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                        Returning 27 results for 'declare innate are breaks'.
                    
                
                        
                            
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                                        declare innate are breath
                                    
                                
                                    
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                                                     Monsters
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                    Council of Five. The ghost has a trait based on who it is, as shown below:
Enezesku: Enfeebling Ray. Enezeskuâs Innate Spellcasting trait includes ray of enfeeblement, which he can cast at
                                                
                                            
                                                
                                                    . Vulievâs Innate Spellcasting trait includes misty step, which he can cast at will.
Xil Xaxosz: Lingering Spite. When Xil Xaxosz is reduced to 0 hit points, his incorporeal form explodes in a
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Empowered Attacks. OgrĂ©mochâs slam attacks are treated as magical and adamantine for the purpose of bypassing resistance and immunity to nonmagical weapons.
Innate Spellcasting. Ogr
                                                
                                            
                                                
                                                    Ă©mochâs innate spellcasting ability is Charisma (spell save DC 20, +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). He can
                                                
                                            
                                        
                                                    Juiblex
                                                    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     turn.
Innate Spellcasting. Juiblexâs spellcasting ability is Charisma (spell save DC 18, +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell
                                                
                                            
                                                
                                                     remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check
                                                
                                            
                                        
                                                    Star Spawn Larva Mage
                                                    
    
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                                                     Monsters
                                                    Mordenkainenâs Tome of Foes
                                                    
                                                
                                            
                                                    Innate Spellcasting. The larva mage's innate spellcasting ability is Charisma (spell save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell
                                                
                                            
                                                
                                                    : circle of death
Return to Worms. When the larva mage is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the larva mage reforms from it
                                                
                                            
                                        
                                                    Githzerai Anarch
                                                    
    
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                                                     Monsters
                                                    Mordenkainenâs Tome of Foes
                                                    
                                                
                                            
                                                    Innate Spellcasting (Psionics). The anarchâs innate spellcasting ability is Wisdom (spell save DC 18, +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Innate Spellcasting"} to
                                                
                                            
                                                
                                                     composition. If the anarch moves more than 120 feet from the object, its concentration breaks.
The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with
                                                
                                            
                                        
                                                    Elder Brain
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     this manner.
Innate Spellcasting (Psionics). The elder brainâs innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components
                                                
                                            
                                                
                                                     brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creatureâs concentration on a spell it has cast. The creature also takes 1d4
                                                
                                            
                                        
                                                    Yuan-ti Pureblood
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     serpent gods began to demand more and more sacrifices, the yuan-ti stepped up their raids on bordering settlements to meet this need.
Calm long-view schemers, innate deceivers, and immune to poison
                                                
                                            
                                                
                                                     royal family could poison a meal and declare it âsafeâ after taking a bite.
There are legends of certain yuan-ti infiltrating human cities and forming deadly covert societies that sell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , Blazutranc, Infernexus, Meteoranzym, Smoakcant, and Zolcharrx. Astyrranthor Ashtyrranthor canât treat Stardock as her lair, so she has no lair actions here. However, she has the following Innate Spellcasting
                                                
                                            
                                                
                                                     trait: Innate Spellcasting. Ashtyrranthorâs innate spellcasting ability is Charisma. She can innately cast the following spells, requiring no material components: 1/day each: alarm, detect magic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     â true to its name â the sire of insanity breaks the new cultistâs mind. A sire of insanity is a bloated demon resembling a bipedal lizard. It stands some thirty feet tall and weighs many thousands of
                                                
                                            
                                                
                                                     Charisma checks and on Wisdom and Charisma saves.
 At the start of each of its turns, the sire can suppress this aura until the start of its next turn.
 Innate Spellcasting. The sireâs innate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     any party who breaks them. A marut resorts to lethal force only when a contract calls for it, when the contract is fully broken, or when the marut is attacked. Word Is Law. Inevitables care nothing
                                                
                                            
                                                
                                                     XP)
 Immutable Form. The marut is immune to any spell or effect that would alter its form.
 Innate Spellcasting. The marutâs innate spellcasting ability is Intelligence (spell save DC 20). The marut
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     Perception 16
 Languages Deep Speech
 Challenge 16 (15,000 XP)
 Innate Spellcasting. The larva mageâs innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can
                                                
                                            
                                                
                                                     death
 Return to Worms. When the larva mage is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the larva mage reforms from it 24 hours
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     disagreement, the eldest of the council exerts his seniority to bend the council to his will. Grandfather Karlov. The head of the council, who gives final approval to its decisions and breaks ties within the
                                                
                                            
                                                
                                                    
 Challenge 8 (3,900 XP)
 Council of Five. The ghost has a trait based on who it is, as shown below:
 Enezesku: Enfeebling Ray. Enezeskuâs Innate Spellcasting trait includes ray of enfeeblement, which he
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     than 120 feet from the object, its concentration breaks. The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the
                                                
                                            
                                                
                                                     +9, Insight +10, Perception +10
 Senses passive Perception 20
 Languages Gith
 Challenge 16 (15,000 XP)
 Innate Spellcasting (Psionics). The anarchâs innate spellcasting ability is Wisdom (spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     elder brain to be insufferable, it breaks off from the colony, taking a group of mind flayers with it, and forms a new colony. After the death of the ulitharidâs body, mind flayers place its brain in a
                                                
                                            
                                                
                                                     action required).
 Innate Spellcasting (Psionics). The ulitharidâs innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:
 At
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     weapons.
 Innate Spellcasting. OgrĂ©mochâs innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material
                                                
                                            
                                                
                                                     23 Dexterity saving throw or fall prone.
 Create Gargoyle (Costs 3 Actions). OgrĂ©mochâs hit points are reduced by 50 as he breaks off a chunk of his body and places it on the ground in an unoccupied
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    .
 Innate Spellcasting (Psionics). The alhoonâs innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:
 At will: detect
                                                
                                            
                                                
                                                    ), with the following changes:  It has a challenge rating of 22 (41,000 XP). It speaks Deep Speech and Undercommon, and has telepathy out to a range of 120 feet. It has the Magic Resistance and Innate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     dragonâs eggs, but once every few years a kobold hatches with an innate version of the dragonshieldâs abilities. Accomplished at hand-to-hand combat, it bears many scars from desperate fights and carries a
                                                
                                            
                                                
                                                    , thereâs a 50 percent chance that the swarm disperses.
 4. Green Slime Pot. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     (your choice).
The cure wounds spell restores no hit points for you.
13
You have an innate sense of direction. You automatically succeed on ability checks made to avoid becoming lost.
Whenever
                                                
                                            
                                                
                                                    . The tentacles cannot attack or grapple.
You are constantly followed by 1d4 octopus;octopuses that can breathe air and water, and which have a walking speed of 30 feet. Each time combat breaks out, you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    .
 Innate Spellcasting. Aurilâs innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
 At
                                                
                                            
                                                
                                                     save, or half as much damage on a successful one.
 Create Ice Mephit (3/Day). Auril breaks off an icicle from her body and hurls it into an unoccupied space she can see within 20 feet of her, where it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    
 Languages Common, Giant
 Challenge 11 (7,200 XP)
 Innate Spellcasting. The giantâs innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no
                                                
                                            
                                                
                                                     giant, a mouth of Grolantor is thin as a whippet, alert like a bird, and constantly twitching around the edges. A mouth of Grolantor is kept perpetually imprisoned or shackled; if it breaks free, itâs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    . That devotion has granted them an uncanny ability to hold their ground against the buffeting assaults. It has also earned them the right to wear special plate armor of elemental stone, which breaks down
                                                
                                            
                                                
                                                     +7
 Senses passive Perception 10
 Languages Common, Primordial
 Challenge 6 (2,300 XP)
 Earth Walk. Moving through difficult terrain made of earth or stone costs Miraj no extra movement.
 Innate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     entirely in the Cube are repaired instantly. Dispel. Every spell of level 6 and lower ends on creatures and objects of your choice in the Cube. Draconic Sorcery Breathe the Magic of Dragons Your innate
                                                
                                            
                                                
                                                     becomes 1 minute for that casting.  Wild Magic Sorcery Unleash Chaotic Magic
 Your innate magic stems from the forces of chaos that underlie the order of creation. You or an ancestor might have endured
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     declare their allegiance to the hags, saying, âWhat fine ladies they are. Their names should be Sweetness, Kindness, and Charity, for all the good they do!â (The badgers arenât evil, just misguided
                                                
                                            
                                                
                                                     from the pool takes on the consistency of normal water. If one or more characters touch the pool, read: A delicate hand made of water, black as winterâs night, silently breaks the waterâs surface
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     statistics as flying swords, except they deal bludgeoning damage on a hit. If a fight breaks out in this area, the creatures in area K14 come to investigate. K13. Holding Cell The door to this room has a
                                                
                                            
                                                
                                                     hours as the gargoyleâs innate demeanor exerts itself. In this state, the creature tries to orchestrate the charactersâ deaths, going so far as to attack lone characters. K14. Servantsâ Quarters This
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     learned how to become attuned to the magic of this cave and harness its innate magical properties. Becoming attuned to the cave requires a creature to spend a short rest meditating inside the cave. While
                                                
                                            
                                                
                                                     can use ropes to pull it over with a successful DC 22 Strength (Athletics) check. Doing this breaks the statue and reveals a flooded, 15-foot-wide shaft that descends for 30 feet, then bends to the west
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    , fauna, structures, and inhabitants might remain unaffected, the landâs innate character takes on new qualities. A supernatural region is permeated by a preternatural force in an area as large or small as
                                                
                                            
                                                
                                                     make a DC 15 Charisma saving throw. If either save fails, the creatures magically teleport, switching places. If both saves succeed, they donât teleport. 86â90 One random creature in the region breaks
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     that pervades these rooms and area S15. S16a: Living Quarters. Four vegepygmy scavengers live in each of these repurposed passenger quarters, for a total of twenty-eight vegepygmies. If combat breaks
                                                
                                            
                                                
                                                     enter. The androids wield scalpels and can deal piercing damage with their Force Strikes instead of force damage. The androids declare the character with the fewest hit points their new patient and
                                                
                                            
                                        






