Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'half regions'.
Other Suggestions:
half regains
have regions
half region
half regional
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fire Absorption. Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt.Bite. Melee Weapon Attack: +6
","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren’t being worn
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
parents.
Diplomats or Wanderers
Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and
ground. The dwarf clasped his old friend close for a brief instant, then, remembering his dignity, squirmed and freed himself from the half-elf’s embrace.
— Margaret Weis and Tracy Hickman
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Evasion. If the skull lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the skull lord instead takes no damage if it succeeds on the saving
throw and only half damage if it fails, provided it isn’t incapacitated.
Legendary Resistance (3/Day). If the skull lord fails a saving throw, it can choose to succeed instead.
Master of the
Monsters
Guildmasters’ Guide to Ravnica
":"force"} force damage.
Siege Monster. The wurm deals double damage to objects and structures.
Tunneler. The wurm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter
anything they come across, and their movement accounts for much of the destruction in the rubblebelt regions of Ravnica.
A wurm burrows through loose earth by using deep sonic vibrations to liquefy the
monsters
start of each of its turns.
Mauling Charge. The loup garou moves up to half its Speed without provoking Opportunity Attack;Opportunity Attacks and makes one Longsword or Rend attack.
Surprise Bite
ruins and ravage whole regions. The strain of lycanthropy spread by a loup garou is harder to cure than typical varieties. Only slaying a loup garou can free the monster’s victims from their
monsters
at the start of each of its turns.
Mauling Charge. The loup garou moves up to half its Speed without provoking Opportunity Attack;Opportunity Attacks and makes one Longsword or Rend attack.
Surprise
communities to ruins and ravage whole regions. The strain of lycanthropy spread by a loup garou is harder to cure than typical varieties. Only slaying a loup garou can free the monster’s victims from
Monsters
Acquisitions Incorporated
":"bludgeoning"} bludgeoning damage and be knocked prone. The ancient deep crow can then fly up to half its flying speed.So little is known of the deep crows that even less is known of their monstrous leviathan
regions within 6 miles of the lair.
Intermittent, echoing caws can be heard coming from all directions within 6 miles of the lair.
Subterranean beasts within 1 mile of the ancient deep crow's lair serve
Monsters
Fizban's Treasury of Dragons
failed save, or half as much damage on a successful one.
Sapping Breath. The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a DC 25 Constitution saving throw. On a
greatwyrm can then fly up to half its flying speed.Some of the oldest and wisest metallic dragons undergo a miraculous metamorphosis to become greatwyrms. This transformation is often wrought by Bahamut, who
Monsters
Fizban's Treasury of Dragons
, or half as much damage on a successful one.
Sapping Breath. The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a DC 25 Constitution saving throw. On a failed save
fly up to half its flying speed.Some of the oldest and wisest metallic dragons undergo a miraculous metamorphosis to become greatwyrms. This transformation is often wrought by Bahamut, who takes
Monsters
Fizban's Treasury of Dragons
, or half as much damage on a successful one.
Sapping Breath. The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a DC 25 Constitution saving throw. On a failed save
fly up to half its flying speed.Some of the oldest and wisest metallic dragons undergo a miraculous metamorphosis to become greatwyrms. This transformation is often wrought by Bahamut, who takes
Monsters
Fizban's Treasury of Dragons
, or half as much damage on a successful one.
Sapping Breath. The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a DC 25 Constitution saving throw. On a failed save
fly up to half its flying speed.Some of the oldest and wisest metallic dragons undergo a miraculous metamorphosis to become greatwyrms. This transformation is often wrought by Bahamut, who takes
Monsters
Fizban's Treasury of Dragons
, or half as much damage on a successful one.
Sapping Breath. The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a DC 25 Constitution saving throw. On a failed save
fly up to half its flying speed.Some of the oldest and wisest metallic dragons undergo a miraculous metamorphosis to become greatwyrms. This transformation is often wrought by Bahamut, who takes
Monsters
Storm King's Thunder
":"Fire Breath","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.
Dual Wand Wielder. If Klauth is carrying two wands, he can use an action to expend 1
damage and be knocked prone. Klauth can then fly up to half his flying speed.The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its
Monsters
Fizban's Treasury of Dragons
damage on a failed save, or half as much damage on a successful one. The dragon then gains 5 temporary hit points by absorbing a portion of the radiant energy.
