Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'conviction remaining growing to have require'.
Other Suggestions:
condition remaining glowing to have requires
condition remaining glowing to have required
condition remaining growing to have requires
condition remaining glowing to have require
condition remaining growing to have required
Monsters
Icewind Dale: Rime of the Frostmaiden
Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.
Unusual Nature. The living spell doesn't require air, food, drink, or sleep.Force Fist
serves as a guardian, attacking creatures that cross its path while remaining loyal to its caster.
Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell
Monsters
Spelljammer: Adventures in Space
Unusual Nature. The feyr doesn't require air.Multiattack. The feyr makes one Frightful Bite attack and one Tentacle attack.
Frightful Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType
air envelope and stow away, remaining secluded and invisible until it finds a sleeping victim it can attack. It retreats rather than allows itself to perish in a confrontation.
Monsters
Van Richten’s Guide to Ravenloft
ability check.
Unusual Nature. The necrichor doesn’t require air, food, drink, or sleep.Multiattack. The necrichor makes two attacks.
Pseudopod. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
dealt to it (round down), and the target takes the remaining damage. The necrichor can attach to only one creature at a time.
The attached necrichor can telepathically control the target’s move
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The steel predator has advantage on saving throws against spells and other magical effects.
Unusual Nature. The steel predator doesn’t require air, food, drink, or
bounds away in search of its prey. It senses the location of its target across planar boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel
Monsters
Mordenkainen Presents: Monsters of the Multiverse
until the end of its next turn.
Unusual Nature. The oblex doesn’t require sleep.Multiattack. The elder oblex makes two Pseudopod attacks, and it uses Eat Memories.
Pseudopod. Melee Weapon Attack
bodies, sending these copies off to lure prey into their clutches while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
"} force damage if it ends its turn inside an object.
Unusual Nature. The fractine doesn’t require air, drink, or sleep.Extradimensional Touch. Melee Spell Attack: +5;{"diceNotation":"1d20+5
half as much damage.
Split. When a Large fractine that has at least 10 hit points remaining takes bludgeoning, piercing, slashing, or thunder damage from any source, it splits into two Medium fractines
Monsters
Spelljammer: Adventures in Space
-foot-diameter tunnel in its wake.
Unusual Nature. The dragon doesn’t require air.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +11;{"diceNotation
, which kills all ordinary plants growing within 6 miles of the lair if the dragon is ancient, or within 3 miles if the dragon is an adult.
Haunting Moan. A haunting sound gets louder or fainter
Monsters
Spelljammer: Adventures in Space
-foot-diameter tunnel in its wake.
Unusual Nature. The dragon doesn’t require air.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +14;{"diceNotation
covers the ground, which kills all ordinary plants growing within 6 miles of the lair if the dragon is ancient, or within 3 miles if the dragon is an adult.
Haunting Moan. A haunting sound gets
Monsters
Vecna: Eve of Ruin
).
Spider Climb. Kas can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Strength of the Night. Kas doesn’t require a coffin, and he drinks
Tovag, his Domain of Dread. He can be permanently destroyed only by having a stake driven through his heart and then being beheaded. The stake must be cut from a tree growing in soil from Oerth, Kas&rsquo
Monsters
Mordenkainen Presents: Monsters of the Multiverse
until the end of its next turn.
Unusual Nature. The oblex doesn’t require sleep.Multiattack. The oblex makes two Pseudopod attacks, and it uses Eat Memories.
Pseudopod. Melee Weapon Attack: +7
while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
6. Steam Vent A thick jet of hot steam spews forth from a crack in the floor near the east wall of this cavern. Growing around the steam vent is a patch of fire lichen (see “Fungi of the Underdark
extracted, the deposit is depleted. For each round that any number of characters dig at the wall, there is a 10 percent cumulative chance that the sound attracts the attention of any troglodytes remaining in areas 5 or 7.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
of dark gray basalt—volcanic rock originating from Sharruth’s undersea tomb. The walls provide hand- and footholds, so climbing the walls doesn’t require an ability check. Fumes. Toxic volcanic fumes
from deep below the island are slowly poisoning the fungi in the caves. A faint smell of sulfur pervades the place, growing stronger the closer one gets to area B6. If the characters take a long rest
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
of dark gray basalt—volcanic rock originating from Sharruth’s undersea tomb. The walls provide hand- and footholds, so climbing the walls doesn’t require an ability check. Fumes. Toxic volcanic fumes
from deep below the island are slowly poisoning the fungi in the caves. A faint smell of sulfur pervades the place, growing stronger the closer one gets to area B6. If the characters take a long rest
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
6. Steam Vent A thick jet of hot steam spews forth from a crack in the floor near the east wall of this cavern. Growing around the steam vent is a patch of fire lichen (see “Fungi of the Underdark
extracted, the deposit is depleted. For each round that any number of characters dig at the wall, there is a 10 percent cumulative chance that the sound attracts the attention of any troglodytes remaining in areas 5 or 7.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
feet high.
Light. Phosphorescent moss growing on the walls fills the caves with dim green light, imposing disadvantage on Wisdom (Perception) checks that rely on sight.
Stalagmites. Medium-sized
Intelligence (History) check.
Trees. The trees outside of the lair are 1d6 + 10 feet tall and require no ability checks to climb.
Walls. Wild vines grow on the cave’s walls. Climbing the walls without equipment requires a successful DC 11 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
feet high.
Light. Phosphorescent moss growing on the walls fills the caves with dim green light, imposing disadvantage on Wisdom (Perception) checks that rely on sight.
Stalagmites. Medium-sized
Intelligence (History) check.
Trees. The trees outside of the lair are 1d6 + 10 feet tall and require no ability checks to climb.
