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Returning 35 results for 'prime advanced and his creature'.
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Monsters
Monster Manual
Advanced Telepathy. The flumph perceives the content of any telepathic communication within 60 feet of it.
Prone Deficiency. If the flumph receives the Prone condition, roll a die. On an odd number
Throw: DC 10, one creature the flumph can see within 15 feet. Failure: The target is coated in a foul-smelling liquid, exudes a stench for 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction
Monsters
Guildmasters’ Guide to Ravnica
target. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5","rollType":"damage","rollAction":"Prime Speaker","rollDamageType":"piercing"} piercing damage, and the trident emits a thunderous boom. Each creature in
","rollAction":"Prime Speaker","rollDamageType":"thunder"} thunder damage and is pushed 10 feet away from Zegana. If the creature is underwater, the damage is increased to 13 (3d8);{"diceNotation":"3d8","rollType
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
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
spells.Tendrils. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Tendrils"} to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
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
;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Swarm of Bites"} to hit, reach 5 ft., one creature. Hit: 22 (6d6 + 1);{"diceNotation":"6d6+1","rollType":"damage","rollAction":"Swarm of
Monsters
Acquisitions Incorporated
Brave. Rosie has advantage on saving throws against being frightened.
Halfling Nimbleness. Rosie can move through the space of any creature that is of a size larger than hers.
Evasion. If Rosie is
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
Monsters
Adventure Atlas: The Mortuary
Aura of Death. Creatures within 30 feet of Skall have disadvantage on death saving throws.
Cosmic Annihilation. A creature killed by Skall can be restored to life only by means of a true
if the target is a creature, it can’t regain hit points until the start of Skall’s next turn.
Death Knell. Skall points his finger at a creature he can see within 120 feet of himself
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
divination spells.Tendrils. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Tendrils"} to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2
Giant Vulture
Legacy
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Monsters
Basic Rules (2014)
Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one
of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.Multiattack. The vulture makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon
equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Repeater Crossbow, you must take the Advanced Weapon
Proficiency feat.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to
equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Repeater Crossbow, Hand, you must take the Advanced
Weapon Proficiency feat.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Vex. If you hit a creature with this weapon and deal damage
equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Repeater Crossbow, Heavy, you must take the Advanced
Weapon Proficiency feat.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Blackpowder Rifle, you must take the Advanced Weapon
Proficiency feat.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to
equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Dragon Pistol, you must take the Advanced Weapon
you take the Attack action and hit a creature with a Scatter weapon, measure the weapon’s scatter range from the target’s space (or one square the creature occupies if it is Large or
equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Dragon Rifle, you must take the Advanced Weapon
you take the Attack action and hit a creature with a Scatter weapon, measure the weapon’s scatter range from the target’s space (or one square the creature occupies if it is Large or
equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Parrying Dagger, you must take the Advanced Weapon
Proficiency feat.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Vex. If you hit a creature with this weapon and deal damage to the
equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Repeater Needler, you must take the Advanced Weapon
Proficiency feat.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Vex. If you hit a creature with this weapon and deal damage to the
equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Blunderbuss, you must take the Advanced Weapon
take the Attack action and hit a creature with a Scatter weapon, measure the weapon’s scatter range from the target’s space (or one square the creature occupies if it is Large or larger
equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Repeater Slinger, you must take the Advanced Weapon
Proficiency feat.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it
backgrounds
strange figure commissioned you to carve a headstone for someone who is very much in the prime of life.
2
In a time of desperation, you once accepted a sizeable bribe to look the other way when
.
5
You comforted a child at their parent’s funeral and have taken a protective shine to them.
