Downriver. Characters who follow the river southwest eventually reach Skullport. Upriver
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Paladin friend and roll Initiative to regain expended uses of Rage. In any situation where a character’s actions initiate combat, you can give the acting character Advantage on their Initiative roll
like this: Ogre A: Crossed-out:9 Crossed-out:15 Crossed-out:23 Crossed-out:44 Crossed-out:54 Crossed-out:59 dead
Ogre B: Crossed-out:9 Crossed-out:17 38
Ogre C:
Using and Tracking Conditions
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Paladin friend and roll Initiative to regain expended uses of Rage. In any situation where a character’s actions initiate combat, you can give the acting character Advantage on their Initiative roll
like this: Ogre A: Crossed-out:9 Crossed-out:15 Crossed-out:23 Crossed-out:44 Crossed-out:54 Crossed-out:59 dead
Ogre B: Crossed-out:9 Crossed-out:17 38
Ogre C:
Using and Tracking Conditions
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
3rd Filled with a rage that channels the primal magic of the storm Barbarian Path of the Zealot 3rd Fueled by a religious zeal that visits destruction on foes Bard College of Glamour 3rd Wields the
Cleric Forge Domain 1st Clad in heavy armor, serves a god of the forge or creation Cleric Grave Domain 1st Opposes the blight of undeath Druid Circle of Dreams 2nd Mends wounds, guards the weary, and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
3rd Filled with a rage that channels the primal magic of the storm Barbarian Path of the Zealot 3rd Fueled by a religious zeal that visits destruction on foes Bard College of Glamour 3rd Wields the
Cleric Forge Domain 1st Clad in heavy armor, serves a god of the forge or creation Cleric Grave Domain 1st Opposes the blight of undeath Druid Circle of Dreams 2nd Mends wounds, guards the weary, and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, its spiny carapace deflects harm and can reflect magical attacks. The tarrasque is a creature of tireless rage. It lashes out at any creature that catches its attention, thrashing with claws and its
mighty tail while swallowing smaller beings whole. It seems to take instinctual offense at the works of lesser beings, venting its rage at buildings, bridges, ships, and monuments. The larger a structure