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Returning 35 results for 'mechanus score with over avoid from for line'.
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Feats
Player’s Handbook
General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20
.
Improved Dash. When you take the Dash action, your Speed increases by 10 feet for that action.
Charge Attack. If you move at least 10 feet in a straight line toward a target immediately before hitting it
Magic Items
Dungeon Master’s Guide
one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
Fates card can end this curse.
Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as
Monsters
Planescape: Adventures in the Multiverse
evil and goodWhen modrons act against the will of Primus, nonatons are charged with bringing those rogue units into line. These inspectors also interrogate captured trespassers of Mechanus. Nonatons
have wormlike bodies studded with nine mechanical arms.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron
Monsters
Planescape: Adventures in the Multiverse
Strength saving throw or be pulled up to 10 feet in a straight line toward the octon. Then, the octon makes two Tentacle attacks against each creature within 10 feet of itself.
Spellcasting. The
)
1/day each: plane shift (self only), protection from evil and goodAt the head of Mechanus’s sectors are the octons, hierarch modrons that oversee daily governance. They provide data to other
Monsters
Tales from the Yawning Portal
exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction":"Spit
provide assistance, or it might submerge itself to avoid further harm.AcidBludgeoning from non magical attacks
Monsters
Tyranny of Dragons
Action Surge (Recharges when Langdedrosa Finishes a Short or Long Rest). On his turn, Langdedrosa can take one additional action.
Improved Critical. Langdedrosa’s weapon attacks score a
breathes lightning in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction
Sea Hag
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the
surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes
Dungeon Delver
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Player’s Handbook (2014)
the presence of secret doors.
You have advantage on saving throws made to avoid or resist traps.
You have resistance to the damage dealt by traps.
Traveling at a fast pace doesn't impose the normal −5 penalty on your passive Wisdom (Perception) score.
Monsters
The Book of Many Things
"} necrotic damage, and its Charisma score is reduced by 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Drink Breath"}. This reduction lasts until the target finishes a short or long rest. If this
and identity, ultimately drawing out and devouring the unfortunate being’s soul. Breath drinkers avoid necrotic energy because it amplifies the void at the core of their existence, rapidly
Sea Hag (Coven Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the
surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes
Noble
Legacy
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Backgrounds
Basic Rules (2014)
;s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of
your line or even a spiritual member of the family?
These details help establish your family and your title as features of the world of the campaign.
Skill Proficiencies: History, Persuasion
Tool
Monsters
Infernal Machine Rebuild
creature that it can see within 120 feet of it. That target must make a DC 14 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically
or until the ettin is no longer within line of sight.
Hypnotic Gaze. The target is charmed by the ettin until the start of the ettin’s next turn. The ettin chooses how the charmed target uses
Monsters
Candlekeep Mysteries
. Miirym exhales a bolt of necrotic energy in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 82 (15d10);{"diceNotation":"15d10
see.Well over 1,500 years ago, the silver dragon Miirym broke into Candlekeep, intent on adding its riches to her hoard. She devoured scholars and destroyed a score of irreplaceable books before she was
Ranger
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of
relief from solitude that they offer? QUICK BUILD You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who
Wizard
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the
, Intelligence should be your highest ability score, followed by Constitution or Dexterity. If you plan to join the School of Enchantment, make Charisma your next-best score. Second, choose the sage
Monsters
Strixhaven: A Curriculum of Chaos
straight line toward the center of the sphere. On a successful save, the creature takes half as much damage and isn’t pulled. A creature caught in the area of multiple warps is affected by only one
to avoid the effect.
Spellcasting (Costs 2 Actions). The Oracle uses Spellcasting.
Vortex Jaunt (Costs 2 Actions). The Oracle uses Teleport, and immediately after she disappears, each creature within
Monsters
Spelljammer: Adventures in Space
Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Special Equipment. The elf wears a suit of elven
from the elf’s hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a DC 16 Constitution saving throw, taking 18 (4d8);{"diceNotation":"4d8","rollType":"damage
Goliath
Legacy
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Species
Mordenkainen Presents: Monsters of the Multiverse
The first goliaths lived on the highest mountain peaks—far above the tree line, where the air is thin and frigid winds howl. Distantly related to giants and infused with the supernatural
, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.
Flames. A powerful devil
1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
Key. A
Demogorgon
Legacy
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Monsters
Out of the Abyss
target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can&rsquo
following effects of Demogorgon’s choice or at random:
1. Beguiling Gaze. The target is stunned until the start of Demogorgon’s next turn or until Demogorgon is no longer within line of sight.
2
Backgrounds
Baldur’s Gate: Descent into Avernus
;s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of
your line or even a spiritual member of the family?
These details help establish your family and your title as features of the world of the campaign.
