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Returning 26 results for 'continually resist granting to have reflecting'.
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Magic Items
Tomb of Annihilation
This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits:
The armor improves your combat readiness, granting you a +5 bonus to
to resist the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide).
Curse. This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw
Monsters
Fizban's Treasury of Dragons
cannot resist a game of dragonchess—which, I will have you know, my ancestors probably invented.
8
The sight of blood makes me queasy.
Sapphire Dragon Ideals
d6
caverns and complex tunnel systems. As they grow older, they continually renovate their lairs, using their tunneling abilities and command over stone.
Sapphire dragons eventually create dizzying
Monsters
Fizban's Treasury of Dragons
they do, they obviously cheated.
6
Any creature that can hold their own against me must teach me how—whether they want to or not.
7
I cannot resist a game of dragonchess—which
older, they continually renovate their lairs, using their tunneling abilities and command over stone.
Sapphire dragons eventually create dizzying honeycombs of hidden passages, deceptively thin walls
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
improves your combat readiness, granting you a +5 bonus to initiative as long as you aren’t incapacitated. The armor doesn’t impose disadvantage on your Dexterity (Stealth) checks. The armor doesn’t impose
disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide). Curse. This armor is cursed. Whenever you don or doff it, you must make a DC 15
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
improves your combat readiness, granting you a +5 bonus to initiative as long as you aren’t incapacitated. The armor doesn’t impose disadvantage on your Dexterity (Stealth) checks. The armor doesn’t impose
disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide). Curse. This armor is cursed. Whenever you don or doff it, you must make a DC 15
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
valuables, not digging too far beneath the surface. The dwarves of clan Duergar, however, became obsessed with delving deep into the Underdark. The clan’s miners continually insisted that a great trove of
them to work. The dwarves proved to be able slaves, but the elder brain saw within them another kind of usefulness. The dwarves’ innate ability to resist the effects of harmful substances such as poison
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
valuables, not digging too far beneath the surface. The dwarves of clan Duergar, however, became obsessed with delving deep into the Underdark. The clan’s miners continually insisted that a great trove of
them to work. The dwarves proved to be able slaves, but the elder brain saw within them another kind of usefulness. The dwarves’ innate ability to resist the effects of harmful substances such as poison
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
them to his closest allies in the Cult of the Dragon, granting each the power of a wyrmspeaker. Using the magic of the dragon masks, this Inner Circle of Wyrmspeakers helps Severin prepare the way
wings, and festooned with jewelry and draconic imagery reflecting the wearer’s favorite type of dragon. Masks are common at cult gatherings. Cultists avoid this regalia in public, but a character who
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
them to his closest allies in the Cult of the Dragon, granting each the power of a wyrmspeaker. Using the magic of the dragon masks, this Inner Circle of Wyrmspeakers helps Severin prepare the way
wings, and festooned with jewelry and draconic imagery reflecting the wearer’s favorite type of dragon. Masks are common at cult gatherings. Cultists avoid this regalia in public, but a character who
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
skilled artistry remains apparent. The living monkeys chatter and shriek continually, and the gorge echoes with the sound of their cries. Occasionally, the echoes from up and down the gorge overlap
that it has advantage on Strength (Athletics) checks to resist being pushed. It doesn’t pursue enemies off the bridge unless they continue using ranged attacks or spells against it after retreating. The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
skilled artistry remains apparent. The living monkeys chatter and shriek continually, and the gorge echoes with the sound of their cries. Occasionally, the echoes from up and down the gorge overlap
that it has advantage on Strength (Athletics) checks to resist being pushed. It doesn’t pursue enemies off the bridge unless they continue using ranged attacks or spells against it after retreating. The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
abates only when it kills and eats intelligent creatures. Other prey might provide temporary sustenance, but it does nothing to quell Yeenoghu’s hunger. Gnolls wander the land continually in search of
and are able to resist the call to violence, but a few cannot. For these rare individuals, the true lure of Yeenoghu’s promises lies not in the power they offer, but in the deep sense of belonging
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
there, watching you.
