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Returning 35 results for 'none compound required pdf'.
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Spells
Player’s Handbook
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Shared Resistances. When you summon the spirit, choose one of its Resistances. You have Resistance to the chosen damage
Spells
Player’s Handbook
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
(Fire only), Poison; Exhaustion, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Primordial, understands the languages you know
CR None (XP 0; PB equals your
Spells
Player’s Handbook
shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Spider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to
Spells
Player’s Handbook
creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
Immunities Psychic
Senses Darkvision 60 ft.; Passive Perception 10
Languages Deep Speech, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Regeneration
Spells
Player’s Handbook
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Perception 10
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Festering Aura (Putrid Only). Constitution Saving Throw: DC equals your spell save DC
Spells
Player’s Handbook
. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell
you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Heated Body (Metal Only). A creature that hits the spirit with a melee attack or that starts its turn in a grapple with the spirit
Spells
Player’s Handbook
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell
Senses Darkvision 60 ft.; Passive Perception 10
Languages Sylvan, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Actions
Multiattack. The spirit makes a
Spells
Player’s Handbook
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level
;Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Flyby (Air Only). The spirit doesn’t provoke Opportunity Attack;Opportunity Attacks when it flies out of an
Spells
Player’s Handbook
. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes
, Frightened
Senses Darkvision 60 ft.; Passive Perception 12
Languages Celestial, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Actions
Multiattack. The spirit makes
Spells
Player’s Handbook
an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
None (XP 0; PB equals your Proficiency Bonus)
Traits
Death Throes (Demon Only). When the spirit drops to 0 Hit Points or the spell ends, the spirit explodes. Dexterity Saving Throw: DC equals your
Monsters
The Book of Many Things
roll the prophecy die and add the number rolled to the total, potentially changing the outcome. The blessing ends after 1 hour or when the living portent ends the blessing (no action required) or uses
the living portents impact the earth, they carve great craters, yet miraculously, none who live in the impact zone are harmed. These beings of light then assume Humanoid forms to blend in with the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Psychic Mirror. If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk’s thoughts and
extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In
Monsters
Mordenkainen Presents: Monsters of the Multiverse
or Kezef—usually a warlock or other spellcaster—contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the
extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Sheila Downloadable PDF Equipment Cloak of Invisibility
Leather Armor
2 Daggers
Shortsword
Shortbow
20 Arrows
Quiver
Thieves’ Tools
Burglar’s Pack
Carpenter’s Tools
Healer’s Kit
the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
5. Rooms The wagon drivers, escorts, and laborers who stay at the compound share the rooms. None are private rooms; all have bunks for at least four people, and the larger rooms sleep six. They
contain bunks, trunks for belongings, and wooden floors covered with rushes. None of the rooms have locks on their doors except Bog Luck’s. If asked about locks, Bog Luck explains that they kept freezing
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
5. Rooms The wagon drivers, escorts, and laborers who stay at the compound share the rooms. None are private rooms; all have bunks for at least four people, and the larger rooms sleep six. They
contain bunks, trunks for belongings, and wooden floors covered with rushes. None of the rooms have locks on their doors except Bog Luck’s. If asked about locks, Bog Luck explains that they kept freezing
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Sheila Downloadable PDF Equipment Cloak of Invisibility
Leather Armor
2 Daggers
Shortsword
Shortbow
20 Arrows
Quiver
Thieves’ Tools
Burglar’s Pack
Carpenter’s Tools
Healer’s Kit
the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
model the lingering toll such events can take. None of these options are required to create an enjoyable horror roleplaying experience, but they provide ways to measure the effects of characters facing and overcoming their fears.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
strands forms a kind of fence around a sprawling compound of structures laid out on the plateau at the top of Menzoberranzan’s great cavern. Dozens of massive stalagmites and stalactites have been carved
and shaped into towers, girded with balconies and walkways, and connected with delicate-looking ramps and bridges. All the compound is lit with blazing light in pale shades of violet, green, and blue
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Smithy Level 5 Bastion Facility Prerequisite: None
Space: Roomy
Hirelings: 2
Order: Craft
This Smithy contains a forge, an anvil, and other tools needed to craft weapons, armor, and other
you from the Armaments tables in chapter 7. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in the Arcana skill. See the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Workshop Level 5 Bastion Facility Prerequisite: None
Space: Roomy
Hirelings: 3
Order: Craft
This Workshop is a creative space where useful items can be crafted. Artisan’s Tools. The Workshop
. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in the Arcana skill. See the “Crafting Magic Items” section in chapter
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
8. Unkh’s Shrine Swirly carvings decorate two obelisks at the entrance to this compound. An overgrown courtyard lies under the shade of tall palms. Stone doors seal the entrance to a windowless
leap out from behind the statue and attack as soon as the characters enter the room. None of the keys in this room unlock the pedestal. However, they are all similar in size. If a character takes all
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
or suppressed by any conventional means, nor can its effects. Once one is in place, it seemingly lasts forever, since none are known to have dissipated. A mythal’s nature can only be warped or changed
, and that can be accomplished only through the use of magical energy equal to that required for its creation. The metropolis of Waterdeep, which lies on the Sword Coast of Faerûn, benefits from
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the
Immunities Psychic
Senses Darkvision 60 ft.; Passive Perception 10
Languages Deep Speech, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Regeneration
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot
−4 −4
Senses Darkvision 60 ft., Passive Perception 12
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Spider Climb. The insect can
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge and uses its
, Frightened
Senses Darkvision 60 ft., Passive Perception 12
Languages Celestial, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Actions
Multiattack. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
her apprentices (of which she currently has none). The chamber has the following features: Plated Walls. At the end of a short hallway is a 20-foot-high domed chamber with seven narrow alcoves. Every
damage. Using the Mithral Keys Six mithral keys are required to activate the chamber. Each conforms in shape to one of the six indentations in the walls, which are (from left to right, going clockwise
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot’s level for the
, Lightning, Poison
Immunities Charmed, Frightened, Poisoned
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 12
Languages Draconic, understands the languages you know
CR None (XP
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Immunities Charmed, Frightened, Poisoned
Senses Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 12
Languages Draconic, understands the languages you know
CR None (XP 0; PB equals your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell
, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Primordial, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Amorphous Form
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat
, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Actions
Multiattack. The spirit makes a number of Fey Blade attacks equal to half this spell’s level (round down
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Tashlutans claim to have some amount of skill with personal prognostication. One of the most notable sights in Tashluta, the House of the All-Seeing Orb is an immense compound dedicated to the study of
carrying tomes or mysterious-looking magic devices, bustle about the immense compound. The largest building is patterned with inscribed eyes. A larger, more detailed eye is carved above the building’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot
Darkvision 60 ft.; Passive Perception 12
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Spider Climb. The insect can climb difficult
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t
Perception 12
Languages Celestial, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Actions
Multiattack. The spirit makes a number of attacks equal to half this
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell
–3 –3
WIS 14 +2 +2
CHA 5 −3 −3
Senses Darkvision 60 ft.; Passive Perception 12
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus






