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Returning 35 results for '23 have have leaves'.
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Monsters
The Book of Many Things
.
Spellcasting. Pazrodine casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: Faerie Fire
2/day each: Calm Emotions
her children. Their eager joy helps the dragon see the multiverse from new perspectives.
When Seelie Market lands, its vendors gather rocks, leaves, and sticks to make an enormous nest for Pazrodine
Monsters
Storm King's Thunder
(Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity
, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
Within 1 mile of its lair, the dragon leaves no physical
Monsters
Divine Contention
(Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity
lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from
Ancient Green Dragon
Legacy
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Monsters
Basic Rules (2014)
a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8);{"diceNotation
and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Power I’jin (female) CN Fickle and unpredictable “I never stick to a plan.” Obo’laka The host’s Dexterity score becomes 23, unless it is already higher. Kubazan (male) CG Wild and spirited “I am
fearless and not afraid to take great risks.” Papazotl The host’s Strength score becomes 23, unless it is already higher. Moa (male) LG Truthful and kind “I must always speak the truth.” Wongo The host can
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Power I’jin (female) CN Fickle and unpredictable “I never stick to a plan.” Obo’laka The host’s Dexterity score becomes 23, unless it is already higher. Kubazan (male) CG Wild and spirited “I am
fearless and not afraid to take great risks.” Papazotl The host’s Strength score becomes 23, unless it is already higher. Moa (male) LG Truthful and kind “I must always speak the truth.” Wongo The host can
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
.
STR
23 (+6)
DEX
10 (+0)
CON
17 (+3)
INT
6 (−2)
WIS
12 (+1)
CHA
5 (−3)
Damage Immunities fire, poison
Condition Immunities blinded, charmed, exhaustion, frightened
. The auger deals double damage to objects and structures.
Tunneler. The auger can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
Actions
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
.
STR
23 (+6)
DEX
10 (+0)
CON
17 (+3)
INT
6 (−2)
WIS
12 (+1)
CHA
5 (−3)
Damage Immunities fire, poison
Condition Immunities blinded, charmed, exhaustion, frightened
. The auger deals double damage to objects and structures.
Tunneler. The auger can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
Actions
Compendium
- Sources->Dungeons & Dragons->Monster Manual
choose a result from the Elemental Alterations table to inspire what changes emerge after an elemental cataclysm’s destruction. Elemental Alterations 1d8 The Elemental Cataclysm Leaves Behind A
Event (Recharge 4–6). The cataclysm creates one of the following effects at random (roll 1d4):
Clinging Flames. Dexterity Saving Throw: DC 23, each creature in a 60-foot-radius Sphere centered on
Compendium
- Sources->Dungeons & Dragons->Monster Manual
choose a result from the Elemental Alterations table to inspire what changes emerge after an elemental cataclysm’s destruction. Elemental Alterations 1d8 The Elemental Cataclysm Leaves Behind A
Event (Recharge 4–6). The cataclysm creates one of the following effects at random (roll 1d4):
Clinging Flames. Dexterity Saving Throw: DC 23, each creature in a 60-foot-radius Sphere centered on
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, dead fish might wash ashore in lakes or rivers, or a nearby forest might lose the leaves from its trees. When an empyrean is jubilant, sunlight follows it everywhere, small animals frolic in its
Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Senses truesight 120 ft., passive Perception 16
Languages all
Challenge 23 (50,000 XP)
Innate Spellcasting. The empyrean’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, dead fish might wash ashore in lakes or rivers, or a nearby forest might lose the leaves from its trees. When an empyrean is jubilant, sunlight follows it everywhere, small animals frolic in its
Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Senses truesight 120 ft., passive Perception 16
Languages all
Challenge 23 (50,000 XP)
Innate Spellcasting. The empyrean’s
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Adult Lunar Dragon Adult Lunar Dragon
Huge Dragon, Typically Neutral Evil
Armor Class 17 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 40 ft., burrow 20 ft., fly 80 ft.
STR
23 (+6
choose to succeed instead.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a 15-foot-diameter tunnel in its wake.
