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Returning 35 results for 'majere score with only are form for lore'.
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mature score with only are form for like
major score with only are form for like
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Keen Mind General Feat (Prerequisite: Level 4+, Intelligence 13+) You gain the following benefits. Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20. Lore Knowledge
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Variant Half-Elf: Mark of Detection If your half-elf character has the Mark of Detection, the following traits replace the half-elf’s Ability Score Increase and Skill Versatility traits in the
Player’s Handbook. Ability Score Increase. Your Wisdom score increases by 2, and one other ability score of your choice increases by 1. Deductive Intuition. When you make an Intelligence (Investigation) or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Sphinxes Sphinx of Lore Large Celestial, Lawful Neutral
AC 17 Initiative +10 (20)
HP 170 (20d10 + 60)
Speed 40 ft., Fly 60 ft.
Ability Score Mod Save
Str 18 +4 +4
Dex 15 +2
+2
Con 16 +3 +3
Ability Score Mod Save
Int 18 +4 +4
Wis 18 +4 +4
Cha 18 +4 +4
Skills Arcana +12, History +12, Perception +8, Religion +12
Resistances
Compendium
- Sources->Dungeons & Dragons->Monster Manual
30 ft. (snake form only)
Ability Score Mod Save
Str 16 +3 +3
Dex 14 +2 +2
Con 13 +1 +1
Ability Score Mod Save
Int 14 +2 +2
Wis 16 +3 +3
Cha 12
+ 12)
Speed 30 ft., Climb 30 ft. (snake form only)
Ability Score Mod Save
Str 16 +3 +3
Dex 14 +2 +2
Con 13 +1 +1
Ability Score Mod Save
Int 14 +2 +2
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
contents and reap its benefits. The creature can then freely modify the book’s contents, provided that those modifications advance evil and expand the lore already contained within. Whenever a non-evil
the requisite amount of time reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Boon of the Night Spirit Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Merge
Reaction. Shadowy Form. While within Dim Light or Darkness, you have Resistance to all damage except Psychic and Radiant.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Berserker Berserkers might fight for personal glory or form motivated forces or howling hordes. Berserker Medium or Small Humanoid, Neutral
AC 13 Initiative +1 (11)
HP 67 (9d8 + 27)
Speed 30
ft.
Ability Score Mod Save
Str 16 +3 +3
Dex 12 +1 +1
Con 17 +3 +3
Ability Score Mod Save
Int 9 −1 −1
Wis 11 +0 +0
Cha 9 −1 −1
Gear
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
score, you can use Charisma for Honor and Wisdom for Sanity. Honor Score If your campaign involves cultures where a rigid code of honor is part of daily life, consider using the Honor score as a means
only a character’s devotion to a code but also the character’s understanding of it. The Honor score can also reflect how others perceive a character’s honor. A character with a high Honor usually has a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Lizardfolk Traits Your lizardfolk character has the following racial traits. Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1. Age. Lizardfolk
trait, you need a blade, such as a dagger, or appropriate artisan’s tools, such as leatherworker’s tools. Hold Breath. You can hold your breath for up to 15 minutes at a time. Hunter’s Lore. You gain
Compendium
- Sources->Dungeons & Dragons->Monster Manual
stories, and they might share such lore with those who offer their own exciting stories in trade.
While many djinn create airy palaces on stormy coasts or high in the clouds, untold numbers dwell on
Elemental (Genie), Neutral
AC 17 Initiative +2 (12)
HP 218 (19d10 + 114)
Speed 30 ft., Fly 90 ft. (hover)
Ability Score Mod Save
Str 21 +5 +5
Dex 15 +2 +6
Con 22 +6 +6
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Monsters (I) Ice Devil Large Fiend (Devil), Lawful Evil
AC 18 Initiative +7 (17)
HP 228 (24d10 + 96)
Speed 40 ft.
Ability Score Mod Save
Str 21 +5 +5
Dex 14 +2 +7
Con
18 +4 +9
Ability Score Mod Save
Int 18 +4 +4
Wis 15 +2 +7
Cha 18 +4 +9
Skills Insight +7, Perception +7, Persuasion +9
Immunities Cold, Fire, Poison
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Vampires Vampire Familiar Medium or Small Humanoid, Neutral Evil
AC 15 Initiative +5 (15)
HP 65 (10d8 + 20)
Speed 30 ft., Climb 30 ft.
