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Returning 30 results for 'traits stealing'.
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traits searing
traits settling
Monsters
Van Richten’s Guide to Ravenloft
Formed by the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits
magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature
Monsters
Van Richten’s Guide to Ravenloft
Formed by the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits
. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction
Monsters
Van Richten’s Guide to Ravenloft
Formed by the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits
end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6
Monsters
Van Richten’s Guide to Ravenloft
Formed by the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits
on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
Monsters
Van Richten’s Guide to Ravenloft
Formed by the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits
failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality
Goblin
Legacy
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races
Volo's Guide to Monsters
the fringes of a society first test its defenses by stealing objects, and if these crimes go unpunished, they begin stealing people.
Enslaved creatures receive the worst treatment the goblins can dish
. Families in the second lowest caste are responsible for getting food from the surrounding area, taking what’s naturally available or stealing whatever they can. Gatherers also do the little amount
Compendium
- Sources->Dungeons & Dragons->Monster Manual
for food. Troglodytes consume almost anything, including bones, giant insects, and other subterranean dwellers. They prey on subterranean communities and those near entrances to the Underdark, stealing
Cha 6 −2 −2
Skills Stealth +4
Senses Darkvision 60 ft.; Passive Perception 10
Languages Troglodyte
CR 1/4 (XP 50; PB +2)
Traits
Stench. Constitution Saving Throw: DC 12, any
Compendium
- Sources->Dungeons & Dragons->Monster Manual
for food. Troglodytes consume almost anything, including bones, giant insects, and other subterranean dwellers. They prey on subterranean communities and those near entrances to the Underdark, stealing
Cha 6 −2 −2
Skills Stealth +4
Senses Darkvision 60 ft.; Passive Perception 10
Languages Troglodyte
CR 1/4 (XP 50; PB +2)
Traits
Stench. Constitution Saving Throw: DC 12, any
Compendium
- Sources->Dungeons & Dragons->Monster Manual
for food. Troglodytes consume almost anything, including bones, giant insects, and other subterranean dwellers. They prey on subterranean communities and those near entrances to the Underdark, stealing
Cha 6 −2 −2
Skills Stealth +4
Senses Darkvision 60 ft.; Passive Perception 10
Languages Troglodyte
CR 1/4 (XP 50; PB +2)
Traits
Stench. Constitution Saving Throw: DC 12, any
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters need to reconnoiter the museum in search of security measures, steal the Murkmire Stone at an opportune time (see “Stealing the Murkmire Stone” below), and deliver it to Dr. Dannell. She’ll
wait for them in an alley between the museum and the Sage’s Quill. Traits of the Egg. The Murkmire Stone can’t be damaged or destroyed. Unearthing the egg triggered the rapid development of the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters need to reconnoiter the museum in search of security measures, steal the Murkmire Stone at an opportune time (see “Stealing the Murkmire Stone” below), and deliver it to Dr. Dannell. She’ll
wait for them in an alley between the museum and the Sage’s Quill. Traits of the Egg. The Murkmire Stone can’t be damaged or destroyed. Unearthing the egg triggered the rapid development of the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters need to reconnoiter the museum in search of security measures, steal the Murkmire Stone at an opportune time (see “Stealing the Murkmire Stone” below), and deliver it to Dr. Dannell. She’ll
wait for them in an alley between the museum and the Sage’s Quill. Traits of the Egg. The Murkmire Stone can’t be damaged or destroyed. Unearthing the egg triggered the rapid development of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Gravy Four iron gibbets hang from chains hooked to the 10-foot-high ceiling. The gibbets are empty except for one that holds a wailing goblin named Glom. Glom was caught stealing food intended for the
Yek’s “curse” by stealing the circlet that has transformed the goblin boss into a human. They don’t have a plan for doing so and are hoping the characters can devise one. The toadies can get all the other
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Gravy Four iron gibbets hang from chains hooked to the 10-foot-high ceiling. The gibbets are empty except for one that holds a wailing goblin named Glom. Glom was caught stealing food intended for the
Yek’s “curse” by stealing the circlet that has transformed the goblin boss into a human. They don’t have a plan for doing so and are hoping the characters can devise one. The toadies can get all the other
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Gravy Four iron gibbets hang from chains hooked to the 10-foot-high ceiling. The gibbets are empty except for one that holds a wailing goblin named Glom. Glom was caught stealing food intended for the
Yek’s “curse” by stealing the circlet that has transformed the goblin boss into a human. They don’t have a plan for doing so and are hoping the characters can devise one. The toadies can get all the other
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
