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Returning 35 results for 'stealth of intend blast'.
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Winter Wolf
Legacy
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Monsters
Basic Rules (2014)
of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.Bite. Melee
","rollType":"recharge","rollAction":"Cold Breath"}. The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8
classes
Basic Rules (2014)
from him in a mighty blast of lightning.
Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks
master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Armor Class 14
Hit Points 65 (10d8 + 20)
Speed 30 ft., fly 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
13 (+1)
CHA
15 (+2)
Skills Perception +3, Stealth
Bonus +2
Sunlight Sensitivity. While in sunlight, the mutate has disadvantage on attack rolls.
Actions
Multiattack. The mutate makes two Unarmed Strike or Nightmare Blast attacks.
Unarmed
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
WIS
12 (+1)
CHA
8 (−1)
Skills Perception +5, Stealth +3
Damage Immunities cold
Senses passive Perception 15
Languages Common, Giant, Winter Wolf
Challenge 3 (700 XP
of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Actions
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
)
Skills Stealth +4
Senses darkvision 120 ft., passive Perception 7
Languages Dwarvish, Undercommon
Challenge 1 (200 XP) Proficiency Bonus +2
Magic Resistance. The derro has advantage on saving
throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls.
Actions
Chaos Blast. Melee or Ranged Spell Attack: +3 to hit
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
15 (+2)
DEX
12 (+1)
CON
16 (+3)
INT
6 (−2)
WIS
10 (+0)
CHA
9 (−1)
Saving Throws Con +5, Wis +2
Skills Perception +4, Stealth +5
Damage Immunities
damage plus 3 (1d6) cold damage.
Cold Breath (Recharge 5–6). The dragon exhales a blast of frost in a 15-foot cone. Each creature in the cone must make a DC 13 Constitution saving throw. On a failed
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
30 ft.
STR
9 (−1)
DEX
17 (+3)
CON
12 (+1)
INT
16 (+3)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws Int +5, Wis +4
Skills Stealth +7
Damage Resistances psychic
Senses
a psychic blast. Each creature within 5 feet of it must succeed on a DC 13 Intelligence saving throw or take 5 (2d4) psychic damage.
Mental Fortitude. The goblin has advantage on saving throws
classes
Basic Rules (2014)
warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus
score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and chill touch cantrips, along with the 1st-level spells charm person and witch bolt.
The
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
)
DEX
12 (+1)
CON
18 (+4)
INT
8 (−1)
WIS
10 (+0)
CHA
13 (+1)
Saving Throws Con +7, Wis +3
Skills Perception +6, Stealth +7
Damage Immunities cold
.
Cold Breath (Recharge 5–6). The dragon exhales a blast of frost in a 30-foot cone. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, the creature takes 27
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Int 19 +4 +7
Wis 17 +3 +6
Cha 17 +3 +6
Skills Arcana +7, Insight +6, Perception +6, Stealth +4
Resistances Psychic
Gear Breastplate
Senses Darkvision 120 ft
.
