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Returning 35 results for 'dedicated strike resting'.
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dedicate strike reciting
dedicate strike reining
dedicated strike relying
dedicated strike risking
dedicated strike reeling
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place
, it teleports into its resting place unless it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
Monsters
Astarion's Book of Hungers
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
monsters
Resistance (3/Day, or 4/Day in Domain). If Strahd fails a saving throw, he can choose to succeed instead.
Misty Escape. If Strahd drops to 0 Hit Points outside his resting place, he uses Shape-Shift
resting place within 2 hours or be destroyed. Once in his resting place, Strahd returns to his vampire form and has the Paralyzed condition until he regains any Hit Points, and he regains 1 Hit Point
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of
reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in
Monsters
Waterdeep: Dungeon of the Mad Mage
to succeed instead.
Misty Escape. When he drops to 0 hit points outside his resting place, Zorak transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious
, provided that it isn't in sunlight or running water. If he can't transform, he is destroyed.
While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his resting place
Vampire
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the
can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of
reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in
Monsters
Waterdeep: Dungeon of the Mad Mage
can choose to succeed instead.
Misty Escape. When she drops to 0 hit points outside her resting place, Keresta transforms into a cloud of mist (as in the Shapechanger trait) instead of falling
her resting place within 2 hours or be destroyed. Once in her resting place, she reverts to her vampire form. She is then paralyzed until she regains at least 1 hit point. After spending 1 hour in
Monsters
Eberron: Rising from the Last War
tentacles.
Unarmed Strike. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Unarmed Strike"} to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4
","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage.
Vitality Drain. One creature grappled by a tentacle of the dolgaunt must make a DC 11 Constitution
Monsters
Mordenkainen Presents: Monsters of the Multiverse
viciously barbed heads. Even when a hunter doesn’t kill their target with their first shot, the arrow strike brings so much pain that the victim is hobbled in its attempt to run away.
Gnolls
The first gnolls were hyenas transformed by magic. Many of them were then corrupted by the demon lord Yeenoghu. Whether in service to Yeenoghu or dedicated to the survival of their kin, gnoll war
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage.Vengeful Strike. In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes one Bite or Spiked Club attack.Sometimes the gnolls of Yeenoghu turn
service to Yeenoghu or dedicated to the survival of their kin, gnoll war bands seek to soften up foes with surprise attacks and to leave no survivors alive.PoisonRampage. After the witherling reduces a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Unarmed Strike attacks and one Piscine Anatomy attack.
Unarmed Strike. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Unarmed Strike"} to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Unarmed Strike", "rollDamageType":"bludgeoning"} bludgeoning damage.
Piscine Anatomy. The sea spawn uses one of the
Monsters
Waterdeep: Dungeon of the Mad Mage
next action to break his staff of power in a retributive strike, cursing the characters as he does so.Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane
Aasimar
Legacy
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Species
Volo's Guide to Monsters
Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.
From an early age, an aasimar
prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place, it teleports into its resting place unless
it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour, after which it regains 1 Hit Point.
Vampire
Compendium
- Sources->Dungeons & Dragons->Monster Manual
time. Should their resting places be violated, these beings, known as mummies, reanimate their deteriorating bodies to restore the sanctity of their tombs and punish those who disturbed their rest
. Mummies pursue those who offend them, typically mortals who desecrate their resting places, steal their burial treasures, or defile sites tied to their faith. With undying rage, these ancient corpses go
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Antagonists and Rivals The most direct use of the Moonstalkers is for them to steal something belonging to the characters or someone close to them. The characters might strike a deal with the guild
Vault), Moonstalkers might try to secure that same item for a different employer. In this case, the Moonstalkers act as rivals trying to beat the characters to the prize. This provides an incentive for characters to move quickly and not spend too much time planning or resting.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become
mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form, and it must reach its resting place within 2
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
found their place in the world and have begun to involve themselves in the dangers that surround them. Dedicated spellcasters learn 3rd-level spells at the start of this tier. Suddenly characters can fly
, scrying, flame strike, legend lore, and raise dead can have a significant impact on their adventures. They start acquiring more permanent magic items (uncommon and rare ones) as well, which will serve them
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Escape. If Strahd drops to 0 Hit Points outside his resting place, he uses Shape-Shift to become mist (no action required). If he can’t use Shape-Shift, he is destroyed. While Strahd has 0 Hit Points in
mist form, he can’t return to his vampire form, and he must reach his resting place within 2 hours or be destroyed. Once in his resting place, Strahd returns to his vampire form and has the Paralyzed
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
practice. More than that, each spell a wizard might cast requires a portion of one’s powerful intellect to be dedicated to the task, with the necessary patterns of thought and proper mindset kept in stasis
gives them extra time to practice, as lessons learned during study can be reinforced by recalling them during resting periods. The rigidity and studiousness required by wizardry would seem anathema to a
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is
destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
the cloister. She fears he went to the ancient observatory on the southeast side of the island, which is another dragon’s final resting place. She suspects some evil has arisen there, but says she
explains that they’ll need it to access the observatory. RUNARA SAVES THE DAY!
