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Returning 21 results for 'shifter of roll devised verij'.
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feats
and personalities. You gain the following benefits.
Adept Persona. Choose a tool and define a persona associated with it. Whenever you use your Shape-Shifter trait to assume the persona, you gain
proficiency with the chosen tool and when you make an ability check with the chosen tool, you can roll 1d4 and add the number rolled to the ability check.
Expert Persona. Choose a skill you are proficient
monsters
Lashing Maw or Coagulated Nodule in any combination. It can replace one attack with Unearthly Bile if available.
Lashing Maw. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit
);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Lashing Maw", "rollDamageType":"Acid"} Acid damage.
Coagulated Nodule. Ranged Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit
monsters
in any combination.
Lashing Maw. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Lashing Maw"}, reach 15 ft. Hit: 16 (2d10 + 5);{"diceNotation":"2d10+5
in the lair Shape-Shifting;shape-shifts to its true form, creatures in a 10-foot Emanation originating from the shape-shifter take 10 (3d6) Force damage.
Terrifying Topography. Terrain in the lair
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Shifter John Thacker Shifters—sometimes called “weretouched”—descend from people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t change shape fully, but
appearance might remind an onlooker of an animal, the shifter remains clearly identifiable as a Humanoid even when at their most feral. Shifter Traits Creature Type: Humanoid
Size: Medium (about 4–7 feet
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Shifter Traits Your shifter character has the following traits. Age. Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than
(minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can’t do so again until you finish a short or long rest
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Shifter Traits As a shifter, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet. Bestial Instincts. Channeling the
ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks. Wildhunt. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you’re incapacitated.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
hunters, and they also tend to become the spiritual leaders of shifter communities. Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity increases by 1. Natural Tracker. You have
proficiency in the Survival skill. Shifting Feature. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you’re incapacitated.
Magic Items
Keys from the Golden Vault
example of blackest magic he came across or devised. Vecna covered every vile topic he could, making the book a gruesome catalog of all mortal wrongs.
Other practitioners of evil have held the book and
to the book, you can cast circle of death (save DC 20) from it as an action. After you cast the spell, roll a d6. On a roll of 1–5, you can’t use this property again until the next dawn
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Mimic Shape-Shifter Disguised as an Unassuming Object In their natural forms, mimics are little more than roaming stomachs, their blobby bodies covered with alien eyes and teeth. They can alter their
Huge or smaller creature adhered to the mimic has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage.
Actions
Bite. Melee Attack Roll: +5 (with
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the shape-shifter disappears, slipping in among its would-be captors.
6 An apprentice of Hazlik yearns to explore the bottomless pit known as Gluttonkettle. He needs a test crew for a vehicle
he’s devised to traverse impossible distances.
7 A magically talented commoner is kidnapped and forced to become a wizard’s apprentice. Their family hires the characters to retrieve them, but the
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Wereraven Ominous Shape-Shifter Habitat: Forest, Urban; Treasure: Individual Wereravens are secretive, cautious lycanthropes that seek to blend into society and subtly combat evil. To avoid the claws
Shortbow in any combination. It can replace one attack with a Beak attack.
Beak (Raven or Hybrid Form Only). Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Piercing damage. If the target is a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mimic Shape-Shifter Disguised as an Unassuming Object Habitat: Underdark, Urban; Treasure: Any Mark Zug In their natural forms, mimics are little more than roaming stomachs, their blobby bodies
the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage.
Actions
Bite. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the mimic
Compendium
- Sources->Dungeons & Dragons->Monster Manual
feed and to unleash their disdain for reality, their many maws dripping with otherworldly spittle. Gibbering mouthers come into being in various unpleasant ways. Roll on or choose a result from the
, or star-spawn horror. 3 The experiment of an aberrant manipulator. 4 Part of the life cycle of some other Aberration. 5 A shape-shifter that lost control of its powers. 6 Someone cursed by a cult or
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
. Choose from or roll on the Folk Horror Villains table to inspire villains appropriate to this genre. Folk Horror Villains 1d10 The Villain Is … 1 A secluded temple’s high priest who needs to find
the perfect sacrifice. 2 An erinyes that appears when youngsters speak a rhyme into a darkened mirror. 3 A night hag that dwells in the dreams of those who drink a special ergot tea. 4 A shape-shifter
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
faces of the guests. Not all of them are amused. 31–32 A shifter glowers in a corner booth, looking angry at the world. 33–34 A warforged bard uses its body as a percussion instrument to entertain the
older human reads the Korranberg Chronicle, loudly proclaiming outrage at every story. 97–98 Roll again; the travelers are one or more changelings appearing to be whatever the second roll indicates
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Attack Roll: +11, reach 15 ft. Hit: 16 (2d10 + 5) Piercing damage plus 13 (3d8) Acid damage.
Invert Flesh. Constitution Saving Throw: DC 21, one creature the emissary can see within 120 feet. Failure
Attack Roll: +14, reach 15 ft. Hit: 33 (4d12 + 7) Piercing damage plus 18 (4d8) Acid damage.
Coagulated Nodule. Ranged Attack Roll: +15, range 120 ft. Hit: 44 (8d8 + 8) Acid damage.
Unearthly Bile
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the surprised thugs to land in the perfect position for a sneak attack. The shifter barbarian strikes a mighty blow that knocks her enemy into the blazing hearth; the bandit shrieks as the flames
spread to his clothes.
Combat can feel very mechanical. I move 10 feet. I make an attack roll. I use a reaction. One way for the DM to encourage more cinematic action is to present a list of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. You can select from or roll on the Sharn Watch Races and Sharn Watch Personalities tables to generate a Watch NPC. There is a 75 percent chance the NPC is taking bribes from the Boromar Clan or
feelings interfere with his duties. Sharn Watch Races d20 Race 1 Changeling 2–4 Dwarf 5–6 Elf 7 Gnome 8–9 Half-elf 10–11 Half-orc 12–13 Halfling 14–16 Human 17 Kalashtar 18 Shifter 19–20 Warforged
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
+5 bonus to the attack roll and dealing 11 (2d10) slashing damage on a hit. Crushing Pillars (Initiative 10). Each creature in the 50-foot-long area beyond the first 80 feet of the hallway must make a
threat) The court jester devised a deadly trap to foil anyone who sought to steal his magic fool’s cap. The jester’s tomb is located at the end of a 10-foot-wide, 150-foot-long hallway that descends
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
to the ceiling down to the floor. Tracks have worn smooth paths from ledge to ledge across the curving floor.
The thunderous griding of stone echoes throughout the cave, as three boulders roll along
DC 15 Constitution saving throw or be warped by planar magic. Roll on the Abyssal Energy table to determine the effect, which lasts until the pillars pulse again or are destroyed. Abyssal Energy
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
shifters are descended from lycanthropes, but shifter druids often assert the opposite—that the abilities of the shifters are a gift from Eberron or Lamannia, but the gift was corrupted by the daelkyr to
in Belashyrra’s lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Belashyrra table to determine the nature of this madness, which takes the form of a