Draconic Gift 3rd-Level Drakewarden Feature The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You
your drake is summoned, you and the drake gain the following benefits: Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
there, watching you.
Draconic Gift 3rd-Level Drakewarden Feature The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You
your drake is summoned, you and the drake gain the following benefits: Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
abates only when it kills and eats intelligent creatures. Other prey might provide temporary sustenance, but it does nothing to quell Yeenoghu’s hunger. Gnolls wander the land continually in search of
and are able to resist the call to violence, but a few cannot. For these rare individuals, the true lure of Yeenoghu’s promises lies not in the power they offer, but in the deep sense of belonging
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
saving throw to resist the gadget’s effects. The saving throw DC is calculated as follows: Trapper Gadgets Save DC = 8 + your Intelligence modifier + your Proficiency Bonus Trapper Gadgets Trapper
or Medium armor by using dragon scales, werewolf hide, troll leather, or a similar monster component. The armor takes on the appearance of your choice, reflecting the component it is made from. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
horror known as the Gaping Maw, where even powerful demons are overcome by fear. Reflecting Demogorgon’s dual nature, the Gaping Maw consists of a massive primeval continent covered in dense jungle
to resist the temptation to turn against allies in order to survive. Heroic characters might make a desperate last stand against endless hordes of demons here, or they might try to avoid detection
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
.
The pool in this room once served as a reflecting pool for a pillar sculpted with images of serene, intertwined snakes with glowing crystalline eyes. The waters have since been despoiled by rotting
death. If the creature is unaware of the pod’s effects or does not wish to be affected, it can resist the effect by succeeding on a DC 16 Constitution saving throw. Otherwise, it is considered to be a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
.
The pool in this room once served as a reflecting pool for a pillar sculpted with images of serene, intertwined snakes with glowing crystalline eyes. The waters have since been despoiled by rotting
death. If the creature is unaware of the pod’s effects or does not wish to be affected, it can resist the effect by succeeding on a DC 16 Constitution saving throw. Otherwise, it is considered to be a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
document granting permission to oversee the estate in the name of the crown), a land grant (a legal document bequeathing custody of the land to the character for as long as he or she remains loyal to
. You can pay a fine of 10 gp to avoid jail time, or you can try to resist arrest. 11–20 You regain consciousness in a strange place with no memory of how you got there, and you have been robbed of 3d6
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
document granting permission to oversee the estate in the name of the crown), a land grant (a legal document bequeathing custody of the land to the character for as long as he or she remains loyal to
. You can pay a fine of 10 gp to avoid jail time, or you can try to resist arrest. 11–20 You regain consciousness in a strange place with no memory of how you got there, and you have been robbed of 3d6
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Gloom Stalker Subclass
Level 3: Dread Ambusher You have mastered the art of creating fearsome ambushes, granting you the following benefits.
Ambusher’s Leap. At the start of your first turn of
Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness. Level 7: Iron Mind You have honed your ability to resist
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Gloom Stalker Subclass
Level 3: Dread Ambusher You have mastered the art of creating fearsome ambushes, granting you the following benefits.
Ambusher’s Leap. At the start of your first turn of
Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness. Level 7: Iron Mind You have honed your ability to resist
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
be confirmed by a detect evil and good spell or similar magic. Dark swirls of noxious steam fill this circular chamber, whose floor is taken up mostly by a large reflecting pool. Runes carved into the
experience glimpses of the immediate future flashing through their minds. At the start of the second round, each creature in the room can use a bonus action to focus on the future, granting advantage on
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
be confirmed by a detect evil and good spell or similar magic. Dark swirls of noxious steam fill this circular chamber, whose floor is taken up mostly by a large reflecting pool. Runes carved into the
experience glimpses of the immediate future flashing through their minds. At the start of the second round, each creature in the room can use a bonus action to focus on the future, granting advantage on
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
rigid caste system reflecting this view.
The mystic caste comprises all laneshi born as twins, a common occurrence among their people. The first-born twin is always inducted into the mystic caste
living, but are not controlled by such cravings if their will is strong enough to resist it.
Always spawned from creatures of other heritages, dhampir are incredibly rare and vary widely in form and