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Returning 35 results for 'connection range gar to have rejection'.
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Monsters
Monster Manual
Vampiric Connection. While the familiar and its vampire master are on the same plane of existence, the vampire can communicate with the familiar telepathically, and the vampire can perceive through
":"Umbral Dagger"}, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3", "rollType":"damage", "rollAction":"Umbral Dagger", "rollDamageType":"Piercing"} Piercing damage plus 7 (3d4
Spells
Player’s Handbook
of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts
independently of you, but it obeys your commands.
Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you
Monsters
Princes of the Apocalypse
Amphibious. Gar can breathe air and water.
Legendary Resistance (2/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a 9th-level spellcaster. His
, hold person, protection from poison
3rd level (3 slots): call lightning, sleet storm, tidal wave*
4th level (3 slots): control water, ice storm
5th level (1 slot): scrying
Water Walk. Gar can
Monsters
Icewind Dale: Rime of the Frostmaiden
Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
in cult affairs because he fears her spellcasting ability and her connection to the Arcane Brotherhood. She could take over the cult anytime she wanted, and Kadroth doesn't want to give her any reason
Monsters
Phandelver and Below: The Shattered Obelisk
", "rollAction":"Arcane Bolt"} to hit, range 120 ft., one target. Hit: 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Arcane Bolt", "rollDamageType":"force"} force damage.
Spellcasting
mind flayer empire many centuries ago, but Oshundo was driven out for practicing arcane magic. It’s obvious that this rejection still stings Oshundo, who refers to Illithinoch’s longdead
Monsters
Thieves’ Gallery
5 ft., or range 20/60 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage", "rollAction":"Improvised Weapon", "rollDamageType":"bludgeoning"} bludgeoning damage.Holga
.
After Holga was exiled from her clan, she wandered unmoored and craving connection. Now that she has forged a new home with Edgin and his band of thieves, she won’t lose another family without
Species
Eberron: Rising from the Last War
were born to rule it.
—Dalin d’Vadalis
The Mark of Handling gives its bearer a primal connection to beasts and the natural world, granting the power to calm and coax. This extends beyond
to nobility or greatness for himself or his house.
House Vadalis breeds and trains beasts for a wide range of purposes. While the house maintains vast cattle ranches and trains horses and hounds, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Longbow"} to hit, range 150/600 ft., one target. Hit: 4 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction
a demonic warrior known as a flind.
A war band of demon-worshiping gnolls typically contains only one flind, and that creature sets the war band’s path. Because of its special connection to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"to hit", "rollAction":"Web"} to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the
. By offering up body and soul to Lolth, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place.PoisonChange Shape
Monsters
Storm King's Thunder
Spear. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2
"} piercing damage if used with two hands to make a melee attack.
Shortbow. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Shortbow"} to hit, range 80/320 ft., one
Monsters
Fizban's Treasury of Dragons
5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4);{"diceNotation":"1d4+4", "rollType":"damage", "rollAction":"Mind Blade", "rollDamageType":"piercing"} piercing damage plus 10 (3d6);{"diceNotation
. Their breath weapon, a blast of heat, is believed to be an echo of long-lost Sardior's breath.
Dragonborn Champions
The connection between dragonborn and their draconic ancestors manifests in a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
restrictions caused by webbing.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
", "rollAction":"Web"} to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing
Centaur
Legacy
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Species
Guildmasters’ Guide to Ravnica
tones and features. Their ears are slightly pointed, but their faces are wider and squarer than those of elves. Below the waist, they have the bodies of small horses, with a similar range of
, they celebrate family and community as microcosms of that greater connection. Among the Gruul, they have a strong clan identity, and Selesnya centaurs are fiercely loyal to their individual communities
Monsters
Fizban's Treasury of Dragons
brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate
.
Crystal dragons’ connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of
Monsters
Fizban's Treasury of Dragons
energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live
them in peace.
Crystal dragons’ connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or
Monsters
Locathah Rising
Amphibious. Gar can breathe air and water.
Legendary Resistance (3/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a 13th-level spellcaster. His
*Circle spells don’t count against spells prepared.
Water Walk. Gar can stand and move on liquid surfaces as if they were solid ground.
Watery Fall. When Gar drops to 0 hit points, his body
races
Mordenkainen Presents: Monsters of the Multiverse
Air genasi are descended from djinn, the genies of the Elemental Plane of Air. Embodying many of the airy traits of their otherworldly ancestors, air genasi can draw upon their connection to the
winds.
Air genasi’s skin tones include many shades of blue, along with the full range of human skin tones, with bluish or ashen casts. Sometimes their skin is marked by lines that seem like cracks
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Gar Shatterkeel Gar Shatterkeel
Medium humanoid, neutral evil
Armor Class 17 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft., swim 30 ft.
STR
16 (+3)
DEX
16 (+3
, Common
Challenge 15 (13,000 XP)
Amphibious. Gar can breathe air and water.
