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Returning 35 results for 'senses of retain down variant'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
kill.
Gazer (Familiar Variant);Variant: Gazer Familiar
Spellcasters who are interested in unusual familiars find that gazers are eager to serve someone who has magical power. Unless its master is
familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as
Monsters
Mythic Odysseys of Theros
sands of time or are guarded by ancient monsters.
Constructed Nature. An anvilwrought doesn't require air, food, drink, or sleep.
VARIANT: ANVILWROUGHT RAPTOR FAMILIAR
Some anvilwrought raptors are
. While the two are bonded, the master can sense what the anvilwrought senses, as long as they are within 1 mile of each other.
Fire, Poison
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in
hit points, you aren't knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing
Species
Eberron: Rising from the Last War
, Tharashk bounty hunter
The Mark of Finding sharpens the senses, guiding the hunter to prey. Alone among the dragonmarks, the Mark of Finding is carried by two races: humans and half-orcs. It first
customs of the others. The distinct clans that united to form the house remain important, and heirs of the family usually retain their family names rather than adopting “d’Tharashk” as
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, the master can sense what the gazer senses as long as they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the
’t kill.
Variant: Gazer Familiar
Spellcasters who are interested in unusual familiars find that gazers are eager to serve someone who has magical power. Unless its master is strict, a gazer
Magic Jar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target
has any class levels, you can't use any of its class features.
Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all
Species
Eberron: Rising from the Last War
, Tharashk bounty hunter
The Mark of Finding sharpens the senses, guiding the hunter to prey. Alone among the dragonmarks, the Mark of Finding is carried by two races: humans and half-orcs. It first
customs of the others. The distinct clans that united to form the house remain important, and heirs of the family usually retain their family names rather than adopting “d’Tharashk” as
Hexblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Van Richten’s Guide to Ravenloft
shades, long hair that regrows if cut, and an irremovable living crown. Along with these marks, hexbloods manifest hag-like traits, such as darkvision and a variety of magical methods to beguile the senses
DM is free to add or remove languages from that list for a particular campaign.
If you are replacing your race with a lineage, you retain any languages you had and gain no new languages.
Creature
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
— yuan-ti make perfect courtiers. And, worse for the rest of us, rulers.
— Elminster
The physical and magical prowess of the yuan-ti empire allowed the former humans to retain their
can more easily pronounce the name in this altered form. An adopted name of this sort is recognized as a variant of the birth name, rather than a unique name unto itself. A yuan-ti might refer to
Compendium
- Sources->Dungeons & Dragons->Dungeon Masters: Ravenloft Play-Along Pack
Aberrant Death’s Head A death’s head that arises from an aberrant monster, such as a nothic or mind flayer, might retain a measure of the mind-warping power it had in life. Aberrant Death’s Head Tiny
Int 8 −1 +1
Wis 14 +2 +4
Cha 3 −4 −4
Resistances Necrotic, Psychic
Immunities Poison; Exhaustion, Poisoned
Senses Darkvision 60 ft.; Passive Perception 12
Languages
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
charmed condition on yourself. Keen Senses. You have proficiency in the Perception skill. Necrotic Resistance. You have resistance to necrotic damage. Trance. You don’t need to sleep, and magic can’t
put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
DEX
16 (+3)
CON
18 (+4)
INT
13 (+1)
WIS
14 (+2)
CHA
12 (+1)
Skills Perception +5, Stealth +9
Senses darkvision 120 ft., passive Perception 15
hands.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.