changes: Melannor is chaotic good. He has these racial traits: He has advantage on saving throws against being charmed, and magic can’t put him to sleep. He has darkvision out to a range of 60 feet. He
Everdawn, a grizzled old champion of Kelemvor, has offered to help the City Guard catch a necromancer who’s stealing bones from the City of the Dead and animating them as skeletons. Sir Ambrose could use
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
changes: Melannor is chaotic good. He has these racial traits: He has advantage on saving throws against being charmed, and magic can’t put him to sleep. He has darkvision out to a range of 60 feet. He
Everdawn, a grizzled old champion of Kelemvor, has offered to help the City Guard catch a necromancer who’s stealing bones from the City of the Dead and animating them as skeletons. Sir Ambrose could use
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
changes: Melannor is chaotic good. He has these racial traits: He has advantage on saving throws against being charmed, and magic can’t put him to sleep. He has darkvision out to a range of 60 feet. He
Everdawn, a grizzled old champion of Kelemvor, has offered to help the City Guard catch a necromancer who’s stealing bones from the City of the Dead and animating them as skeletons. Sir Ambrose could use
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits in this stat block
. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
4 Reality-Stealing Hex (Recharge 5–6). The horror
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits in this stat block
. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
4 Reality-Stealing Hex (Recharge 5–6). The horror
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits in this stat block
. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
4 Reality-Stealing Hex (Recharge 5–6). The horror
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
by stealing objects, and if these crimes go unpunished, they begin stealing people. Enslaved creatures receive the worst treatment the goblins can dish out while still getting decent performance out of
cavalry. Gatherers. Families in the second lowest caste are responsible for getting food from the surrounding area, taking what’s naturally available or stealing whatever they can. Gatherers also do the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
by stealing objects, and if these crimes go unpunished, they begin stealing people. Enslaved creatures receive the worst treatment the goblins can dish out while still getting decent performance out of
cavalry. Gatherers. Families in the second lowest caste are responsible for getting food from the surrounding area, taking what’s naturally available or stealing whatever they can. Gatherers also do the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
by stealing objects, and if these crimes go unpunished, they begin stealing people. Enslaved creatures receive the worst treatment the goblins can dish out while still getting decent performance out of
cavalry. Gatherers. Families in the second lowest caste are responsible for getting food from the surrounding area, taking what’s naturally available or stealing whatever they can. Gatherers also do the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
traits: He speaks Aquan, Auran, Common, Gnomish, Ignan, and Terran. He is Small and has a walking speed of 25 feet. He has darkvision out to a range of 60 feet. He has advantage on all Intelligence
views as his domain. The biggest obstacles to his success are the hobgoblins that keep stealing his scrap metal.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
traits: He speaks Aquan, Auran, Common, Gnomish, Ignan, and Terran. He is Small and has a walking speed of 25 feet. He has darkvision out to a range of 60 feet. He has advantage on all Intelligence
views as his domain. The biggest obstacles to his success are the hobgoblins that keep stealing his scrap metal.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
traits: He speaks Aquan, Auran, Common, Gnomish, Ignan, and Terran. He is Small and has a walking speed of 25 feet. He has darkvision out to a range of 60 feet. He has advantage on all Intelligence
views as his domain. The biggest obstacles to his success are the hobgoblins that keep stealing his scrap metal.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. They have these racial traits: They are Small, and their walking speed is 25 feet. They can move through the space of a Medium or larger creature. They have advantage on saving throws against being
floating disk, tongues, true seeing, vampiric touch, wall of fire, and wish. Stealing or destroying this spellbook disrupts Manshoon’s operation (see “Disrupting Manshoon’s Operation”), since he must
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. They have these racial traits: They are Small, and their walking speed is 25 feet. They can move through the space of a Medium or larger creature. They have advantage on saving throws against being
floating disk, tongues, true seeing, vampiric touch, wall of fire, and wish. Stealing or destroying this spellbook disrupts Manshoon’s operation (see “Disrupting Manshoon’s Operation”), since he must
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. They have these racial traits: They are Small, and their walking speed is 25 feet. They can move through the space of a Medium or larger creature. They have advantage on saving throws against being
floating disk, tongues, true seeing, vampiric touch, wall of fire, and wish. Stealing or destroying this spellbook disrupts Manshoon’s operation (see “Disrupting Manshoon’s Operation”), since he must