Legendary Resistance (3/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Gar Shatterkeel Gar Shatterkeel
Medium humanoid, neutral evil
Armor Class 17 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft., swim 30 ft.
STR
16 (+3)
DEX
16 (+3
, Common
Challenge 15 (13,000 XP)
Amphibious. Gar can breathe air and water.
Legendary Resistance (3/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a
monsters
. Recovering the lost name and carving its glyph form into a stone creates a zone that severs the titan’s connection to the wild.The Wild Titan’s Lair
The Wild Titan’s lair is a
hollowed- out peak in the mountain range the creature stalks. The region containing the Wild Titan’s lair is changed by its presence, creating the following effects:
Whiteout. Within 1 mile of the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
prepared when Gar casts charm person as a 2nd level spell, charming them both.
Round 2. Gar and the two priests swim to area 6, outside the range of the young kraken’s telepathy.
Round 3 (and 4). If
plan to use the kraken’s blood—or if they did learn his plan, but never told Fhenimore and Whymsee about it. Regardless of the reason, the kraken priests are not alarmed or on guard when Gar
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
prepared when Gar casts charm person as a 2nd level spell, charming them both.
Round 2. Gar and the two priests swim to area 6, outside the range of the young kraken’s telepathy.
Round 3 (and 4). If
plan to use the kraken’s blood—or if they did learn his plan, but never told Fhenimore and Whymsee about it. Regardless of the reason, the kraken priests are not alarmed or on guard when Gar
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Umberlee’s Maw The coral mountain, comprised of recently sunken ships covered by a crunchy coral shell, is referred to as Umberlee’s Maw by Gar Shatterkeel. Normally this would include his followers
beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Umberlee’s Maw The coral mountain, comprised of recently sunken ships covered by a crunchy coral shell, is referred to as Umberlee’s Maw by Gar Shatterkeel. Normally this would include his followers
beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Following a religion is a way to give your character a deeper connection to the world and a bond to other members of the community. The Foundation of Faith table can provide ideas for the source of your
beliefs. Conversely, a lack of faith can also be a meaningful part of your story. If you don’t believe in any divine power, what caused such doubt? The Rejection of Faith table offers ideas that can
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Dark Tide Knight Dark Tide knights are the elite warriors of the
Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
One-Eyed Shiver A one-eyed shiver is a fearsome cultist who wields
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Following a religion is a way to give your character a deeper connection to the world and a bond to other members of the community. The Foundation of Faith table can provide ideas for the source of your
beliefs. Conversely, a lack of faith can also be a meaningful part of your story. If you don’t believe in any divine power, what caused such doubt? The Rejection of Faith table offers ideas that can
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Dark Tide Knight Dark Tide knights are the elite warriors of the
Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
One-Eyed Shiver A one-eyed shiver is a fearsome cultist who wields
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of Fish Command. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a
crawls up to the landing and joins the battle. P6. Yngukulub the Devourer An aboleth named Yngukulub the Devourer has allied itself with Gar Shatterkeel and the Cult of the Crushing Wave. Deranged kuo-toa
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Middle Northedge This ward caters to the middle class of Sharn, with a wide range of comfortable housing. Dwarves make up the majority of the population, especially in the district of Holdfast. In
contrast to Highhold in Upper Dura, the dwarves of Holdfast have deep roots in Sharn and feel no strong connection to the Mror Holds or its traditions. High Hope is a temple district; while the most
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Middle Northedge This ward caters to the middle class of Sharn, with a wide range of comfortable housing. Dwarves make up the majority of the population, especially in the district of Holdfast. In
contrast to Highhold in Upper Dura, the dwarves of Holdfast have deep roots in Sharn and feel no strong connection to the Mror Holds or its traditions. High Hope is a temple district; while the most
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of Fish Command. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a
crawls up to the landing and joins the battle. P6. Yngukulub the Devourer An aboleth named Yngukulub the Devourer has allied itself with Gar Shatterkeel and the Cult of the Crushing Wave. Deranged kuo-toa
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
equal to your walking speed. Astral Spark. Your psychic connection to the Astral Plane enables you to mystically access a spark of divine power, which you can channel through your weapons. When you hit a
, but you can use it no more than once per turn. You regain all expended uses when you finish a long rest. Firearms Mastery. You have a mystical connection to firearms that traces back to the gods of
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
equal to your walking speed. Astral Spark. Your psychic connection to the Astral Plane enables you to mystically access a spark of divine power, which you can channel through your weapons. When you hit a
, but you can use it no more than once per turn. You regain all expended uses when you finish a long rest. Firearms Mastery. You have a mystical connection to firearms that traces back to the gods of
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Inquisition Domain Cleanse the Heretics
The Inquisition Domain reflects the order of the multiverse and the rejection of tainted magic—so far as certain celestial powers see it. Only the divine
. Most zealots root out all arcanists, while some strike fragile truces when complete removal isn’t feasible.
Level 3: Inquisition Domain Spells Your connection to this divine domain ensures you