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Returning 21 results for 'defenses senses'.
Other Suggestions:
defense senses
defender senses
defenses sense
defenders senses
defends senses
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
skeleton of a giant — deadly not only because of its size and strength, but because it has defenses normally possessed only by undead of much greater power. Undead Nature. A skeleton doesn’t require air
(–3)
WIS
6 (–2)
CHA
6 (–2)
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 8
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Giant Skeleton The animated skeleton of a giant is deadly not only because of its size and strength, but because it has defenses normally possessed only by undead of much greater power. GIANT
)
CHA
6(−2)
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. Antonio José manzanedo Shattering the enemy’s defenses, an ancient
blue dragon leads its armies in conquest Ancient Blue Dragon Gargantuan Dragon (Chromatic), Lawful Evil
AC 22 Initiative +14 (24)
HP
+4
Wis 17 +3 +10
Cha 25 +7 +7
Skills Perception +17, Stealth +7
Immunities Lightning
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27
Languages Common
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
, History +11, Perception +10
Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses truesight 120 ft., passive Perception 20
Languages all, telepathy 120
defenses of a creature it can see within 120 feet of itself. The target must succeed on a DC 19 Wisdom saving throw or become cursed until the end of the aurumach’s next turn. The next time the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
(Persuasion or Intimidation) check. Armed captives who come to their senses try to slaughter as many yuan-ti as they can. They know the temple’s defenses and general layout, except with regard to areas 11 and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
pounds. Males and females are nearly identical in size and appearance. They don’t wear clothing other than belts and harnesses for carrying tools and supplies. Natural Defenses. A tortle can retreat into
ft.
STR
15(+2)
DEX
10(+0)
CON
12(+1)
INT
11(+0)
WIS
13(+1)
CHA
12(+1)
Skills Athletics +4, Survival +3
Senses passive Perception 11
Languages
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
essential to many of its defenses and habits. Portions of its lair — especially the remote part where it sleeps — usually aren’t reachable on foot, which makes it harder for its minions to take over the
use such defenses to protect its inner sanctum, allowing it to roam freely through the area while hostiles must dodge or overcome multiple obstacles. Unless its opponents are concealed by fog
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
9 (−1)
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1/2 (100 XP)
Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a
surround it first to cut off escape routes and supply lines, then slowly starve their enemies out. Hobgoblins fortify their own holdings, bolstering existing defenses with innovations of their own
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
)
CON
13 (+1)
INT
12 (+1)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws Dex +4, Cha +4
Skills Deception +4, Performance +6, Persuasion +6
Senses passive Perception 10
12 (+1)
WIS
11 (+0)
CHA
17 (+3)
Saving Throws Dex +5, Wis +2, Cha +5
Skills Deception +5, Performance +7, Persuasion +7
Senses passive Perception 10
Languages Common
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
)
INT
12 (+1)
WIS
20 (+5)
CHA
12 (+1)
Saving Throws Wis +8, Cha +4
Skills Arcana +4, Medicine +8, Nature +4, Survival +8
Senses passive Perception 15
Languages Aquan
reactions, and the only action he can take is to emerge from his shell.
In addition to its undead defenses, the tower has four smaller dragons living inside it: a young black dragon named Slarkas
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Battle Smith Battle Smith with Steel Defender Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an
, Perception +0 plus PB × 2
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
them.
Tasha
Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and
, Perception +0 plus PB × 2
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 26
Languages all, telepathy 120 ft.
Challenge 26 (90,000 XP
structure, ensuring that no intruders breach their defenses. Lair Actions On initiative count 20 (losing initiative ties), Zariel can take one of the following lair actions; she can’t take the same
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
walls reinforced with high turrets. Devils of all kinds crawl over the structure, ensuring that no intruders breach their defenses. Lair Actions. On initiative count 20 (losing initiative ties), Zariel
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 26
Languages all, telepathy 120 ft.
Challenge 26 (90,000 XP)
Devil's Sight. Magical
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
extra hit points. However, adventurers have more resources at higher levels to counteract such defenses, making resistances and immunities less relevant at higher levels. Effective Hit Points. If a
counteract that resistance or immunity, you need to take these defenses into account when comparing your monster’s hit points to its expected challenge rating. Using the Effective Hit Points Based on
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
+ 3)
Speed 30 ft.
STR
13(+1)
DEX
12(+1)
CON
12(+1)
INT
10(+0)
WIS
11(+0)
CHA
11(+0)
Skills Perception +2, Athletics +3
Senses passive Perception 12
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
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
while. Desk. Saren’s desk remains untouched. She hasn’t had the heart to clear it. Break-in. Saren broke in off-shift through the storm drain network. He used his time on staff to wear down defenses on
the walls of the Great Library and, in doing so, gain Advantage on one D20 Test during this adventure. As a Study action, a character can examine the library’s defenses and make a DC 12 Intelligence
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and
Perception +16, Stealth +9
Damage Immunities acid
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
Languages Common, Draconic
Challenge 21 (33,000 XP)
Amphibious. The
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 17
Languages Common, Deep Speech, Undercommon, telepathy 120 ft.
Challenge 10 (5,900 XP) Proficiency
brain from bringing its full telepathic might to bear, orchestrating defenses within the stronghold, or responding to anyone other than the fanatics. For all its weakness, the elder brain still
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
teeth typical of that town’s inbred stock. Pekoe says that the duergar abducted him and asked him a lot of questions about his town’s defenses. The doppelganger knows the settlements of Ten-Towns well
result, the character senses that something is off about Pekoe but can’t tell what. The doppelganger tries to acquire some cold weather clothing and remains with the party until it reaches Ten-Towns
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
layout and defenses, but he’s not inclined to share information with strangers. As soon as he hears a door to this room being opened, Thinnings ducks into the narrow space under or behind one of the
, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10