The patriars of Baldur’s Gate live in the
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
other useful items, but if they are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation
; animosity, gnomes tend to avoid or abandon settlements that have a severe infestation of kobolds, and conversely kobolds are usually driven out of communities that have a large gnome population
Hobgoblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
Maglubiyet, the greater god allows them to retain a measure of their influence over the hobgoblins because their philosophies are in line with his own.
Hobgoblins don’t build temples to their gods, lest
. Suitably (and somewhat ironically), the outward politeness and civility that they demonstrate among each other enables them to avoid conflicts in daily life. This same form of “courtesy&rdquo
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
travelers stand in queue, seeking to pass through the gate to Mechanus. Amid the line, modron overseers orchestrate the orderly, sluggish procession to the gate.
Guarding the Gate The gate to Mechanus is
Exploring Automata CoupleOfKooks “You think Automata’s straight streets and ticks and tocks are order?! Wake up! The powers of Mechanus don’t want what’s best for you. They want you predicable
Magic Items
Lost Laboratory of Kwalish
adventure.
The Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as you draw the card
already been claimed, you gain an equivalent hoard.
Idiot. Reduce your Intelligence by 1d4 + 1 (to a minimum score of 1) for the duration of the adventure. You can draw one additional card beyond
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
pass to access the gate to Mechanus, along with a simple trinket: a precise copper pocket watch with a face that tracks 168 hours. The watch is worth 500 gp—double that in lawfully aligned settlements
, Aristimus thanks them for their time and directs them to the line of applicants seeking gate access. When the characters have completed their work in Automata, consult the “Advancing in Level” section of chapter 4 and let the party determine their next destination.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
) score of 15 or higher hears the sounds of marching feet off in the distance. To investigate the source of the noise, the characters must travel for 15 minutes through cramped tunnels requiring as
fellows and trapped here. Unable to find their way back to Mechanus, the modrons have been pressing on (and on), knowing that they must find their way back or be destroyed in the process. The
Magic Items
Guildmasters’ Guide to Ravnica
access to privileged places in its guild’s headquarters and outposts. At the DM’s discretion, a character might be given a keyrune upon attaining a renown score of 25 in their guild
hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
The creature exists for a duration
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dragonborn Traits Your draconic heritage manifests in a variety of traits you share with other dragonborn. Ability Score Increase. Your Strength score increases by 2, and your Charisma score
Ancestry DRAGON DAMAGE TYPE BREATH WEAPON
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Larva Larvae have disjointed, painful memories of their past lives. Most desperately avoid other creatures. Larva Medium Fiend, Neutral Evil
AC 9 Initiative −1 (9)
HP 9 (2d8)
Speed 20 ft
.
Ability Score Mod Save
Str 9 −1 −1
Dex 9 −1 −1
Con 10 +0 +0
Ability Score Mod Save
Int 6 −2 −2
Wis 10 +0 +0
Cha 2 −4 −4
Senses Darkvision
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
brought him to Kalaman, where he happily finds himself on the front line of an invasion. Hrigg Roundrook
1st-Level Spellcaster (Healer);
Medium Humanoid (Dwarf), Lawful Good
Armor Class 16
Bonus Proficiencies. Hrigg is proficient with simple and martial weapons and light and medium armor.
Dwarven Resilience. Hrigg has advantage on saving throws made to avoid or end the poisoned condition
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Half-Dragon (p. 180) Cut the Saving Throws line and the Parry ability from the stat block. Added the following about challenge rating: “To avoid recalculating the creature’s challenge rating, apply
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dragonborn Traits Your draconic heritage manifests in a variety of traits you share with other dragonborn. Ability Score Increase. Your Strength score increases by 2, and your Charisma score
Ancestry Dragon Damage Type Breath Weapon Black Acid 5 by 30 ft. line (Dex. save) Blue Lightning 5 by 30 ft. line (Dex. save) Brass Fire 5 by 30 ft. line (Dex. save) Bronze Lightning 5 by 30 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Manes Manes lash out at creatures that appear weaker than themselves—or that react to them with fear—and strive to avoid more powerful demons. When manes escape from the Abyss, they go on reckless
rampages and inflict as much harm as possible. Manes Small Fiend (Demon), Chaotic Evil
AC 9 Initiative −1 (9)
HP 9 (2d6 + 2)
Speed 20 ft.
Ability Score Mod Save
Str 10 +0 +0
Compendium
- Sources->Dungeons & Dragons->Monster Manual
aren’t capable of creating plans of their own, they avoid obvious barriers and self-destructive situations. Skeleton Medium Undead, Lawful Evil
AC 14 Initiative +3 (13)
HP 13 (2d8 + 4)
Speed 30 ft
.
Ability Score Mod Save
Str 10 +0 +0
Dex 16 +3 +3
Con 15 +2 +2
Ability Score Mod Save
Int 6 −2 −2
Wis 8 −1 −1
Cha 5 −3 −3






