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The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components: Legendary Resistance (3/Day). If the ki-rin fails a saving throw, it can choose to succeed instead. Magic Resistance.
The ki-rin conjures up one or more permanent objects made of soft, plant-based material—including manufactured objects like pillows, rope, blankets, and clothing—that can collectively fill no more than a 20-foot cube.
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Each creature in that cone must make a DC 16 Dexterity saving throw, taking 13 (3d8) radiant damage on a failed save, or half as much damage on a successful one. The noble kirin roam the sky, their feet rarely touching soil.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d12+5 piercing damage. Hooves 2d10+5 bludgeoning damage. The Kirin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn.
Generate a dungeon with random features, monsters, and traps. Select monsters based on encounter level and environment. Generate random magic shops with items from the DMG. Coins, gems, art objects, and magic items. RWBY inspired teams of adventurers/NPCs.
Skills Insight +9, Perception +9, Religion +8 Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., truesight 30 ft., passive Perception 19 Languages all, telepathy 120 ft. Challenge 12 (8400 XP) Proficiency Bonus +4