Unusual Nature. The dragon doesn’t require
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Adult Lunar Dragon Adult Lunar Dragon
Huge Dragon, Typically Neutral Evil
Armor Class 17 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 40 ft., burrow 20 ft., fly 80 ft.
STR
23 (+6
choose to succeed instead.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a 15-foot-diameter tunnel in its wake.
Unusual Nature. The dragon doesn’t require
Compendium
- Sources->Dungeons & Dragons->Monster Manual
things survive the tarrasque’s rampages, and reports of the monster’s devastation are often contradictory, incomplete, or beyond belief. In cases where it leaves no survivors, its calamities might
initially be blamed on evil dragons or magical disasters, but the tarrasque frequently leaves behind some unmistakable indication of its passage. Roll on or choose a result from the Tarrasque Evidence
Compendium
- Sources->Dungeons & Dragons->Monster Manual
things survive the tarrasque’s rampages, and reports of the monster’s devastation are often contradictory, incomplete, or beyond belief. In cases where it leaves no survivors, its calamities might
initially be blamed on evil dragons or magical disasters, but the tarrasque frequently leaves behind some unmistakable indication of its passage. Roll on or choose a result from the Tarrasque Evidence
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
spell on herself, retreats to her tower (areas 31–area 33), and leaves the castle’s other denizens to fend for themselves. If her defeat seems inevitable, Sansuri bargains for her life and, under such
circumstances, is willing to relinquish her conch of teleportation (see area 33). She also gives up the conch to protect the lives of her children (see areas 22–area 23). If the characters are defeated
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D13. Big Barkless Several holes dot the trunk of a gnarled old tree that grows on the shore of the lake. The tree has lost all its bark, and a few withered leaves cling to the ends of its twisted
30 ft.
STR
23 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
6 (–2)
WIS
10 (+0)
CHA
3 (–4)
Condition Immunities blinded, deafened
Senses blindsight 60 ft
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
spell on herself, retreats to her tower (areas 31–area 33), and leaves the castle’s other denizens to fend for themselves. If her defeat seems inevitable, Sansuri bargains for her life and, under such
circumstances, is willing to relinquish her conch of teleportation (see area 33). She also gives up the conch to protect the lives of her children (see areas 22–area 23). If the characters are defeated
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and four ivory strips worth 50 gp each (legend lore) 16 A black crystal dodecahedron worth 500 gp (magic jar) 17 Three adder stomachs and a pouch containing powdered rhubarb leaves (Melf’s acid arrow
worth 25 gp each, made from mushroom powder, saffron, and fat (true seeing) 22 A ball of string with toothpicks stuck in it (unseen servant) 23 Two pieces of phosphorus (wall of fire) 24 Ten small pieces
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
patrolling the laboratory section (areas 1 to 23). On a 3–4, it patrols the temple section (areas 24 to 39). There are no fixed mechanics for encounters with the thessalhydra, but feel free to have
the temple, the thessalhydra leaves its current zone and takes up a patrol in the other zone. The thessalheart construct switches to the opposite zone (see below). Thessalheart Construct The
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
throw, it can choose to succeed instead.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a 15-foot-diameter tunnel in its wake.
Actions
Multiattack. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
years ago by the two wizards who built it. The edifice is surrounded by a magical barrier that has the properties of a wall of force. Manshoon rarely leaves the towers and uses a teleportation circle
humanoid (human), lawful evil
Armor Class 19 (robe of the archmagi, staff of power)
Hit Points 126 (23d8 + 23)
Speed 30 ft.
STR
10(+0)
DEX
14(+2)
CON
12(+1)
INT
23(+6
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
years ago by the two wizards who built it. The edifice is surrounded by a magical barrier that has the properties of a wall of force. Manshoon rarely leaves the towers and uses a teleportation circle
humanoid (human), lawful evil
Armor Class 19 (robe of the archmagi, staff of power)
Hit Points 126 (23d8 + 23)
Speed 30 ft.