Spellcasting (Psionics). The dragon
life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions
Monsters
Mythic Odysseys of Theros
"} fire damage on a failed save, or half as much damage on a successful one.The term chimera applies to a wide variety of disparate monsters that combine the features of multiple beasts. While many
being. As a result, a hungry chimera might appear out of a clear sky to pick off prey nearly anywhere. This threat grows even more significant in regions where magic runs rampant or where portals to
Monsters
Fizban's Treasury of Dragons
":"radiant"} radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 15 temporary hit points by absorbing a portion of the radiant energy.
Spellcasting
, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
Monsters
Fizban's Treasury of Dragons
":"radiant"} radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 25 temporary hit points by absorbing a portion of the radiant energy.
Spellcasting
in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or
Monsters
Fizban's Treasury of Dragons
(6d8);{"diceNotation":"6d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType":"radiant"} radiant damage on a failed save, or half as much damage on a successful one. The
, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many
Monsters
Eberron: Rising from the Last War
"} poison damage and is poisoned for 1 minute. While poisoned in this way, the creature can’t regain hit points. On a successful save, the creature takes half as much damage and isn’t
— an ancient lich said to dwell in a castle of bone and ice in the coldest regions of the Lhazaar Principalities. Some stories say that she is served by a legion of undead and that she maintains a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Acheron or a region under its influence, a creature gains Temporary Hit Points equal to half its Hit Point maximum whenever it reduces another creature to 0 Hit Points. Arcadian Vitality On the plane of
Arcadia and in regions where its influence is felt, creatures benefit from supernatural vitality, which grants them Immunity to the Frightened and Poisoned conditions. Blessed Beneficence On the plane
classes
Basic Rules (2014)
; activities.
Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
; territory.
Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, only to form anew, again and again. Beneath the ruby glow lay a dark nightmare land of bare rock and flumes of sparks and gouting flame, where things slithered and scrambled half-seen in the shadows
spiritual regions lie beyond ordinary sensory experience. Even in perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
at distant enemies. They are most often found in tropical, volcanically active areas or regions that similarly provide sources of both water and extreme heat. Firenewts prize giant striders and seek
takes no damage and regains a number of hit points equal to half the fire damage dealt.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Fire
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Firenewts In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. Some of these humanoid amphibians live in a militaristic theocracy that
10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
result of divine intervention.
7 Spontaneous Formation. Dragon eggs arise naturally in certain regions, often in underground veins of metal ore or gems for metallic and gem dragons, respectively, or
for any egg might range from 6 months to several decades or longer. Miners discover an amethyst dragon egg Half-Dragons Just as dragon reproduction is not necessarily a straightforward biological
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Abominable Yeti Richard Luong Giants even among their own intimidating kind, abominable yetis are stronger and bloodthirstier than their kin. They claim whole regions as their hunting grounds, and
.
Cold Breath (Recharge 6). Constitution Saving Throw: DC 18, each creature in a 30-foot Cone. Failure: 45 (10d8) Cold damage. Success: Half damage.
In the yeti, I find no kinship, no understanding, no
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, they might lurk in dark, corrupted reaches of the regions they preferred before transforming into shadow dragons. Overgrown swamps, sepulchral desert ruins, and ash-choked volcanoes make natural lairs
30-foot Cone. Failure: 17 (5d6) Necrotic damage. Success: Half damage. Failure or Success: A Humanoid reduced to 0 Hit Points by this damage dies, and a Shadow rises from its corpse. The shadow is
Monsters
Fizban's Treasury of Dragons
and using Intelligence as the spellcasting ability (spell save DC 17).
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 15-foot-diameter tunnel in its
successful save, the creature takes half as much damage with no additional effects.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 20
takes half as much damage with no additional effects.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Skull Lord The skull lords have claimed vast regions of the Shadowfell as their dominion. From these blighted lands, they wage war against their rivals, commanding hordes of undead in a bid to
throw to take only half the damage, the skull lord instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Spellcasting. The skull lord is a 13th-level
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ancient Bronze Dragon Ancient bronze dragons develop dramatic patinas on their glimmering scales. These dragons strive to protect whole regions, continents, or planets from threats. They seek
) Lightning damage. Success: Half damage.
Repulsion Breath. Strength Saving Throw: DC 23, each creature in a 30-foot Cone. Failure: The target is pushed up to 60 feet straight away from the dragon
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Skull Lord Skull lords have claimed vast regions of the Shadowfell as their dominion. From these blighted lands, they wage war against their rivals, commanding hordes of the undying in a bid to
to make a Dexterity saving throw to take only half the damage, the skull lord instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn’t
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the save and only half damage if it fails. It can’t use this trait if it has the Incapacitated
small plant, from forest bushes to clustered flowers. They often appear near awakened trees or in regions imbued with primal magic. Some have whimsical appearances or foliage resembling rudimentary