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Returning 10 results for 'creature comrade would'.
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Monsters
Curse of Strahd
Deathly Choir. Any creature within 10 feet of Rahadin that isn't protected by a mind blank spell hears in its mind the screams of the thousands of people Rahadin has killed. As a bonus action
, Rahadin can force all creatures that can hear the screams to make a DC 16 Wisdom saving throw. Each creature takes 16 (3d10);{"diceNotation":"3d10","rollType":"damage","rollAction":"Deathly Choir
Lizardfolk
Legacy
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Species
Volo's Guide to Monsters
’t scared of a troll; instead, they understand that a troll is a fearsome, dangerous creature and react accordingly.
Lizardfolk never become angry in the way others do, but they act with
utility and importance. Nowhere does this come through as strongly as when lizardfolk deal with the dead. To a lizardfolk, a comrade who dies becomes a potential source of food. That companion might have
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
character can convince them to parley with a successful DC 12 Charisma (Persuasion) check. The devils won’t forgive their comrade for his compassion, but the characters could persuade them to release
claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Rahadin Rahadin, the dusk elf chamberlain of Castle Ravenloft, has served Strahd’s family faithfully for nearly five hundred years. He is Strahd’s eternal servant, a longtime comrade-in-arms, and a
orchestrated the stoning. Screams of the Dead. So dreadful a creature is Rahadin that anyone who stands within 10 feet of him can hear the howling screams of the countless men and women he has killed in his
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
and deafened conditions scrabbles along the ground, looking for its head. The zombie attacks any creature it detects. 2 1d4 will-o’-wisps offer to guide the characters to their destination but might
crematorium, and the walls erupt with gouts of flame. Each creature in the room must succeed on a DC 18 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
shells rattle in the breeze, and smoke drifts from hut.
A creature shuffles slowly around the hut, hunched over in an animal-like posture. You realize it’s a human woman: impossibly old, crippled by
attack. Rite of Stolen Life Nanny Pu’pu is a worshiper of Myrkul, the Lord of Bones, and knows a ritual of transformation that can turn a dead humanoid into a zombielike creature. Characters who bring
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
character removes a rose from a casket, the flower immediately withers and dies, and the wraith arises from the casket to attack any living creature or fiend that it sees. A wraith can’t touch any of the
aura of necromantic magic emanating from the engraved names. While the steles remain empowered, necrotic energy lashes out at anyone who touches them. A creature touching a stele must make a DC 15
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
combat here and rush to aid his comrade (and vice versa). 2. Guardroom Ice Cave One frost giant waits here on standby guard. On the floor of the cave are a pile of sleeping skins and two bags. The guard
. Empty Ice Cave If loud noise is made in the unoccupied chamber south of the guardroom, the ceiling of ice and icicles in this area partially collapses. A creature beneath the ceiling must make a DC 15
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
are a proud and strong people with a fierce love of life and its simple pleasures. Demonstrate an outlook complementary to theirs, and they might make of you a comrade. Show fear or contempt, and
the Uthgardt. Each is said to have been built over the remains of a tribe’s totem spirit, along with the tribesfolk who died while helping Uthgar to fight the creature. A tribe lays claim to the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
old comrade of Eliander. He is a stickler for the rules, and Eliander trusts him with his life. The jail in the cellar consists of two sections. A single large chamber holds drunks, brawling fishers
intact hide of any beast or monstrosity of challenge rating 3 or higher. Harvesting the hide from such a creature requires an intact carcass, an hour of work, and a successful DC 15 Dexterity (Sleight of






