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Returning 23 results for 'duplicate invoke are bodies'.
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delicate invoke are bodies
duplicates invoke are bodies
Monsters
Planescape: Adventures in the Multiverse
overexerts itself on the Concordant Opposition.
Rilmani are bipedal, with bodies of living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and
the aurumach has the incapacitated condition or dies, or when the aurumach uses a bonus action to end it.
Invoke Weakness (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction
Monsters
Spelljammer: Adventures in Space
oozes that can alter their shape at will. Their amorphous bodies have a soft, malleable texture, and plasmoids can extrude up to five pseudopods, each one up to 5 feet long. They use their pseudopods
randomly) divides in half. When a plasmoid splits in two, one of the resulting creatures is the original, and the other is a physical duplicate that lacks the experience and knowledge of its parent.
A
Monsters
Spelljammer: Adventures in Space
alter their shape at will. Their amorphous bodies have a soft, malleable texture, and plasmoids can extrude up to five pseudopods, each one up to 5 feet long. They use their pseudopods for locomotion as
half. When a plasmoid splits in two, one of the resulting creatures is the original, and the other is a physical duplicate that lacks the experience and knowledge of its parent.
A plasmoid talks by forcing air through tubular cavities in its body, giving its voice a whistling quality.Acid, Poison
Monsters
Spelljammer: Adventures in Space
and wit, in addition to their strength and size, to stay in power for long.
Plasmoids
Plasmoids are intelligent oozes that can alter their shape at will. Their amorphous bodies have a soft
creatures is the original, and the other is a physical duplicate that lacks the experience and knowledge of its parent.
A plasmoid talks by forcing air through tubular cavities in its body, giving its voice a whistling quality.Acid, Poison
Monsters
Spelljammer: Adventures in Space
carapaces with the blood of their enemies.
Thri-kreen
Thri-kreen are carnivores with insectile features and two pairs of arms. Because their bodies are encased in protective chitin, they tend to
communication difficult to interpret and impossible to duplicate. To interact with creatures of other sapient species, thri-kreen rely on a form of telepathy.
Thri-kreen often use weapons of their own design
Monsters
Spelljammer: Adventures in Space
two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to revitalize
thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate. To interact with creatures of other sapient species
Monsters
Spelljammer: Adventures in Space
features and two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to
, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate. To interact with creatures of other
Species
Spelljammer: Adventures in Space
Thri-kreen have insectile features and two pairs of arms. Their bodies are encased in protective chitin. They can alter the coloration of this carapace to blend in with their natural surroundings
impossible to duplicate. To interact with other folk, thri-kreen rely on a form of telepathy.
Creating Your Character
When you create your D&D character, you decide whether your character is a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Thri-kreen Thri-kreen have insectile features and two pairs of arms. Their bodies are encased in protective chitin. They can alter the coloration of this carapace to blend in with their natural
by clacking their mandibles and waving their antennae, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate. To interact with other folk, thri-kreen rely on a form of telepathy.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Plasmoids Plasmoids are intelligent oozes that can alter their shape at will. Their amorphous bodies have a soft, malleable texture, and plasmoids can extrude up to five pseudopods, each one up to 5
, and one of them (determined randomly) divides in half. When a plasmoid splits in two, one of the resulting creatures is the original, and the other is a physical duplicate that lacks the experience
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Thri-kreen Thri-kreen are carnivores with insectile features and two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to
mandibles and wave their antennae, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or until you use this feature again. Channel Divinity: Invoke Duplicity Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create
level, the extra damage increases to 2d8. Improved Duplicity At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
Kenku
Legacy
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Species
Volo's Guide to Monsters
enact it. Enraged, the entity imposed three dreadful curses upon them. First, the kenku’s beloved wings withered and fell away from their bodies, leaving them bound to the earth. Second, because
might sound like fun, but it can prove distracting and could slow down the game.
Kenku Names
Given that kenku can duplicate any sound, their names are drawn from a staggering variety of
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Mimic Shape-Shifter Disguised as an Unassuming Object In their natural forms, mimics are little more than roaming stomachs, their blobby bodies covered with alien eyes and teeth. They can alter their
color, texture, and dimensions to duplicate inanimate objects of their approximate size. Mimic Medium Monstrosity, Neutral
AC 12 Initiative +3 (13)
HP 58 (9d8 + 18)
Speed 20 ft.
Ability
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
blackness equivalent to darkness (a 2nd-level spell). A hag carefully shepherds her use of weird magic because the items in her repertoire are often impossible to duplicate or replace. To reflect this fact
how to invoke the razor wind, or the runestone containing the three syllables for crystallizing blood, it is better to use such things than to risk death by not doing so.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mimic Shape-Shifter Disguised as an Unassuming Object Habitat: Underdark, Urban; Treasure: Any Mark Zug In their natural forms, mimics are little more than roaming stomachs, their blobby bodies
covered with alien eyes and teeth. They can alter their color, texture, and dimensions to duplicate inanimate objects of their approximate size. Mimics use their disguises as both camouflage and bait
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
favor. They speak in voices as soft as the sea breeze or as sonorous as storm waves breaking against a rocky cliff. In flight, their lower bodies transform into columns of foamy water. Water Lords
it a crime for a lesser being to interrupt one of their tales, and offending a marid is a sure way to invoke its wrath. “The marid poured out of the flask like water and said, ‘Your wish is my
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
a new, fully formed beholder springs forth unbidden, seemingly having appeared out of thin air in a nearby space. This “offspring” might be a duplicate of the beholder that dreamed it into existence
“newborns” that are identical to its own shape but smaller. When the dreamer awakens, it treats the newborns as extensions of its own self in other bodies, and therefore isn’t consumed with an urge to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
humanoid bodies. In some tales, these creatures control their hosts, while in others, they are parasites that burn their way out of the body when it’s time to strike.
Orlassk. The Master of Stone is said
its lair, Belashyrra has a challenge rating of 23 (50,000 XP). Lair Actions. While within the Citadel of Lidless Eyes, Belashyrra can invoke the ambient magic to take lair actions. On initiative count
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
bridges or towers) by linking their bodies or dig around impediments. No matter how many modrons are destroyed, more take their place. Any non-modron that enters the path of the marching modrons on foot is
overlooking the path taken by the modrons trapped in Tyrant’s Spiral. The arch here is a duplicate of the portal the characters used to reach Tyrant’s Spiral and connects to where they came from. A 50-foot
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
any wandering cultists are defeated, reduce the number of cultists encountered in area V33 accordingly. If the characters make no effort to hide the bodies of the cultists they defeat, someone stumbles
unlit, half-melted red candles surround the circle.
The cultists use this chamber to perform diabolical rituals that duplicate the effect of a divination spell, except that the spell’s contact is a
Compendium
- Sources->Dungeons & Dragons->Divine Contention
least one wereboar is drumming, any one of the drummers can duplicate the effect of a call lightning spell, except it has no limit to its range. The drummers fight until death and refuse to parley
fleeing Leilon. High above, the green dragon perches atop the House of Thalivar. The crowd here is panicking and people are being trampled underfoot. Peering through the press of bodies, you see the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
-changing sky and the setting sun can be seen and contemplated. Along with the setting sun, images of clouds are a major motif for followers of Labelas, who often tattoo such designs on their bodies or
they mark her symbol on graves and tombs to invoke her protection of the dead. In these comforting aspects, Sehanine is often imagined as a willowy, gentle male elf with shining eyes that reveal both