6
A loved one once rose from the grave as an Undead creature. You vowed to bring them to
equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Catchpole, you must take the Advanced Weapon Proficiency
Dexterity (Acrobatics) check against the same DC. On a success, the target no longer has the Grappled condition. While a creature is Grappled by this weapon, you can't use it to attack a different creature.
equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Gladiator Net, you must take the Advanced Weapon
Dexterity (Acrobatics) check against the same DC. On a success, the target no longer has the Grappled condition. While a creature is Grappled by this weapon, you can't use it to attack a different creature.
equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Blunderbuss, Hand, you must take the Advanced Weapon
. When you take the Attack action and hit a creature with a Scatter weapon, measure the weapon’s scatter range from the target’s space (or one square the creature occupies if it is Large or
equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Flame Bellows, you must take the Advanced Weapon
you take the Attack action and hit a creature with a Scatter weapon, measure the weapon’s scatter range from the target’s space (or one square the creature occupies if it is Large or
Yuan-ti Malison (Type 3)
Legacy
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Monsters
Monster Manual (2014)
5 ft., one creature. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage plus 7 (2d6);{"diceNotation":"2d6","rollType":"damage
calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought.
Yuan-ti culture was among the richest in the mortal
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Prime Speaker Zegana The regal and reticent Prime Speaker Zegana is the merfolk guildmaster of the Simic Combine. She upholds the traditional ways of the guild and its utopian philosophy, which
outdated and the guild requires more practical leadership. In response, Zegana maintains that she serves as prime speaker only at the sufferance of the Speakers’ Chamber, and if the other speakers wish to
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Prime Speaker Zegana The regal and reticent Prime Speaker Zegana is the merfolk guildmaster of the Simic Combine. She upholds the traditional ways of the guild and its utopian philosophy, which
outdated and the guild requires more practical leadership. In response, Zegana maintains that she serves as prime speaker only at the sufferance of the Speakers’ Chamber, and if the other speakers wish to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
in their prime. Tranquility seeps into the bones and souls of those who enter the plane. It is the heaven of well-earned rest, a place where tears of joy glisten on many a cheek. Optional Rule
make a DC 10 Wisdom saving throw. On a failed save, the creature is unwilling to leave the plane before taking another long rest. After three failed saving throws, the creature never willingly leaves the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
in their prime. Tranquility seeps into the bones and souls of those who enter the plane. It is the heaven of well-earned rest, a place where tears of joy glisten on many a cheek. Optional Rule
make a DC 10 Wisdom saving throw. On a failed save, the creature is unwilling to leave the plane before taking another long rest. After three failed saving throws, the creature never willingly leaves the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Speakers’ Chamber, and they elect a Prime Speaker from among them to serve as the Simic guildmaster. Zegana, the current Prime Speaker, is the Speaker of Zonot One, which is located in a remote
chamber just below the street serves as the gathering place for all the Speakers, as well as a location where non-Simic visitors can meet with the Prime Speaker or other combine emissaries. Goals of the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Speakers’ Chamber, and they elect a Prime Speaker from among them to serve as the Simic guildmaster. Zegana, the current Prime Speaker, is the Speaker of Zonot One, which is located in a remote
chamber just below the street serves as the gathering place for all the Speakers, as well as a location where non-Simic visitors can meet with the Prime Speaker or other combine emissaries. Goals of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Vulture A giant vulture has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a
thirsty, starving creature for days to enjoy its suffering. Giant Vulture
Large beast, neutral evil
Armor Class 10
Hit Points 22 (3d10 + 6)
Speed 10 ft., fly 60 ft.
STR
15 (+2)
DEX
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Vulture A giant vulture has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a
thirsty, starving creature for days to enjoy its suffering. Giant Vulture
Large beast, neutral evil
Armor Class 10
Hit Points 22 (3d10 + 6)
Speed 10 ft., fly 60 ft.
STR
15 (+2)
DEX
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Specialized Ammunition Properties The following Advanced Ammunition properties impart more effectiveness to ammunition. Each piece of specialized ammunition can have only one of these properties
10 feet until the end of its next turn, and the creature can’t take Reactions until the start of its next turn. Brutal Designed to open wide wounds, such as with a broad-bladed arrowhead, Brutal
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
sentient beings of great intelligence and wisdom, possessing advanced knowledge of religion, philosophy, mathematics, and countless other subjects. Flumphs are sensitive to the emotional states of nearby
creatures. If a creature’s thoughts suggest goodness, a flumph seeks that creature out. When facing creatures that exude evil, a flumph flees. Psionic Siphons. Flumphs feed by siphoning mental energy