STR
10(+0)
DEX
14(+2)
CON
12(+1)
INT
23(+6
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and four ivory strips worth 50 gp each (legend lore) 16 A black crystal dodecahedron worth 500 gp (magic jar) 17 Three adder stomachs and a pouch containing powdered rhubarb leaves (Melf’s acid arrow
worth 25 gp each, made from mushroom powder, saffron, and fat (true seeing) 22 A ball of string with toothpicks stuck in it (unseen servant) 23 Two pieces of phosphorus (wall of fire) 24 Ten small pieces
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D13. Big Barkless Several holes dot the trunk of a gnarled old tree that grows on the shore of the lake. The tree has lost all its bark, and a few withered leaves cling to the ends of its twisted
30 ft.
STR
23 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
6 (–2)
WIS
10 (+0)
CHA
3 (–4)
Condition Immunities blinded, deafened
Senses blindsight 60 ft
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
patrolling the laboratory section (areas 1 to 23). On a 3–4, it patrols the temple section (areas 24 to 39). There are no fixed mechanics for encounters with the thessalhydra, but feel free to have
the temple, the thessalhydra leaves its current zone and takes up a patrol in the other zone. The thessalheart construct switches to the opposite zone (see below). Thessalheart Construct The
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
throw, it can choose to succeed instead.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a 15-foot-diameter tunnel in its wake.
Actions
Multiattack. The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
by a thin mat of dried mud and leaves. Noticing a bog pit requires a successful DC 14 Wisdom (Survival) check; characters trained in Survival gain advantage on this check. Creatures who fail to notice
until encountered. No amount of noise or disruption will coax the reptiles elsewhere. 23 3 lizardfolk These lizardfolk go to 22 if alerted by sounds of combat there. They go to 24 if a commoner
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
forest. Dry leaves rustle under your feet. You’re still beside the stream, which looks murky and unwholesome beneath the shadowy trees. What do you want to do now?
Russell (as Shreeve): We continue
: (Maeve rolls 3d6 for the spell’s damage.) 13 Fire damage if they fail the save, 6 if they succeed.
Jared: Magical fire tears through them and leaves smears of ash behind! Anything else, Mirabella
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
forest. Dry leaves rustle under your feet. You’re still beside the stream, which looks murky and unwholesome beneath the shadowy trees. What do you want to do now?
Russell (as Shreeve): We continue
: (Maeve rolls 3d6 for the spell’s damage.) 13 Fire damage if they fail the save, 6 if they succeed.
Jared: Magical fire tears through them and leaves smears of ash behind! Anything else, Mirabella
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
by a thin mat of dried mud and leaves. Noticing a bog pit requires a successful DC 14 Wisdom (Survival) check; characters trained in Survival gain advantage on this check. Creatures who fail to notice
until encountered. No amount of noise or disruption will coax the reptiles elsewhere. 23 3 lizardfolk These lizardfolk go to 22 if alerted by sounds of combat there. They go to 24 if a commoner
Magic Items
Infernal Machine Rebuild
checks made using thieves’ tools or tinker’s tools.
Any metal object you wield or wear is covered in a thin layer of oil that drips occasionally and leaves your fingerprints everywhere
yourself three times. When you do, instead of appearing as mist, you appear as a swirling puff of feathers.
Your body is covered in feathers.
23
You have advantage on death saving throws.
You
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
a long and agonizing death. Mephistopheles forbids Hutijin from making too many forays into the Material Plane, since the duke’s absence leaves him vulnerable to his rivals. Other archdevils know how
)
Speed 30 ft., fly 60 ft.
STR
27(+8)
DEX
15(+2)
CON
25(+7)
INT
23(+6)
WIS
19(+4)
CHA
25(+7)
Saving Throws Dex +9, Con +14, Wis +11
Skills Intimidation
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, “Beware — the wolf howls at midnight,” and leaves without further comment. 09–10 A gnome watches everyone carefully, writing down observations in a tiny orange book. 11–12 A one-armed Brelish
being watched. 23–24 A frail human with a small strongbox shackled to one of her wrists is in the company of two heavily armed half-orc bodyguards. 25–26 Three hobgoblin mercenaries from House Deneith