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Returning 35 results for 'monster scores with often about from for level'.
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master scores with often about from for level
master score with often about from for level
monsters scores with often about from for level
monster score with often about from for level
monsters score with often about from for level
Monsters
Monster Manual
Siege Monster. The treant deals double damage to objects and structures.Multiattack. The treant makes two Slam attacks.
Slam. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit
Intelligence and Charisma scores of 1, it can’t speak, and it lacks this action. The tree takes its turn immediately after the treant on the same Initiative count, and it obeys the treant. A
Spells
Player’s Handbook
You touch a creature and magically remove one of the following effects from it:
1 Exhaustion level
The Charmed or Petrified condition
A curse, including the target’s Attunement to a cursed
magic item
Any reduction to one of the target’s ability scores
Any reduction to the target’s Hit Point maximum
Monsters
Monster Manual
":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Hold Monster, Ice Knife (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and
use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife (level 2 version).
Rend. Melee Attack Roll: +17;{"diceNotation":"1d20+17", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft
Monsters
Monster Manual
Material components and using Wisdom as the spellcasting ability (spell save DC 14):
At Will: Detect Magic, Thaumaturgy 1/Day Each: Destructive Wave, Divination, Hold Monster (level 6 version), Scrying
Feats
Player’s Handbook
General Feat (Prerequisite: Level 4+)
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can’t increase an ability score above 20.
Repeatable. You can take this feat more than once.
Feats
Player’s Handbook
General Feat (Prerequisite: Level 4+)
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can’t increase an ability score above 20.
Repeatable. You can take this feat more than once.
Spells
Player’s Handbook
over five Ghoul;Ghouls or two Ghast;Ghasts or Wight;Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghoul;Ghouls, three Ghast;Ghasts or Wight;Wights, or two Mummy;Mummies. See the Monster Manual for these stat blocks.
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block
Monsters
Monster Manual
"}. The pit fiend casts Fireball (level 5 version) twice, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21). It can replace one Fireball with Hold Monster (level 7 version) or Wall of Fire.Fire, PoisonCold
Monsters
Monster Manual
with spell attacks):
At Will: Detect Magic, Hold Monster, Ice Knife, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit
Points required to maintain the spell) 1/Day Each: Ice Storm (level 5 version), Zone of TruthLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a
Magic Items
Dungeon Master’s Guide
must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning
Bolt (level 5 version)
5
Magic Missile
1
Ray of Enfeeblement
1
Wall of Force
5
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the
Magic Items
Dungeon Master’s Guide
book must spend 80 hours reading and studying it to digest its contents and use its Adjusted Ability Scores, Tireless Form, Spells, Vile Lore, and Vile Speech properties.
The Book of Vile Darkness
by any means while your soul remains imprisoned.
Adjusted Ability Scores. One ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to
Feats
Player’s Handbook
General Feat (Prerequisite: Level 4+)
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can’t increase an ability score above 20.
Repeatable. You can take this feat more than once.
Feats
Player’s Handbook
General Feat (Prerequisite: Level 4+)
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can’t increase an ability score above 20.
Repeatable. You can take this feat more than once.
Feats
Player’s Handbook
General Feat (Prerequisite: Level 4+)
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can’t increase an ability score above 20.
Repeatable. You can take this feat more than once.
Magic Items
Dungeon Master’s Guide
forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM’s choice that acts in accordance with its alignment and nature. The monster remains for 1 minute, then
makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature
Feats
Player’s Handbook
General Feat (Prerequisite: Level 4+)
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can’t increase an ability score above 20.
Repeatable. You can take this feat more than once.
Feats
Player’s Handbook
General Feat (Prerequisite: Level 4+)
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can’t increase an ability score above 20.
Repeatable. You can take this feat more than once.
Magic Items
Dungeon Master’s Guide
3d6 Psychic damage. On a failed save, the wielder is dominated by the sword, as if by the Dominate Monster spell, and the sword demands blood. The spell effect ends when the sword’s demand is met
.
Magic Weapon. You gain a +3 bonus to attack rolls and damage rolls made with the sword, which scores a Critical Hit on a roll of 19 or 20 on the d20 and deals an extra 2d10 Slashing damage to Undead
Spells
Player’s Handbook
no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead.
When you cast the spell, you gain a number of Temporary
block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If
Spells
Player’s Handbook
true love, or defeating a specific monster.
A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.