Runara is a powerful dragon, but she is dedicated to the cause of peace. She’s not interested in fighting the battles
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no
action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form, and it must reach its resting place within 2 hours or be
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return
to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
stand ever alert against corruption and are expected to strike quickly and hard against any evidence of rot in the hearts of mortals. As the sword arm of justice, Torm’s faithful are expected to
bring quick deaths to betrayers. Considering these tenets, it should be no surprise that most human paladins have Torm as their patron. Most temples dedicated to Torm are fortresses built on heights
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
their attempt to enslave that mystical race when the azers’ work was done. Turning instead to strike against salamanders, the efreet conquered and enslaved them, then sent them out to unleash war and
salamanders dedicated to the cults of Elemental Evil, they slay them rather than enslaving them. Domineering Nobles. Although salamanders follow the destructive impulses of their fiery nature
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
out of the mist into an underground chapel with black basalt pillars and a polished obsidian altar. Resting on the altar is a leather bag the size and shape of a human body, and which appears to have
successful DC 13 Dexterity check made by a character using thieves’ tools, or sundered with a good, hard weapon strike. If the characters ignore the nothics’ demands, the spiteful creatures attack them
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last
deities who teach the value of physical excellence and mental discipline. In the Forgotten Realms, the order of the Dark Moon is made up of monks dedicated to Shar (goddess of loss), who maintain secret
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Order of the Gauntlet The Order of the Gauntlet is a relatively new organization dedicated to smiting evil wherever it lurks and without hesitation. The Order understands that evil wears many guises
to strike only when evil deeds are being committed. Thus, the Order of the Gauntlet is hypervigilant, using every resource at their disposal—both divine and mundane—to know where and when dark deeds
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
sun god’s luminous “eye.” More dedicated worshipers offer short litanies at dawn, noon, and dusk, acknowledging the sun’s passage across the sky. (JAIME JONES) MYTHS OF HELIOD
Many legends about
, which can strike any point on Theros, even in the depths of the Underworld. One tale describes how a wrathful Heliod used his spear to smite a human polis whose people angered him with their hubris: the entire city of Olantin sunk beneath the sea when Heliod struck it with his spear.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
dwarven redoubt and has its own sanctum dedicated specifically to the element worshiped. These four temples are described in this chapter. Several subterranean routes lead from buried Tyar-Besil to the
temples while its elemental prophet is still alive, the prophet gathers reinforcements and sends them to attack the intruding party. The prophets can organize this strike even if they have retreated
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the daelkyr were defeated, the dolgaunts descended into the depths of Khyber with their masters. There, they study in cavernous monasteries, forging their bodies into living weapons dedicated to the
creature. Until this grapple ends, the dolgaunt can’t use the same tentacle on another target. The dolgaunt has two tentacles.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
prepare themselves for burial rituals 2–3 Chapel dedicated to deities that watch over the dead and protect their resting places 4–8 Crypt for less important burials 9 Divination room, used in rituals
patrol the maze 6–10 Lair for guard beasts that patrol the maze 11 Pen or prison accessible only by secret door, used to hold captives condemned to the maze 12 Shrine dedicated to a god or other entity