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Returning 35 results for 'make some with only advanced fur for lock'.
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make some with only advanced fur for long
make some with only advanced fur for look
make some with only advanced fur for lost
make some with only advanced fur for lore
make some with only advanced fur for luck
Equipment
Ability: Dexterity Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.
Equipment
Ability: Dexterity Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20) Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock
, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.
Spells
Player’s Handbook
sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to
Species
Lorwyn: First Light
truly disguise themselves; rather, their transformations are purely surface level.
No matter their form, Lorwyn changelings keep their key traits: blue-green skin, tufts of tentacle-like fur, and bulbous
effect inexplicably charming.
Changelings from Lorwyn live in a vast, mystical cave called Velis Vel Grotto (see Lorwyn: First Light). Once per year, many changelings make a pilgrimage to the grotto
Feats
Eberron: Forge of the Artificer
Dragonmark Feat (Prerequisite: Eberron Campaign, Can’t Have Another Dragonmark Feat)
You gain the following benefits.
Warder’s Intuition. When you make an Intelligence (Investigation
level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
When you reach character level 3, you also always have the Arcane Lock spell
Magic Items
Icewind Dale: Rime of the Frostmaiden
The Codicil of White is a tall, thin volume bound in white ermine fur over seasoned boards of white pine and sealed with a clasp and lock of tarnished silver. The book is cold to the touch, and the
fur is worn about the edges from use. The twenty-seven pages within are of vellum painted with silver gilt on the outer edges. The whole is sewn to a leather binding with strips of sinews, making it
Flumph
Legacy
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Monsters
Monster Manual (2014)
Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy.
Prone
Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving
Mammoth
Legacy
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Monsters
Basic Rules (2014)
be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.Gore. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction
","rollDamageType":"bludgeoning"} bludgeoning damage.A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.
Thieves' Tools
Legacy
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Equipment
This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.
Monsters
Acquisitions Incorporated
clockwork dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Fire
advanced intellect allowing it to be programmed with a wide range of orders, as well as being capable of wholly independent reactions to potential threats.
Though most clockwork dragons have a breath weapon
Winter Wolf
Legacy
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Monsters
Basic Rules (2014)
","rollType":"recharge","rollAction":"Cold Breath"}. The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8
large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves' deadly breath weapon to use against their foes
Spells
Xanathar's Guide to Everything
Tree.
Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
Your walking speed increases by 10 feet.
You gain darkvision with a range
of 120 feet.
You make Strength-based attack rolls with advantage.
Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree. Your skin appears barky, leaves sprout from your
Monsters
Storm King's Thunder
and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it
cry resembles a human scream of terror. It often elicits such sounds from its victims, for it prefers human flesh to all other fare.
Crag cats blend in with their surroundings. During winter, their fur
Monsters
Eberron: Rising from the Last War
Shifting (Recharges after a Short or Long Rest). As a bonus action, the shifter takes on a more bestial form for 1 minute or until it dies. The shifter gains 5 temporary hit points. It can make a
noses, pointed ears, and light fur over much of their bodies. When a shifter fully embraces the beast within by “shifting,” these features become even more pronounced.
Monsters
Storm King's Thunder
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact
target must make a DC 11 Constitution saving throw, taking 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Bite","rollDamageType":"poison"} poison damage on a failed save, or half as
Monsters
Storm King's Thunder
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact
must make a DC 11 Constitution saving throw, taking 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Bite","rollDamageType":"poison"} poison damage on a failed save, or half as much
Monsters
Spelljammer: Adventures in Space
Advanced Telepathy. Flapjack can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy.
