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Returning 35 results for 'cure reborn great to have respective'.
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Monsters
Fizban's Treasury of Dragons
, thaumaturgy
1/day each: enhance ability, flame strike, mass cure wounds, revivify, tonguesDragon blessed are the acolytes of dragons, whom they revere as gods. They wield magic to heal and support those
their behavior and beliefs reflect the ethos of the dragon they follow. Many dragon followers have personal stories of benevolent dragons sharing great knowledge, protecting their towns, or sparing their
Monsters
Mordenkainen Presents: Monsters of the Multiverse
sense, entangle, speak with animals
3/day each: animal messenger, dominate beast, faerie fire, tree stride
1/day each: commune with nature (as an action), mass cure woundsArchdruids watch over the
natural wonders of their domains. They seldom interact with folk away from their druid groves and shrines, unless there is a great threat to the natural order or to a nearby community. An archdruid
Monsters
Baldur’s Gate: Descent into Avernus
: bless, cure wounds, protection from evil and good
1/day each: banishment, heal, raise dead, shapechange (into a golden-furred mammoth with feathered wings and a flying speed of 120 ft.), teleport
, rapidly fluttering wings that not only hold it aloft but also propel it at great speed. Although kind, a hollyphant won't bear witness to an evil act without punishing the malefactor. Its pearlescent
Monsters
The Book of Many Things
this action again.
Spellcasting. The living portent casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:
2/day: Cure Wounds
1/day each
the living portents impact the earth, they carve great craters, yet miraculously, none who live in the impact zone are harmed. These beings of light then assume Humanoid forms to blend in with the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
, with demons, spiders, and conscripted soldiers positioned between them and their enemies. Although matron mothers command great power, that power depends on maintaining the Spider Queen’s
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Wisdom as the spellcasting ability (spell save DC 17):
At will: light, major image (6th-level version), thaumaturgy
3/day each: cure wounds, dispel magic, lesser restoration, sending
1/day each
of evil. Having one horn is most common, but a particularly fierce ki-rin might have two horns or a set of antlers like those of a great stag.
In many lands, common folk view ki-rins as heralds of
Monsters
Icewind Dale: Rime of the Frostmaiden
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
. Even without these abilities, drow matron mothers are formidable opponents, and several of them hold positions of great influence in the Underdark armies arrayed against the followers of Lolth.
A matron
Monsters
Icewind Dale: Rime of the Frostmaiden
realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the
Monsters
Storm King's Thunder
":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At will: light, sacred flame, thaumaturgy
1/day each: augury (cast as 1 action), bane, banishment, bestow curse, command, cure wounds
(immolation), earth (live burial), water (drowning), or air (throwing the victims off a great height). Sacrifices ensure the Forgotten God’s benevolence.
The Forgotten God enabled the yakfolk to
Monsters
Eberron: Rising from the Last War
Death.
Trapped in Undeath. When Minara restored Erandis as a lich, she hid her daughter’s phylactery, weaving enchantments into it that cause Erandis to be reborn in a random safe haven after she
is destroyed. Thus, even Erandis herself doesn’t know the location or form of her phylactery.
Restoring the Mark. Though she takes great pleasure in fighting the dragons and elves who destroyed
Species
Eberron: Rising from the Last War
cure. When equipped with dragonshard focus items, the mark can even draw the dead back from the depths of Dolurrh.
House Jorasco
Leader: Ulara d’Jorasco
Headquarters: Vedkyar Enclave (Vedykar
, Karrnath)
The Healer’s Guild provides a vital service to Khorvaire, and the Last War ensured there was great need for healers. The leader of the guild, Baron Ulara d’Jorasco, is much
Monsters
Icewind Dale: Rime of the Frostmaiden
Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after
after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter
Monsters
The Book of Many Things
2/day: Mass Cure Wounds (cast at 8th level)
1/day each: Blade Barrier, Divination, Greater RestorationThe medusa can take 3 legendary actions, choosing from the options below. It can take only one
medusa’s lair.
3
Maintain a planar crossing from which great power flows while also curtailing the effects of that power as it infuses the world.
4
Seek out a new generation of
Species
Spelljammer: Adventures in Space
unforgettable appearance, giff are noticed wherever they go. Giff put their great size to use in all sorts of ways, from lifting heavy loads and tying tight knots to opening stuck doors and seeing over
rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
revenge on nature’s behalf for the great transgressions your foe has committed. 2 Your forebears or predecessors fought these creatures, and so shall you. 3 You bear no enmity toward your foe. You stalk
of each kill. 6 You respect your chosen enemy, and you see your battles as a test of respective skills.
races
Mordenkainen Presents: Monsters of the Multiverse
Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe minotaurs
, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
revenge on nature’s behalf for the great transgressions your foe has committed. 2 Your forebears or predecessors fought these creatures, and so shall you. 3 You bear no enmity toward your foe. You stalk
of each kill. 6 You respect your chosen enemy, and you see your battles as a test of respective skills.
races
Mordenkainen Presents: Monsters of the Multiverse
psionic powers and built a great city called Tu’narath. They have since spread throughout the multiverse, starting in outposts outside the Astral Plane, called creches, where time passes and their
rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player
races
Mordenkainen Presents: Monsters of the Multiverse
in a variety of ways: a forked tongue, snake eyes, a snakelike nose, or some other ophidian characteristic. However a yuan-ti looks, they have the power to pursue great good or evil in the multiverse
example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the
races
Mordenkainen Presents: Monsters of the Multiverse
magic still thrums inside a firbolg, even one who has never lived under the boughs of a great forest.
