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Returning 24 results for 'more score with only are fur for lacks'.
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Monsters
Out of the Abyss
of gauntlets of ogre power, giving him a Strength score of 19.Multiattack. Horgar makes two melee attacks.
+2 Warhammer. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit
Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If Horgar lacks the room to become Large, he attains the maximum
feats
Player’s Handbook (2024)
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
different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don’t add your ability modifier to the extra attack’s damage unless that modifier is negative.
Quick Draw
feats
Origin Feat
You gain the following benefits.
Inspiring Strike. Once per turn when you score a Critical Hit against a creature, you can choose an ally within 30 feet of yourself who can see or hear
you and who lacks Heroic Inspiration. That ally gains Heroic Inspiration.
Reassert Honor. When an enemy you can see deals damage to an ally of yours that is within 5 feet of you, you have Advantage on your next attack roll against that enemy before the end of your next turn.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by it, the target automatically fails. See also chapter 1 (“D20 Tests”).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by it, the target automatically fails. See also “Playing the Game” (“D20 Tests”).
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, Vampire Familiar: 1 Vampire Familiar Medium or Small Humanoid, Neutral Evil
2 AC 15 Initiative +5 (15)
HP 65 (10d8 + 20)
Speed 30 ft., Climb 30 ft.
3 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
4 Skills Perception +4, Persuasion +4, Stealth
Compendium
- Sources->Dungeons & Dragons->Monster Manual
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
+6 Dex 8 −1 −1 Con 21 +5 +5 Ability Score Mod Save Int 12 +1 +1 Wis 16 +3 +3 Cha 12 +1 +1
Vulnerabilities Fire
Resistances Bludgeoning, Piercing
Senses Passive Perception 13
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Vampire Familiar: 1 Vampire Familiar Medium or Small Humanoid, Neutral Evil
2 AC 15 Initiative +5 (15)
HP 65 (10d8 + 20)
Speed 30 ft., Climb 30 ft.
3 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
4 Skills Perception +4, Persuasion +4, Stealth
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ability you add. If your players roll their ability scores, have them roll for the added ability scores. If you ever need to make a check or saving throw for Honor or Sanity for a monster that lacks the
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Toughs Tough Medium or Small Humanoid, Neutral
AC 12 Initiative +1 (11)
HP 32 (5d8 + 10)
Speed 30 ft.
Ability Score Mod Save
Str 15 +2 +2
Dex 12 +1 +1
Con 14 +2 +2
Ability Score Mod Save
Int 10 +0 +0
Wis 10 +0 +0
Cha 11 +0 +0
Gear Heavy Crossbow, Leather Armor, Mace
Senses Passive Perception 10
Languages Common
CR 1/2
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Skills Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an
hiding. The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability’s description in the later sections of this chapter for examples of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
one lacks freedom and the comfort of friendship. When strongheart halflings settle into a place, they intend to stay. It’s not unusual for a dynasty of stronghearts to live in the same place for a
halfling traits in the Player’s Handbook, plus the subrace traits below.
Ability Score Increase. Your Wisdom score increases by 1.
Silent Speech. You can speak telepathically to any creature within 30
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
and Fierce Leonin tend to be tall compared to humans and move with a boldness that suggests their physical might. Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from gold
, Pyxathor, Teoz, Xemnon, Xior Pride Names: Embereye, Flintclaw, Goldenfield, Ironmane, Starfeller, Sunguides Leonin Traits Your leonin character has the following racial traits. Ability Score Increase. Your
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
cheerful face.
Dr. Dannell (neutral good, human commoner) has an Intelligence score of 18. She anxiously addresses the characters: “Thank you for coming so quickly,” she says. “A few weeks ago, I attended
map of the museum’s exhibits, so it is incomplete and lacks information about the museum’s security measures. For instance, Dr. Dannell knows the museum is outfitted with alarms after it closes to the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
who has the highest passive Wisdom (Persuasion) score is the first to notice fog drifting into the work site from the southeast. A round later, the work site is lightly obscured by the fog. A moment
after the fog rises, four tigers (use the saber-toothed tiger stat block) appear from the direction of the forest. These hostile tigers are 12 feet long and have blue-tinged fur. The site’s workers
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Ability Scores and Modifiers Monsters, like player characters, have the six ability scores. A monster can’t have a score lower than 1 or higher than 30 in any ability. A monster’s score in any
bonus to saving throws tied to a particular ability. A saving throw bonus is best used to counteract a low ability score. For example, an undead monster with a low Wisdom score might need a Wisdom
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
points and a walking speed of 30 feet. It lacks the Charge feature and any effective attacks, giving it a challenge rating of 0 (0 XP). The verbeeg acquired his livestock by robbing travelers on the
.
If the cave bear has not been summoned elsewhere by the verbeeg, it sleeps in the western niche of this chamber until it detects intruders. It has brown fur and darkvision out to a range of 60 feet
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
statistics, with the following changes: The young cloud giants have an Intelligence score of 10 (+0) and Wisdom and Charisma scores of 12 (+1). They have the following skills: Insight +4, Perception +4. They
have a passive Wisdom (Perception) score of 14. They speak Common and Giant. These cloud giants are cartographers engaged in remapping the Sword Coast while searching for ancient battlegrounds and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
when a creature sits on it. Awakened Giant Goats The characters come upon three giant goats, each of which has received the benefit of an awaken spell, raising its Intelligence score to 10 and granting
it the ability to speak Elvish. These goats have silvery-gray fur, wizened faces, and golden, hourglass-shaped pupils that observe the characters closely. The goats have the ability to hear prophecies
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
who have a passive Wisdom (Perception) score of 13 or higher see 1d4 Feywild trinkets bobbing in the water at the top of the geyser. (Roll on the Feywild Trinkets table in the introduction to determine
, the suit uses its action to mimic the somatic component of casting a spell on its next turn, though it lacks the ability to cast spells. If one or both suits are attacked, they stop mimicking the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
(Perception) score of 14 score or higher find a slit in the wall that peels open when touched, creating an opening. Characters who succeed on a DC 14 Intelligence (Investigation) or Wisdom (Perception) check
of the maze stands firmly shut at one side. The door lacks handles or hinges.
A group of human cultists who came to pay homage to Ilvaash didn’t escape the hungry encephalon cluster from area B12
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
walls are surprisingly sturdy and offer a 3-foot-wide path that circles the eastern side of the chamber. Any character with a passive Wisdom (Perception) score of 15 or higher spots the shelf path
-eyed creature cowers next to the brazier.
The minotaur is Zegdar, chief of the Emberhorn tribe. He has 117 hit points, wears a chain mail hauberk (AC 16), has an Intelligence score of 11, speaks
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
magic. Characters who have a passive Wisdom (Perception) score of 17 or higher realize that the spiders are a threat before the creatures attack. All sorts of damaged and unfinished attractions are
abuts the guest cabin (area J29) and contains a half-dozen gowns and two soft fur cloaks on hangers, ladies’ hats on hooks, and fancy towels and shoes on shelves. A secret door along one wall can be
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
. The room contains a huge, fur-covered bed, a table, a small throne of ebony and three lesser chairs, a tall cabinet, four trunks, an iron chest at the foot of the bed, and a bench near the entry. The
scrutiny of Divine Sense or a detect evil and good spell. Each idol is associated with a different ability score. While one is carried, its bearer has disadvantage on all d20 rolls involving that