Prone
Deficiency. If Flapjack is knocked prone, roll a die. On an odd result, Flapjack lands upside-down and is incapacitated. At the end of each of its turns, Flapjack can make a DC 10 Dexterity saving throw
Monsters
Mordenkainen Presents: Monsters of the Multiverse
a 20-foot cube originating from the abjurer must make a DC 16 Constitution saving throw. On a failed save, a creature takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Force
, lightning bolt, mage armor
1/day each: arcane lock, banishment, globe of invulnerability, invisibility, wall of forceArcane Ward (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction
Monsters
Tomb of Annihilation
Aggressive. As a bonus action, the zombie can move up to its speed toward a hostile creature that it can see.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a
with white fur. Girallon zombies are slower than their non-undead counterparts but no less fierce. The necromantic energy empowering them fuels their murderous hearts and their hunger for living flesh.Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
surfaces, including upside down on ceilings, without needing to make an ability check.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft
of each of its turns, ending the effect on itself on a success.A neogi lives about a century. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Resonant Connection. If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that
. Hit: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Tongue", "rollDamageType":"necrotic"} necrotic damage, and the target must make a DC 16 Strength saving throw. On a failed save
Banderhobb
Legacy
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Monsters
Volo's Guide to Monsters
Resonant Connection. If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that
","rollType":"damage","rollAction":"Tongue","rollDamageType":"necrotic"} necrotic damage, and the target must make a DC 15 Strength saving throw. On a failed save, the target is pulled to a space
Monsters
Spelljammer: Adventures in Space
Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Swarm. The swarm can occupy another creature’s space and vice
turns, ending the effect on itself on a success.A neogi lives about a century. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special
Monsters
Spelljammer: Adventures in Space
the megapede must make a DC 15 Constitution saving throw, taking 16 (3d10);{"diceNotation":"3d10","rollType":"damage","rollAction":"Life Drain","rollDamageType":"necrotic"} necrotic damage on a failed
save, or half as much damage on a successful one.
Psychic Bomb. The megapede targets one creature it can see within 60 feet of itself. The target must make a DC 15 Wisdom saving throw. On a failed
Monsters
Bigby Presents: Glory of the Giants
before the hit, the target must succeed on a DC 12 Strength saving throw or have the prone condition. If the target has the prone condition, the lynx can make another Claws attack against it as a bonus
likely hunting locations. They’re also smart enough to outwit many of the hunters who seek to trap them for their fur, and they’re fond of disabling any trappers’ snares they find in
Monsters
Fizban's Treasury of Dragons
action to wake it.
Moonlight Breath. The dragon exhales a beam of moonlight in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6
scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon’s skull and another at the tip of the nose; the two horns
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Knightly Lance, you must take the Advanced Weapon
attack. If a target enters your reach while you wield a weapon with this property, you can use your Reaction to make a melee attack with the weapon against that target.
Monsters
Acquisitions Incorporated
subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. She
enough to hold in one hand and she has a hand free.Weighing in at just under 30 pounds and with a grandmotherly demeanor befitting her advanced age, Rosie Beestinger is easily mistaken for someone on the
Rogue
Legacy
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Classes
Basic Rules (2014)
Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then
their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Double Blade, you must take the Advanced Weapon
attack. If a target enters your reach while you wield a weapon with this property, you can use your Reaction to make a melee attack with the weapon against that target.
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Double Spear, you must take the Advanced Weapon
attack. If a target enters your reach while you wield a weapon with this property, you can use your Reaction to make a melee attack with the weapon against that target.
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Returning Club, you must take the Advanced Weapon
returns to you. When you make a ranged attack with a Returning weapon, the weapon returns to you immediately after hitting or missing the target. You can catch the weapon if you have a hand free to do so.
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Chakram, you must take the Advanced Weapon Proficiency
you. When you make a ranged attack with a Returning weapon, the weapon returns to you immediately after hitting or missing the target. You can catch the weapon if you have a hand free to do so.
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Polearm, you must take the Advanced Weapon Proficiency
. If a target enters your reach while you wield a weapon with this property, you can use your Reaction to make a melee attack with the weapon against that target.
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Sabre, you must take the Advanced Weapon Proficiency
miss with a Swift weapon, you have Advantage on the first attack roll you make with the weapon against the same target before the end of your next turn. If that attack hits, it also deals an extra 1d4 damage of the weapon’s normal damage type.






