The spy has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. Humanoid (dwarf), tales from the yawning portalĭeception +5, Insight +2, Investigation +5, Perception +4, Persuasion +3, Sleight of Hand +5, Stealth +7 Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if wielded with two hands.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. The dread warrior makes two melee attacks. On a success, the dread warrior drops to l hit point instead. If damage reduces the dread warrior to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. The wight can have no more than twelve zombies under its control at one time.ĭetect magic, disguise self, mage armor, fear, hold person, misty stepĪ dread warrior doesn't require air, food, drink, or sleep. Ě humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The target dies if this effect reduces its hit point maximum to 0. This reduction lasts until the target finishes a long rest. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Ranged Spell Attack: +5 to hit, range 120 ft., one target. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. It can innately cast the following spells, requiring no verbal or material components:Īt will: detect magic, disguise self, mage armor The wight's innate spellcasting ability is Charisma (spell save DC 13). Necrotic bludgeoning, piercing, and slashing from nonmagical attacksĪ wight doesn't require air, food, drink, or sleep. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for tne next 24 hours. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. If the target can see the mummy, the target must succeed on a DC 12 wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. The centaur mummy targets one creature it can see within 60 feet of it. The curse lasts until removed by the remove curse spell or similar magic. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be cursed with mummy rot.
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Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) necrotic damage. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. The centaur mummy makes two melee attacks, one with its pike and one with its hooves, or it attacks with its pike and uses Dreadful Glare. If the centaur mummy moves at least 20 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Hit: 13 (2d8 + 4) bludgeoning damage.īludgeoning, piercing, and slashing from nonmagical attacksĬharmed, exhaustion, frightened, paralyzed, poisonedĪ mummy doesn't require air, food, drink, or sleep. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the table moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. While the table remains motionless, it is indistinguishable from a normal table. If targeted by dispel magic, the table must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. The table is incapacitated while in the area of an antimagic field. (blind beyond this radius)Īn animated table doesn't require air, food, drink, or sleep. Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisonedīlindsight 60 ft.