Mind Blast (Recharge 5–6). Intelligence Saving Throw: DC 15, each creature in a 60-foot Cone. Failure: 31 (6d8 + 4) Psychic damage, and the target has the Stunned condition until the end of the mind
Compendium
- Sources->Dungeons & Dragons->Monster Manual
they might track trespassers for days. On sighting prey, abominable yetis fling boulders of ice and snow before closing to finish foes. In addition to their icy claws and gaze, they can exhale a blast
+1
Cha 9 −1 −1
Skills Perception +9, Stealth +8
Immunities Cold
Senses Darkvision 60 ft.; Passive Perception 19
Languages Yeti
CR 9 (XP 5,000; PB +4)
Traits
Fear of Fire
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, Stealth +5
Damage Resistances psychic
Senses darkvision 120 ft., passive Perception 12
Languages Abyssal plus any one language (usually Common)
Challenge 7 (2,900 XP)
Blood Witch Dance
blast (at 11th level), false life, levitate (self only), mage armor (self only)
1/day each: circle of death, enthrall, suggestion
3/day each: hellish rebuke, hex, scorching ray (at 3rd level
Compendium
- Sources->Dungeons & Dragons->Misplaced Monsters: Volume One
waterfalls, rivers, and lakes. Invisible while immersed in water, Seth is capable of great bursts of speed, and his breath weapon is a blast of frigid water. Seth the Shapeshifting Dragon Medium Dragon
, Dex +11, Con +8
Skills Perception +6, Stealth +11
Damage Resistances cold, fire
Damage Immunities poison
Condition Immunities grappled, poisoned, restrained
Senses blindsight 30 ft
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Skills Arcana +2, Perception +4, Stealth +4
Senses passive Perception 14
Languages Aquan, Common
Challenge 2
following warlock spells:
Cantrips (at will): chill touch, eldritch blast, mage hand
1st level: armor of Agathys, expeditious retreat, hex
2nd level: invisibility
3rd level: vampiric touch
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
)
DEX
12 (+1)
CON
20 (+5)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws Con +10, Wis +6
Skills Perception +11, Stealth +11
Damage Immunities cold
) bludgeoning damage.
Cold Breath (Recharge 5–6). The dragon exhales a blast of frost in a 60-foot cone. Each creature in the cone must make a DC 18 Constitution saving throw. On a failed save, the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
)
Saving Throws Int +5, Wis +4
Skills Stealth +8
Damage Resistances psychic
Senses darkvision 60 ft., passive Perception 12
Languages Common, Goblin, telepathy 60 ft.
Challenge 4 (1,100 XP
) Proficiency Bonus +2
Mental Burst. When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a DC 13 Intelligence saving throw or
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
11 (+0)
DEX
17 (+3)
CON
14 (+2)
INT
15 (+2)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws Wis +2
Skills Perception +2, Stealth +5
Damage Resistances poison
its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
., burrow 20 ft., fly 80 ft.
STR
23 (+6)
DEX
12 (+1)
CON
20 (+5)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws Con +10, Wis +6
Skills Perception +11, Stealth +11
Damage
(Recharge 5–6). The dragon exhales a blast of frost in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, the creature takes 36 (8d8) cold damage
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, which ignited with himself at its center. As one might imagine, this blast drew the attention of all manner of twisted predators and hungry undead, which came forth to investigate. I don’t know how
these creatures kept from being caught in these traps, or if they had simply dwelt here long enough to know how to avoid them. Before I could give the matter any thought, I was forced to flee, and I don’t intend to ever return.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
27 (+8)
DEX
12 (+1)
CON
24 (+7)
INT
12 (+1)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws Con +13, Wis +8
Skills Perception +14, Stealth +13
Damage
(2d6 + 8) bludgeoning damage.
Cold Breath (Recharge 5–6). The dragon exhales a blast of frost in a 90-foot cone. Each creature in the cone must make a DC 21 Constitution saving throw. On a failed
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Deception +5, Stealth +4
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft. (penetrates magical darkness), passive Perception 11
Languages Abyssal, Common, Draconic
when it finishes a short or long rest. It knows the following warlock spells:
Cantrip (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, conical projectiles—each made of rusted iron and over fifteen feet long—blast through the gate in rapid succession, impacting amid Rigus’s defenders. Soldiers scream and barricades shatter. Then a wave of
doesn’t intend her harm. Unbeknownst to the character, the fake Luggik is using telepathy to relate information to this spy mid-battle. If called out for this, the fake Luggik appears at the map’s
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
)
CHA
8 (−1)
Skills Perception +4, Stealth +6, Survival +2
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 14
Languages telepathy 120 ft.