A firbolg’s magic is an obscuring sort, which allowed their ancestors to pass through a forest
cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn&rsquo
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
remains of one that is now the Singing Sands (in this chapter). If the cloud giant is successful, the reestablished network of crystals could allow the giant to reshape great portions of the world. To Cure
a Kingdom A virulent plague ravages the countryside. The only cure is a specific mushroom, but all accounts speak of it growing in a swamp that doesn’t exist. The characters must use the Forest
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
remains of one that is now the Singing Sands (in this chapter). If the cloud giant is successful, the reestablished network of crystals could allow the giant to reshape great portions of the world. To Cure
a Kingdom A virulent plague ravages the countryside. The only cure is a specific mushroom, but all accounts speak of it growing in a swamp that doesn’t exist. The characters must use the Forest
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the realm of Arvandor. While enjoying the company of these primal elves, Corellon came to appreciate their ideas, which were both novel and familiar, and singled out those of great repute for special
all the primal elves followed Corellon’s lead. The primal elves gathered in great hosts around Lolth and Corellon as each entity pleaded its case. At a time when Corellon became distracted and lost in
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the realm of Arvandor. While enjoying the company of these primal elves, Corellon came to appreciate their ideas, which were both novel and familiar, and singled out those of great repute for special
all the primal elves followed Corellon’s lead. The primal elves gathered in great hosts around Lolth and Corellon as each entity pleaded its case. At a time when Corellon became distracted and lost in
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
exit from the warrens 6 Red chapel Rath Modar performing ritual 7 Great apse Portal through which Tiamat emerges from Avernus 8 Blue spire Red Wizard (flying) performing ritual 9 White spire Red Wizard
Severin (levitating) wearing the Mask of the Dragon Queen Any free wyrmspeakers the characters have previously interacted with can be present in their respective chapels in the temple if you wish, but their presence isn’t required. Wyrmspeakers not here are outside leading the Well of Dragons’ defense.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Archdruid Archdruids watch over the natural wonders of their domains. They seldom interact with civilized folk unless there is a great threat to the natural order, and their lairs are often guarded
attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, poison spray, produce flame
1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Archdruid Archdruids watch over the natural wonders of their domains. They seldom interact with civilized folk unless there is a great threat to the natural order, and their lairs are often guarded
attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, poison spray, produce flame
1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, Gauntlgrym is an ancient place, first delved as a mine in the earliest days of Old Delzoun. All sorts of myths persist about the great mithral doors of the city, but at its start, Gauntlgrym was simply a
mine. When they delved too deeply, the dwarves there discovered the presence of a great being of flame, sealed the mines, and left. Only later, when the humans begged the Delzoun dwarves to build one
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, Gauntlgrym is an ancient place, first delved as a mine in the earliest days of Old Delzoun. All sorts of myths persist about the great mithral doors of the city, but at its start, Gauntlgrym was simply a
mine. When they delved too deeply, the dwarves there discovered the presence of a great being of flame, sealed the mines, and left. Only later, when the humans begged the Delzoun dwarves to build one
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
god’s potential objectives. Athreos’s Divine Schemes d4 Scheme
1 Athreos tires of his responsibilities but refuses to abandon them. Secretly, he has allowed the same spirit to be reborn
greed, but as it is payment for something beyond the gods.
3 The Rivers That Ring the World are drying up. As the tides recede, great ruins are revealed, rising from the river bottom. Athreos sends
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
god’s potential objectives. Athreos’s Divine Schemes d4 Scheme
1 Athreos tires of his responsibilities but refuses to abandon them. Secretly, he has allowed the same spirit to be reborn
greed, but as it is payment for something beyond the gods.
3 The Rivers That Ring the World are drying up. As the tides recede, great ruins are revealed, rising from the river bottom. Athreos sends
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Background The Temple of Moloch was said to have begun as a series of caverns where the elemental princes Olhydra and Ogrémoch once battled, and in so doing, opened a rift to their respective
gemsmith to steal the temple’s most famous gems—the eyes of the great statue of Moloch that is the centerpiece of the site. These thieves came under the pretense of delivering animal subjects for
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Background The Temple of Moloch was said to have begun as a series of caverns where the elemental princes Olhydra and Ogrémoch once battled, and in so doing, opened a rift to their respective
gemsmith to steal the temple’s most famous gems—the eyes of the great statue of Moloch that is the centerpiece of the site. These thieves came under the pretense of delivering animal subjects for
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
exit from the warrens 6 Red chapel Rath Modar performing ritual 7 Great apse Portal through which Tiamat emerges from Avernus 8 Blue spire Red Wizard (flying) performing ritual 9 White spire Red Wizard
Severin (levitating) wearing the Mask of the Dragon Queen Any free wyrmspeakers the characters have previously interacted with can be present in their respective chapels in the temple if you wish, but their presence isn’t required. Wyrmspeakers not here are outside leading the Well of Dragons’ defense.