VARIANT: DRIDER SPELLCASTING
Driders that were once
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any
class levels, you can’t use any of its class features. Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all. While
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and
reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any
class levels, you can’t use any of its class features. Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all. While
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your
on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. You retain the benefit of any features from your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your
a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. You retain the benefit of any features from your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and
reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Feral Ashenwight Feral ashenwights retain a fragment of the spark they had in life. However, they are devoid of memories or thoughts beyond a compulsive desire to destroy all living creatures they
Senses darkvision 120 ft., passive Perception 12
Languages understands the languages it knew in life but can’t speak
Challenge 5 (1,800 XP) Proficiency Bonus +3
Actions
Multiattack. The
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
webbed and, like a shark, she has an angular dorsal fin that protrudes from the middle of her back. Fhenimore (Kraken Priest Variant)
Medium humanoid (human), neutral evil
Armor Class 13 (natural
+5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses passive Perception 15
Languages Aquan, Common
Challenge 5 (1,800 XP)
Amphibious. Fhenimore can
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
(+1)
CHA
7 (−2)
Senses passive Perception 11
Languages —
Challenge 1/2 (100 XP)
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with
as a bonus action.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
VARIANT: WARHORSE ARMOR
An armored warhorse has an AC
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
13 (+1)
INT
2 (−4)
WIS
10 (+0)
CHA
5 (−3)
Senses darkvision 30 ft., passive Perception 10
Languages —
Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +4
to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
VARIANT: GIANT LIZARD TRAITS
Some giant lizards have one or both of the following traits.
Hold Breath. The lizard can hold its
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
INT
2 (−4)
WIS
13 (+1)
CHA
7 (−2)
Skills Perception +3
Senses passive Perception 13
Languages —
Challenge 2 (450 XP)
Keen Smell. The bear has advantage on Wisdom
. Hit: 9 (1d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
VARIANT: CAVE BEAR
Some bears have adapted to life underground
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
12 (+1)
CHA
7 (–2)
Senses passive Perception 11
Languages —
Challenge 1/2 (100 XP)
Trampling Charge. If the horse moves at least 20 feet straight toward a creature right before
hooves against the target.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
VARIANT: WARHORSE ARMOR
An armored warhorse has an AC
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Archmage Archmages have mastered incredible magical power. While some use their magic to protect the world, others become tyrants or pursue forbidden secrets. Many archmages retain magical servants
Int 20 +5 +9
Wis 15 +2 +6
Cha 16 +3 +3
Skills Arcana +13, History +9, Perception +6
Immunities Psychic; Charmed (with Mind Blank)
Gear Wand
Senses Passive Perception 16
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
that creates skum, though Dory’s condition is not as severe, and he has managed to retain his free will. Mr. Dory
Medium aberration, chaotic evil
Armor Class 18 (leather armor and shield)
Hit
Skills Athletics +5, Perception +6, Stealth +9
Damage Immunities necrotic
Senses darkvision 60 ft., passive Perception 16
Languages Abyssal, Common, Deep Speech, telepathy 60 ft.
Challenge 10
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Points 7 (2d6)
Speed 30 ft.
STR
7 (−2)
DEX
15 (+2)
CON
11 (+0)
INT
2 (−4)
WIS
10 (+0)
CHA
4 (−3)
Senses darkvision 60 ft., passive Perception 10
) piercing damage.
VARIANT: DISEASED GIANT RATS
Some giant rats carry vile diseases that they spread with their bites. A diseased giant rat has a challenge rating of 1/8 (25 XP) and the following
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Its skin becomes clammy and as smooth as a salamander’s. Some intelligent Humanoid mutates retain their personalities from before they were exposed to the Far Realm. Some, driven by the allure of
+6
Damage Resistances psychic
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 13
Languages Common, telepathy 60 ft.
Challenge 4 (1,100 XP) Proficiency
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Senses. You have proficiency in the Perception skill. Starlight Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of
or tool of your choice, selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the Astral Plane, and you retain them until you finish your next long rest.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return. Keen Senses. You have proficiency in the
Perception skill. Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus. Keen Senses. You have proficiency in the Perception skill. Trance. You
don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient
, Stealth +4
Senses darkvision 120 ft., passive Perception 12
Languages Elvish, Undercommon
Challenge 1/4 (50 XP)
Fey Ancestry. The drow has advantage on saving throws against being charmed, and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
11 (+0)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages any four languages
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
VARIANT: FAMILIARS
Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Swarm of Insects VARIANT: INSECT SWARMS
Different kinds of insects can gather in swarms, and each swarm has the special characteristics described below.
Swarm of Beetles. A swarm of beetles gains
)
CHA
1 (−5)
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses blindsight 10 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
WIS
12 (+1)
CHA
10 (+0)
Skills Perception +3, Stealth +4
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages understands Common and Draconic but
can’t speak
Challenge 1/4 (50 XP)
Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Magic Resistance. The pseudodragon has advantage