Challenge Rating 2
(+3)
CHA
17(+3)
Saving Throws Con +7, Int +8, Wis +7, Cha +7
Skills Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5
Damage Resistances cold, lightning
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
intend to conquer. A colony usually adopts one of three approaches to dealing with its neighbors. Control. A colony that desperately needs to increase its population concentrates on capturing humanoids
to turn them into thralls and illithids. Operating individually or in small groups, its members use stealth and deception to infiltrate the humanoid community while keeping their presence secret
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(+1)
CON
15(+2)
INT
21(+5)
WIS
19(+4)
CHA
21(+5)
Saving Throws Int +9, Wis +8, Cha +9
Skills Arcana +9, Insight +8, Perception +8, Stealth +5
Senses darkvision
. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5–6). The ulitharid magically emits psychic energy in a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
+7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +5
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, Gnomish, Undercommon, telepathy 120 ft.
Challenge 5
ft., one target. Hit: 12 (3d6 + 2) radiant damage.
Mind Blast (Recharge 5–6). The ceremorph magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
(+2)
WIS
23 (+6)
CHA
22 (+6)
Saving Throws Con +10, Wis +12
Skills Insight +12, Perception +12, Persuasion +12, Religion +8, Stealth +11
Damage Immunities poison
Condition Immunities
creature’s turn. The medusa regains spent legendary actions at the start of its turn.
Move. The medusa moves up to its speed without provoking opportunity attacks.
Wrathful Blast (Costs 2 Actions
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
(+3)
CON
14(+2)
INT
19(+4)
WIS
14(+2)
CHA
16(+3)
Saving Throws Con +7, Int +9, Cha +8
Skills Arcana +9, Nature +9, Perception +7, Stealth +8
Damage Resistances
, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast, mage
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, Wis +13, Cha +16
Skills Intimidation +16, Perception +21, Stealth +10
Damage Immunities acid (black), cold (white), fire (red), lightning (blue), or poison (green)
Condition Immunities charmed
) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6). The greatwyrm exhales a blast of energy in a 300-foot
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
12 (+1)
INT
19 (+4)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws Int +7, Wis +6, Cha +6
Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
hit points, the mind flayer kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5–6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that
Compendium
- Sources->Dungeons & Dragons->Monster Manual
behirs can’t chase down, they blast with breaths of powerful lightning.
Legends claim the first behirs were magically created by storm giants during an ancient, multiversal conflict between giants
Ability Score Mod Save
Int 7 −2 −2
Wis 14 +2 +2
Cha 12 +1 +1
Skills Perception +6, Stealth +7
Immunities Lightning
Senses Darkvision 90 ft.; Passive Perception 16
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
(+5)
INT
2(−4)
WIS
12(+1)
CHA
5(−3)
Saving Throws Con +9, Wis +5
Skills Perception +9, Stealth +5
Damage Resistances fire, lightning
Senses darkvision 60 ft., passive
)
DEX
16(+3)
CON
10(+0)
INT
11(+0)
WIS
10(+0)
CHA
10(+0)
Skills Deception +4, Perception +2, Stealth +5
Senses passive Perception 12
Languages understands
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
)
CHA
16 (+3)
Skills Deception +5, Religion +2, Stealth +2
Senses passive Perception 10
Languages Aquan, Common
Challenge 2 (450 XP)
Spellcasting. The priest is a 5th-level
cult are vicious sea reavers. Many of them were pirates before they fell in with the cult, and they remain eager for blood and plunder. Crushing Wave reavers appreciate the value of stealth and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Class 13 (leather armor)
Hit Points 7 (2d6)
Speed 30 ft.
STR
8(−1)
DEX
14(+2)
CON
10(+0)
INT
8(−1)
WIS
7(−2)
CHA
7(−2)
Skills Stealth +4
Senses
)
CHA
12(+1)
Skills Stealth +3
Senses darkvision 30 ft., passive Perception 10
Languages Abyssal
Challenge 1 (200 XP)
Innate Spellcasting. The xvart’s innate spellcasting ability is Charisma
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
)
Saving Throws Con +7, Int +8, Wis +7, Cha +7
Skills Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5
Damage Resistances cold, lightning, necrotic
Damage Immunities
. Hit: 14 (4d6) cold damage, and the alhoon regains 14 hit points.
Arcane Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 28 (8d6) force damage.
Mind Blast (Recharge 5–6). The