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D&D Miniatures: Glossary of Spells and Abilities

Abilities: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z All Abilities

Spells: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z All Spells

All Warband Building Options

Commander Effects:
  · Lawful Good commanders
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  · Lawful Evil commanders
  · Chaotic Evil commanders


All Abilities beginning with 'P'
Pacification Spores Living creature can't make melee or ranged attacks until after its next turn; DC [DC]
Pack Attack +[X] This creature gains attack +2 for each allied [Y] adjacent to target of this creature's attack.
Pack Fervor Attack +2 and morale save +4 if there is at least 1 other active creature whose name contains Ibixian within 6 squares.
Pack Frenzy +2 attack and damage +5 if at least 1 other allied creature whose name contains [Y] is within 6 squares.
Pack Hunter [X] Treat this creature as under command if it has line of sight to [X] other [N]s
Pain [X] [X] damage; DC [DC]
Painful Spines Speed -2, living creatures only; DC [DC]
Paralysis DC [DC]
Paralytic Poison Speed -2; DC [DC]
Paralyzing Bite Replaces attacks; touch; Paralysis; DC [DC]
Paralyzing Rend +[X] If this creature hits one enemy with both melee attacks on the same turn, Paralysis, DC [DC]; damage +[X] to second attack
Peerless Rider Attack +2 and damage +5 while a rider.
Perfect Charge Can charge any enemy within range and line of sight instead of the nearest.
Perfect Targeting This creature's spells can target any enemy or ally within range and line of sight.
Persistant This figure can act the same turn it rallies.
Petrifying Gaze replaces attacks; range 6; Destroy target living creature and replace it with a statue; DC [DC]
Phalanx Fighting +2 AC when adjacent to an ally with Phalanx Fighting.
Phalanx Spellcasting This creature's damaging spells deal damage +[X] whenever it is adjacent to a spellcaster ally.
Phantom Threat A creature hit by this attack is considered flanked for the rest of the skirmish; DC [DC]
Piercing Critical Quadruple damage instead of double on a critical hit.
Pipes +4 to your initiative this round; use before rolling for initiative.
Planewalk [N] may start phased out; on round 4 or later, if you win initiative, it may use a move action to return to play in any legal position.
Plant Traits Immune confusion,critical hits, dominate, incite, paralysis, poison, sleep, sneak attack, and stun.
Plodding Can't charge or move more than its Speed on a turn.
Poison [Y]; DC [DC]
Poison Gas Swift: Poison; all adjacent creatures; 5 damage whenever poisoned creature activates; DC [DC].
Poison Sting 1 melee attack per phase;a hit deals normal damage + virulent poison (10 damage whenever poisoned creature activates;DC [DC])
Poison Touch Replaces attacks; touch; 5 damage, and 5 damage whenever poisoned creature activates; DC [DC]
Possession Replaces attacks; touch; living target deals damage to itself with your choice of 1 of its own melee attacks; DC 20 negates.
Pounce This creature can use all its melee attacks when charging.
Power Dive [X] replaces turn; This creature can move up to twice its speed, but at least 1 square, then deal 15 damage to 1 adjacent enemy at the end of its move; DC [DC]
Power of the [Y]+[X] Creatures in your warband whose name or type contains [Y] get attack +[X].
Powerful Build This creature is considered to be Large for chomp, constrict, pushback, swallow whole, and trample effects).
Powerful Charge +[X] Melee damage +[X] when charging.
Precise Shot This creature can make ranged attacks against an enemy that is engaged in melee without giving the target the normal +4 bonus to AC.
Predatory Roar Replaces attacks; cone; creatures whose name contains [N] get damage +[X] against affected creatures.
Prepared for Battle Immediately after setup, this creature may cast 2 of its spells upon itself or an adjacent ally.
Prey on the Weak-Minded Attack +4, damage +5 against stunned or confused enemies.
Prioritize Orders This creature adds the Commander ratings of every allied commander within line of sight to its morale saves.
Protective Slime [X] Any adjacent enemy that hits this creature with a melee attack takes [X] acid damage.
Provoke swift: adjacent enemies must choose this creature as the target of all their melee attacks until the beginning of this creatures next turn.
Psionic Channeler The DCs of Psionics cast by allies increase by 2.
Psionic Envoy Treat the faction of any one creature with Psionics as LE for the purpose of warband construction.
Psychic Cleave Whenever its melee attack or psionics destroys a living enemy, this creature can use 1 psionics power as a swift action.
Psychic Drain Whenever its melee attack hits a living enemy, this creature gets +2 pp.
Psychic Enervation After this creature uses Psionics, roll 1d20; on a 1-2, it is stunned.
Psychic Scream Replaces attacks; enemy noncommander creatures are out of command until end of round.
Psychic Strike +[X] On its turn, if it does not move, this creature gets damage +[X]
Pushback When this creature's melee attack deals damage to a smaller creature, it may push the smaller creature 1 square.
Pushback 2 When this creature's melee attack deals damage to a smaller creature, it can push the smaller creature up to 2 squares.

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