Ability Score Mod Save
Str 17 +3 +3
Dex
16 +3 +5
Con 15 +2 +2
Ability Score Mod Save
Int 10 +0 +0
Wis 10 +0 +2
Cha 14 +2 +2
Skills Perception +4, Persuasion +4, Stealth +7
Resistances
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Score Mod Save
Str 17 +3 +3
Dex 12 +1 +1
Con 15 +2 +2
Ability Score Mod Save
Int 5 −3 −3
Wis 13 +1 +1
Cha 8 −1 −1
Skills Stealth +5
Immunities Acid; Prone
Senses Darkvision 60 ft.; Passive Perception 11
Languages None
CR 2 (XP 450; PB +2)
Traits
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Doppelganger Shape-Shifting Infiltrator Habitat: Underdark, Urban; Treasure: Individual Doppelgangers are supernatural beings with the ability to shape-shift into any humanlike form. Their mind
to inspire a doppelganger’s plot.
Doppelganger Deceptions 1d6 The Doppelganger Schemes To...
1 Cause chaos within the temple of a deity that cursed it to live without a true form
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Oni Wickedness Drawn to the Wicked Habitat: Forest, Urban; Treasure: Armaments Oni are elusive entities that inhabit dark forests and other wildernesses. By shape-shifting into the form of an
)
HP 119 (14d10 + 42)
Speed 30 ft., Fly 30 ft. (hover)
Ability Score Mod Save
Str 19 +4 +4
Dex 11 +0 +3
Con 16 +3 +6
Ability Score Mod Save
Int 14 +2
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Boon option produces a special creature or an object that reflects your patron’s nature.
Pact of the Chain. Your familiar is more cunning than a typical familiar. Its default form can be a
reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One’s nature is inscrutable, any familiar form is suitable for it
Compendium
- Sources->Dungeons & Dragons->Monster Manual
them, serving their creators as tireless guards and sharing the lore they collected in life. Undeath disrupts the perfect memory bone nagas enjoyed while alive, leaving them with gaps in their memories
+3 (13)
HP 65 (10d10 + 10)
Speed 40 ft.
Ability Score Mod Save
Str 15 +2 +2
Dex 16 +3 +3
Con 12 +1 +1
Ability Score Mod Save
Int 16 +3 +3
Wis 15
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Brass Dragons Dragons of Lore and Rapport Habitat: Desert; Treasure: Arcana Gregarious and outgoing, brass dragons relish sharing knowledge and stories. Although these metallic dragons favor arid
quests.
Brass Dragon Wyrmling Medium Dragon (Metallic), Chaotic Good
AC 15 Initiative +2 (12)
HP 22 (4d8 + 4)
Speed 30 ft., Burrow 15 ft., Fly 60 ft.
Ability Score Mod Save
Str 15
Compendium
- Sources->Dungeons & Dragons->Monster Manual
messenger of an evil deity. 2 A group of joyriding imps or quasits. 3 An innocent soul trapped on the wild Fiend. 4 A lore-hunting mage, cultist, or lich. 5 A night hag herding larvae between planes. 6 A
)
Ability Score Mod Save Str 18 +4 +4 Dex 15 +2 +2 Con 16 +3 +3 Ability Score Mod Save Int 10 +0 +0 Wis 13 +1 +1 Cha 15 +2 +2
Immunities Fire
Senses Passive Perception 11
Languages
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. 3 Home to a community of pixies or sprites. 4 The last lore keeper of lost druidic knowledge. 5 Rooted on a hero’s burial mound and animates trees that look like questing knights. 6 Scarred by a fire
and holds the bones of the arsonist who started it in a hollow. Treant Huge Plant, Chaotic Good
AC 16 Initiative +3 (13)
HP 138 (12d12 + 60)
Speed 30 ft.
Ability Score Mod Save Str 23 +6
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
safety. The writings are laced with diabolical lore that is anathema to the mortal mind. Characters unable to read magic can’t make any headway in the books. A character who can read magic who examines
the writings must make a DC 15 Wisdom saving throw. Success indicates that the character recognizes the danger and stops reading. Failure indicates the character absorbs the power of the fiendish lore
Compendium
- Sources->Dungeons & Dragons->Monster Manual
AC 10 Initiative +0 (10)
HP 17 (5d6)
Speed 30 ft., Fly 30 ft.
Ability Score Mod Save
Str 5 −3 −3
Dex 11 +0 +0
Con 10 +0 +0
Ability Score Mod Save
Int
(Aquan, Ignan)
CR 1/4 (XP 50; PB +2)
Traits
Blurred Form. Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition.
Death Burst. The mephit
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
strict martial leadership and desire for vengeance amounted to little more than another form of servitude for her people. A rift erupted between followers of each leader, and they eventually became the
, they wage war against each other with a hatred none can fully comprehend.”
— Aristul the Yellow, master of planar lore
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
battle.
Glamour to weave beguiling Feywild magic.
Lore to collect knowledge and magical secrets.
Valor to wield weapons with spells.
Cleric. Invoke divine magic to heal, bolster, and smite
forms.
Sea to channel tides and storms.
Stars to gain powers in a starry form.
Fighter. Master all weapons and armor. Then embody the...
Battle Master to use special combat maneuvers.
Champion
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Class 12
Hit Points 31 (7d8)
Speed 30 ft. in humanoid form; 10 ft., fly 50 ft. in raven form; 30 ft., fly 50 ft. in hybrid form
STR
10 (+0)
DEX
15 (+2)
CON
11 (+0
)
INT
13 (+1)
WIS
15 (+2)
CHA
14 (+2)
Skills Insight +4, Perception +6
Senses passive Perception 16
Languages Common (can’t speak in raven form)
Challenge 2 (450 XP
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the next few days, eventually revealing the demon’s original form. A Plague of Ghouls. Maurezhi are contagion incarnate. Their bite attacks can drain a victim’s sense of self. If this affliction is
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, Elvish, telepathy 120 ft.
Challenge 7 (2,900 XP)
Assume Form. The maurezhi can assume the appearance of any Medium humanoid
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Monsters (D) Darkmantle Small Aberration, Unaligned
AC 11 Initiative +3 (13)
HP 22 (5d6 + 5)
Speed 10 ft., Fly 30 ft.
Ability Score Mod Save
Str 16 +3 +3
Dex 12 +1 +1
Con 13 +1 +1
Ability Score Mod Save
Int 2 −4 −4
Wis 10 +0 +0
Cha 5 −3 −3
Skills Stealth +3
Senses Blindsight 60 ft.; Passive Perception 10
Languages None
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mephits Dust Mephit Small Elemental, Neutral Evil
AC 12 Initiative +2 (12)
HP 17 (5d6)
Speed 30 ft., Fly 30 ft.
Ability Score Mod Save
Str 5 −3 −3
Dex 14 +2 +2
Con 10
+0 +0
Ability Score Mod Save
Int 9 −1 −1
Wis 11 +0 +0
Cha 10 +0 +0
Skills Perception +2, Stealth +4
Vulnerabilities Fire
Immunities Poison; Exhaustion
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples—any construction durable enough to protect the circle’s sacred
serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one. While holding this map, you have these benefits: You know the guidance
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Water Elemental Primal Spirit of Waves and Tides Habitat: Coastal, Planar (Elemental Plane of Water), Swamp, Underwater; Treasure: None Spirits of the Elemental Plane of Water form shapeless liquids
abysses, magical springs, and whirlpools. Water elementals’ shapes are influenced by the liquid bodies in which they form. Roll on or choose a result from the Water Elemental Compositions table to inspire
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form. Using a
, Unaligned
AC 15
HP 10 (Medium or smaller), 20 (Large), 40 (Huge)
Speed 30 ft.
Ability Score Mod Save
STR 16 +3 +3
DEX 10 +0 +0
CON 10 +0 +0
Ability Score Mod Save
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Graveyard Revenant Graveyard revenants possess dozens of bodies that combine to form grotesque masses. They take revenge on those responsible for mass deaths or institutions that callously ruin lives
. Graveyard Revenant Huge Undead, Neutral
AC 14 Initiative +2 (12)
HP 161 (14d12 + 70)
Speed 40 ft.
Ability Score Mod Save
Str 20 +5 +8
Dex 14 +2 +2
Con 20 +5 +8
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Lore to collect knowledge and magical secrets. Cleric. Invoke divine magic to heal, bolster, and smite. Then harness the Life Domain to be a master of healing. Druid. Channel nature magic to heal
, shaping the power to your will. Then channel Draconic Sorcery to breathe the magic of dragons. Warlock. Cast spells derived from occult knowledge. Then form a pact with the Fiend Patron to call on
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching
the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual
and feed on populations over generations. Vampire Medium or Small Undead, Lawful Evil
AC 16 Initiative +14 (24)
HP 195 (23d8 + 92)
Speed 40 ft., Climb 40 ft.
Ability Score Mod Save
Str 18 +4 +4
Dex 18 +4 +9
Con 18 +4 +9
Ability Score Mod Save
Int 17 +3 +3
Wis 15 +2 +7
Cha 18 +4 +9
Skills Perception +7, Stealth +9






