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Returning 22 results for 'daggers innate are bad'.
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dagger innate are bad
danger innate are bad
Monsters
Waterdeep: Dragon Heist
Special Equipment. Jarlaxle wears Leather, +3; +3 leather armor, a hat of disguise, a bracer of flying daggers (see appendix A), a cloak of invisibility, a knave's eye patch (see appendix A), and a
. He can't use this trait if he's incapacitated.
Fey Ancestry. Jarlaxle has advantage on saving throws against being charmed, and magic can't put him to sleep.
Innate Spellcasting. Jarlaxle's innate
Monsters
Out of the Abyss
Fey Ancestry. Viln has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Innate Spellcasting. Viln's spellcasting ability is Charisma (spell save DC 11). She
","rollAction":"Scimitar of Speed","rollDamageType":"slashing"} slashing damage on a hit.
Poisoned Daggers. Viln carries four daggers coated with purple worm poison (see “Poisons” in chapter 8 of
Monsters
Guildmasters’ Guide to Ravnica
Cunning Action. On each of its turns, the thought spy can use a bonus action to take the Dash, Disengage, or Hide action.
Innate Spellcasting (Psionics). The thought spy's innate spellcasting ability
: blur, detect thoughts, gaseous formMultiattack. The thought spy makes two melee attacks, or it makes three ranged attacks with its daggers.
Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation
Monsters
Princes of the Apocalypse
Empowered Attacks. Olhydra’s slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.
Innate Spellcasting. Olhydra’s innate
spellcasting ability is Charisma (spell save DC 20, +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). She can innately cast the following
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can’t name the origin of their power, while
Sorcerer EVYN FONG A Dazzling Mage Filled with Innate Magic Core Sorcerer Traits Primary Ability Charisma Hit Point Die D6 per Sorcerer level Saving Throw Proficiencies Constitution and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Abyssal, Common, Draconic, Dwarvish, Elvish, Undercommon
Challenge 15 (13,000 XP)
Special Equipment. Jarlaxle wears +3 leather armor, a hat of disguise, a bracer of flying daggers (see appendix A
, and magic can’t put him to sleep.
Innate Spellcasting. Jarlaxle’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Insight, Intimidation, Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training None Starting Equipment Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack
, and 28 GP; or (B) 50 GP Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can’t name the origin of their power, while others trace it to strange events in their personal
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
place, and gives it an iron token that it can use to confide in her. Over time, “Granny” convinces the child that it’s okay to have bad thoughts and do bad deeds — starting with breaking things or
wandering outside without permission, then graduating to pushing someone down the stairs or setting a house on fire. Sooner or later, the child’s family and community become terrified of the “bad seed” and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
percent chance that a potion has “gone bad,” in which case it’s actually a potion of poison. Not visible from the entrance is a small table behind the cauldron on which sits an opened spellbook
, witch bolt
2nd level: alter self, arcane lock, cloud of daggers, darkness, enlarge/reduce, invisibility, knock, misty step
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. Born to Be Bad. Cambions
)
Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
murders. In combat, he wields a magical sword and magical daggers made of ice that he can conjure at will. These weapons melt and break like icicles in the hands of other creatures. Sephek Kaltro
Medium
)
Skills Perception +5, Survival +5
Damage Immunities cold
Condition Immunities charmed, frightened
Senses passive Perception 15
Languages Common
Challenge 3 (700 XP)
Innate Spellcasting
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
resistance and immunity to nonmagical weapons.
Innate Spellcasting. Olhydra’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She can innately cast the
Olhydra’s presence in an elemental node creates a number of widespread effects — bad weather, strong tides, and increasing aggression from dangerous sea life. Violent downpours become frequent within 10
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
save is immune to this sibriex’s Contamination for 24 hours.
Innate Spellcasting. The sibriex’s innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells
. 06–10 The target’s eyes push out of its head at the end of stalks. 11–15 The target’s hands grow claws, which can be used as daggers. 16–20 One of the target’s legs grows longer than the other
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
that. The writers concluded that the halflings’ seemingly innate ability to sidestep turmoil and ill fortune could in fact be a special boon of nature, in recognition of the value of protecting the
off bad luck or to bring good fortune. Villages or even families might have superstitions observed by no one else, such as the following:
For a safe journey through a forest, leave a few seeds or a
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one
throws against spells and other magical effects.
Innate Spellcasting (Psionics). The brain in a jar’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 25
Languages Common, Sphinx
Challenge 21 (33,000 XP)
Innate Spellcasting. Isperia’s innate spellcasting ability
, Wis +3
Skills Perception +3
Senses truesight 120 ft., passive Perception 13
Languages Common plus any one language
Challenge 3 (700 XP)
Innate Spellcasting. The mage’s innate spellcasting
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
attacks of ghouls and ghasts don’t appear to have proficiency bonus added in. Intentional or mistake? Intentional; it’s a ghoul/ghast thing. They’re exceptionally bad at biting, compared to their claw
groups of creatures. However, its cloudkill is listed under Innate Spellcasting. Because of that, would a paladin’s Aura of Warding resist it? Yes, because cloudkill is a spell, Aura of Warding would be
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Giants The giants presented here are more powerful than others of their kind, either because their gods have shown them favor or because fate has dealt them a bad hand and forced them to seek out
Languages Common, Giant
Challenge 11 (7,200 XP)
Innate Spellcasting. The giant’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chapter 7). Treasure The drow wears a suit of elven chain and carries a pair of fine daggers decorated with rubies (1,000 gp each), as well as a scroll of primordial ward (see appendix B). See area N7
uses his innate darkness spell to retreat as soon as possible. Treasure Among the debris is a spider silk pouch with 23 pp and a necklace of prayer beads. The necklace holds one bead of blessing, one
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
from snowdrifts outside the cavern entrance.
The bones are from recently killed animals and human travelers. The bones show gouge marks from teeth the size of daggers. As a Search action, a
sister’s plan to win the dragon’s favor a bad one. He doesn’t think Challidax will honor any pledges of fealty from Aerstigga, even if Aerstigga tries to buy off the dragon with treasure. He thinks it
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
about the dark halls of the keep like a bad smell. The keep had a small garrison once, but only Amrath remains. The keep is nestled among old pine trees on a hilltop overlooking the sleepy village. The
breastplates instead of leather armor, giving them AC 16. They wield stone clubs instead of daggers that deal 4 (1d4 + 2) bludgeoning damage on a hit. The cultists aren’t easily frightened or intimidated
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
daggers, a longbow, a backpack (containing a water skin, one day’s rations, a bedroll, a tinderbox, and three torches), a quiver with six arrows, a potion of healing, and a pouch that holds 17 gp. A
following information: Why are you here? “Months past, I was on my way to seek my fortune and took the Old Road. My bad luck that the goblin bandits caught me; I’ve been here ever since. My deity’s