Walls. Wild vines grow on the cave’s walls. Climbing the walls without equipment requires a successful DC 11 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be
instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be
instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
save the souls of Terenzio and Elzerina. A clause in the contract allows them to preserve their remaining (and future) children’s lives by instead paying “one shy of a million gold coins, and the
sacrifice of one shy of one hundred unfortunate souls.” The Cassalanters have most of the coin they need, but they require the gold from the Vault of Dragons to buy their children’s salvation without
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
save the souls of Terenzio and Elzerina. A clause in the contract allows them to preserve their remaining (and future) children’s lives by instead paying “one shy of a million gold coins, and the
sacrifice of one shy of one hundred unfortunate souls.” The Cassalanters have most of the coin they need, but they require the gold from the Vault of Dragons to buy their children’s salvation without
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
victims to their growing horde — and unless they are somehow checked, Syrgaul’s forces become the scourge of both land and sea in the entire region. Even if the characters turn back the drowned ones
’ assault but fail to close the rift, the evil influence of the pit strengthens and begins to extend outward. All those who have drowned in the bay are gradually harvested by the remaining drowned ones
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Xanthoria’s Defeat Once Xanthoria is defeated, the characters find the last few pages of her notes among her possessions. They detail her growing obsession with undead and her success at turning
. Convincing Thunderwing to give up her life should be handled through roleplaying rather than ability checks, although you can require the characters to succeed on a DC 15 Charisma (Persuasion) group
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Xanthoria’s Defeat Once Xanthoria is defeated, the characters find the last few pages of her notes among her possessions. They detail her growing obsession with undead and her success at turning
. Convincing Thunderwing to give up her life should be handled through roleplaying rather than ability checks, although you can require the characters to succeed on a DC 15 Charisma (Persuasion) group
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
victims to their growing horde — and unless they are somehow checked, Syrgaul’s forces become the scourge of both land and sea in the entire region. Even if the characters turn back the drowned ones
’ assault but fail to close the rift, the evil influence of the pit strengthens and begins to extend outward. All those who have drowned in the bay are gradually harvested by the remaining drowned ones
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
faerie dragon prefers to remain invisible and likes to play pranks on guests.
Otto’s favorite prank is to sneak up on a guest, engulf it in a cloud of euphoria gas, and sneak away while remaining
causes the faerie dragon to become visible — after which it can move, cast a spell that doesn’t require concentration (such as color spray or hallucinatory terrain), and use its bonus action to turn
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
faerie dragon prefers to remain invisible and likes to play pranks on guests.
Otto’s favorite prank is to sneak up on a guest, engulf it in a cloud of euphoria gas, and sneak away while remaining
causes the faerie dragon to become visible — after which it can move, cast a spell that doesn’t require concentration (such as color spray or hallucinatory terrain), and use its bonus action to turn
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Signaling System If the characters discovered the bullseye lantern and the parchment in area 22 of the haunted house, they have a big clue to how the smugglers communicate. You might require the
ship sends a boat in the other direction. These two vessels alternate in transferring contraband between the ship and the shore, with one of them remaining in the shore cave at the end of the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
spelljamming ship tries to enter the ship’s air envelope and stow away, remaining secluded and invisible until it finds a sleeping victim it can attack. It retreats rather than allows itself to perish in a
ft., passive Perception 15
Languages —
Challenge 5 (1,800 XP) Proficiency Bonus +3
Unusual Nature. The feyr doesn’t require air.
Actions
Multiattack. The feyr makes one Frightful Bite attack
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
a spell. A magic item may require the user to use their own spellcasting ability when casting a spell from the item. If the user has more than one spellcasting ability, the user chooses which one to
charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when the Identify spell is cast on it. A creature attuned to an item knows how many charges the item has and how many it regains.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. A nimblewright moves like a dancer and fights like a swashbuckler, using dodges and parries to avoid damage while deftly skewering its foes. Constructed Nature. A nimblewright doesn’t require air
against spells and other magical effects.
Magic Weapons. The nimblewright’s weapon attacks are magical.
Repairable. As long as it has at least 1 hit point remaining, the nimblewright regains 1 hit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. A nimblewright moves like a dancer and fights like a swashbuckler, using dodges and parries to avoid damage while deftly skewering its foes. Constructed Nature. A nimblewright doesn’t require air
against spells and other magical effects.
Magic Weapons. The nimblewright’s weapon attacks are magical.
Repairable. As long as it has at least 1 hit point remaining, the nimblewright regains 1 hit
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
a spell. A magic item may require the user to use their own spellcasting ability when casting a spell from the item. If the user has more than one spellcasting ability, the user chooses which one to
charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when the Identify spell is cast on it. A creature attuned to an item knows how many charges the item has and how many it regains.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Signaling System If the characters discovered the bullseye lantern and the parchment in area 22 of the haunted house, they have a big clue to how the smugglers communicate. You might require the
ship sends a boat in the other direction. These two vessels alternate in transferring contraband between the ship and the shore, with one of them remaining in the shore cave at the end of the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
spelljamming ship tries to enter the ship’s air envelope and stow away, remaining secluded and invisible until it finds a sleeping victim it can attack. It retreats rather than allows itself to perish in a
ft., passive Perception 15
Languages —
Challenge 5 (1,800 XP) Proficiency Bonus +3
Unusual Nature. The feyr doesn’t require air.
Actions
Multiattack. The feyr makes one Frightful Bite attack
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, attacking creatures that cross its path while remaining loyal to its caster. Living Bigby’s Hand
Large construct, unaligned
Armor Class 20 (natural armor)
Hit Points 52 (5d10 + 25)
Speed 0 ft
Languages —
Challenge 4 (1,100 XP)
Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.
Unusual Nature . The living spell doesn’t require