Classes
Player’s Handbook
Core Warlock Traits
Primary Ability
Charisma
Hit Point Die
D8 per Warlock level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: Arcana
multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where
Classes
Player’s Handbook
Core Barbarian Traits
Primary Ability
Strength
Hit Point Die
D12 per Barbarian level
Saving Throw Proficiencies
Strength and Constitution
Skill Proficiencies
Choose 2
deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess, but also uncanny reflexes and heightened senses.
Barbarians often serve as protectors and leaders in their
Classes
Player’s Handbook
Core Druid Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Druid level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Animal Handling
.
Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over
Equipment
the Monster Manual). A sled dog pulling a sled alone must take a Short Rest after pulling a sled for 1 hour; otherwise, it gains 1 Exhaustion level.
Monsters
Eberron: Forge of the Artificer
;Burning Hands (level 3 version), Mending, Thunderwave (level 3 version)
1/Day Each: Cure Wounds, InvisibilityDragonmarked artificers of House Cannith (typically human) often
Backgrounds
Astarion's Book of Hungers
Ability Scores: Dexterity, Constitution, WisdomFeat: Vampire HunterSkill Proficiencies: Insight and ReligionTool Proficiency: Woodcarver's ToolsEquipment: Choose A or B: (A) Woodcarver’s Tools
. You might have been directly involved in this confrontation, or perhaps you were frozen in terror by what you saw. Regardless, you remain vigilant for monster attacks and pride yourself on being ready for anything. No vampire will catch you or your allies by surprise again.
Monsters
Forgotten Realms: Adventures in Faerûn
following actions. The scion regains all expended uses at the start of each of its turns.
Attack. The scion makes a Death Touch or Mindwrack Bolt attack.
Command. The scion casts Command (level 2 version
—and often to all three. Sometimes the scion commands a single cult with an uneasy mix of adherents of each god, but a scion might lead separate cults from the shadows, playing them against each other and coordinating their efforts to bring the greatest amount of misery to a region.Necrotic
Monsters
Forgotten Realms: Adventures in Faerûn
attacks. He can replace one attack with a use of Spellcasting to cast Blight or Ray of Sickness (level 6 version).
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit
", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Blight, Detect Magic, Dispel Magic, Mage Hand, Prestidigitation, Ray of Sickness (level 6 version)
2/Day Each: Dimension Door
Monsters
Forgotten Realms: Adventures in Faerûn
use of (A) Time-Warping Breath or (B) Spellcasting to cast Thunderwave (level 2 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Rend"}, reach 15
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Thunderwave (level 2 version)
1/Day Each
Backgrounds
Lorwyn: First Light
Ability Scores: Dexterity, Intelligence, CharismaFeat: Shadowmoor HexerSkill Proficiencies: Acrobatics and DeceptionTool Proficiency: Glassblower's ToolsEquipment: Choose A or B: (A) Dagger
. Regardless of where you tread, you keenly understand that friendship is a rare commodity. You believe that knowing who to trust and who to keep at arm’s length isn’t just practical— it’s often a matter of life or death.
Backgrounds
Eberron: Forge of the Artificer
Ability Scores: Intelligence, Wisdom, Charisma
Feat: Mark of Scribing
Skill Proficiencies: History and Perception
Tool Proficiencies: Calligrapher's Supplies
Equipment: Choose A or B: (A
influence House Sivis has had on the shape of the modern age—just as few know how often a royal adviser holds more power than the actual ruler. While the other dragonmarked houses fight for fame and
Monsters
Forgotten Realms: Adventures in Faerûn
deep dragons often spend years sequestered among individualized libraries, fungal gardens, or collections of esoterica. When these venerable terrors venture forth to hunt, they can remake Underdark
forms. Many deep dragons collect forgotten tomes or works of art and bully, cajole, or steal collections from drow or duergar sages.
Deep dragons are excellent swimmers. They often clash with aquatic
Monsters
Forgotten Realms: Adventures in Faerûn
tomes or works of art and bully, cajole, or steal collections from drow or duergar sages.
Deep dragons are excellent swimmers. They often clash with aquatic Underdark societies, such as kuo-toa. Many
creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of
Monsters
Forgotten Realms: Adventures in Faerûn
works of art and bully, cajole, or steal collections from drow or duergar sages.
Deep dragons are excellent swimmers. They often clash with aquatic Underdark societies, such as kuo-toa. Many deep
finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of finishing
Monsters
Forgotten Realms: Adventures in Faerûn
versatile shape-shifting of metallic dragons, deep dragons can assume the form of animals or humanoids and often masquerade as snakes or dragonborn.
Adult deep dragons eliminate challengers with
often clash with aquatic Underdark societies, such as kuo-toa. Many deep dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep






