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Returning 35 results for '29 living'.
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Living
Monsters
Bigby Presents: Glory of the Giants
"} bludgeoning damage.
Stomp. Melee Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Stomp"} to hit, reach 20 ft., one target. Hit: 29 (4d10 + 7);{"diceNotation":"4d10+7
combined their efforts to protect their ancient empire from a particularly vicious dragon. Stone and hill giants hewed a mighty form from living stone. Cloud and frost giants gathered rare metals, and
Monsters
Fizban's Treasury of Dragons
", "rollAction":"Constrict"} to hit, reach 20 ft., one creature. Hit: 29 (4d10 + 7);{"diceNotation":"4d10+7", "rollType":"damage", "rollAction":"Constrict", "rollDamageType":"bludgeoning"} bludgeoning damage
. Some can be appeased by offerings of treasure, but most demand that a shipâs crew sacrifice one or more of their own.
Living amid the wreckage of sunken ships or in deep sea caves, sea serpents
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"poison"} poison damage.
Necrotic Bolt. Ranged Spell Attack: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Necrotic Bolt"} to hit, range 120 ft., one target. Hit: 29 (5d8 + 7
known as the Blood Lord. While he takes pleasure in the sufferings of the living, he far prefers the company and service of Undead. His desire is to see all life quenched and the multiverse transformed
Monsters
Bigby Presents: Glory of the Giants
. Ranged Weapon Attack: +18;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Lava Ball"} to hit, range 120/480 ft., one target. Hit: 29 (3d12 + 10);{"diceNotation":"3d12+10", "rollType":"damage
cradle defies all their expectations. Like a living volcano, the cradle hurls balls of magma at intruders, exhales fiery gases, and causes molten stone to erupt from the ground around it.
If the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
through 39 make up the temple section, largely inhabited by priests and others who care for the templeâs statues as well as its living demigod, the thessalkraken. That creature dwells in a deep subterranean lake beyond areas 30 and 39. Numbered locations are keyed to the map on page 29.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
29. Secret Equipment Room Gear and equipment related to exploring the underground lake are stored in this private chapel to the templeâs living demigod, the thessalkraken. Search and salvage gear are
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
hundred feet, wherever the characters step, flowers bloom and emit soft light. 26â28 1 young gold dragon 29â31 1d6 + 2 shambling mounds 32â34 2d4 werebears 35â37 1d4 oni 38â40 4d6 + 10 elves living in
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
ship equipped with a spelljamming helm (see âHow Spelljamming Worksâ in chapter 2 of Astral Adventurerâs Guide). All the worlds of Realmspace have creatures and plants of one sort or another living
(Tears of Selune) 3,000 million miles (30 days travel) Karpri Spherical water body 2,900 million miles (29 days travel) Chandos Spherical water body 2,800 million miles (28 days travel) Glyth
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
29. Abandoned Apartment When various tunnels and rooms in the dungeon collapsed, these chambers were almost cut off. A narrow tunnel provides the only entrance. After the drow ran afoul of the wraith
living creatures that enter.
Corpses. Lying on the dusty floor amid pieces of broken furniture are three dead drow, their bodies shriveled.
Fireplace. A massive fireplace dominates the east wall
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
residents, and carve out new living spaces for themselves and other minions â tasks that the beholder considers beneath its personal attention. Some even worship the beholder as an angry, capricious deity
, ignoring results above 75 * For death tyrant lairs, use this table, but replace approximately half of its living minions with ogre zombies. Beholder Pets d100 Pets * See chapter 3 of this book for
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
29. The Valves of Mithral The doors at the top of the stairs are 14 feet wide and 28 feet tall. They are made of solid mithral, 3 feet thick, and impregnated with great magics in order to make them
the hemispherical cup the holder of the instrument will be teleported instantly to be spat out of the devilâs mouth at area 6, nude, while all non-living materials with the individual go to area 33
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
and discovery through the lens of creating a direct conduit to the past. She founded Lorehold College to ensure mortals would never forget the lessons of the past. After living for centuries, Velomachus
Neutral
Armor Class 21 (natural armor)
Hit Points 487 (25d20 + 225)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR
30 (+10)
DEX
14 (+2)
CON
29 (+9)
INT
30 (+10
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
vicious dragon. Stone and hill giants hewed a mighty form from living stone. Cloud and frost giants gathered rare metals, and fire giants shaped them into flexible joints and plated armor. Storm giants
uses Stomp.
Slam. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage.
Stomp. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 29 (4d10
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Orcus Orcus is the Demon Prince of Undeath, also known as the Blood Lord. While he takes pleasure in the sufferings of the living, he far prefers the company and service of Undead. His desire is to
murder the living and then manipulate the dead, emulating their dread master. Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat and a
Equipment
feet animate as hostile haze husk;Haze Husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
23â24
The Shadow;Shadows of 1d6 random creatures in the
Constitution saving throw or take 36 (8d8) Necrotic damage, or half as much on a success. The three nearest creatures within 60 feet each regain Hit Points equal to the damage taken.
29â30
A
Equipment
with 120 feet animate as hostile haze husk;Haze Husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
23â24
The Shadow;Shadows of 1d6 random creatures in
Constitution saving throw or take 36 (8d8) Necrotic damage, or half as much on a success. The three nearest creatures within 60 feet each regain Hit Points equal to the damage taken.
29â30
A
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 18 (3d6 + 8) bludgeoning damage, or 29 (6d6 + 8) bludgeoning damage if it was already prone
target. Hit: 29 (4d10 + 7) bludgeoning damage.
Mouth of Grolantor Hill giants know the kinds of foods that make them fatter, and they understand that exerting themselves too much tends to make them
Equipment
with 120 feet animate as hostile haze husk;Haze Husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
23â24
The Shadow;Shadows of 1d6 random creatures in
Constitution saving throw or take 36 (8d8) Necrotic damage, or half as much on a success. The three nearest creatures within 60 feet each regain Hit Points equal to the damage taken.
29â30
A
Equipment
120 feet animate as hostile haze husk;Haze Husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
23â24
The Shadow;Shadows of 1d6 random creatures in the
Constitution saving throw or take 36 (8d8) Necrotic damage, or half as much on a success. The three nearest creatures within 60 feet each regain Hit Points equal to the damage taken.
29â30
A
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
process continues until eight of the creatures have manifested. Pillars of Blood. If a living humanoid creature touches a pillar, the part of its body that touched the pillar becomes stuck, and the
corridor that connects with the Hall of Necromancy. Hall of Obedience The Red Wizards use the magic of the Hall of Obedience to create zealous followers. 29. Conditioning Court Doors surround a central
Equipment
120 feet animate as hostile haze husk;Haze Husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
23â24
The Shadow;Shadows of 1d6 random creatures in the
Constitution saving throw or take 36 (8d8) Necrotic damage, or half as much on a success. The three nearest creatures within 60 feet each regain Hit Points equal to the damage taken.
29â30
A
Equipment
corpses with 120 feet animate as hostile haze husk;Haze Husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
23â24
The Shadow;Shadows of 1d6 random
DC 15 Constitution saving throw or take 36 (8d8) Necrotic damage, or half as much on a success. The three nearest creatures within 60 feet each regain Hit Points equal to the damage taken.
29
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Weapon Attack: +14 to hit, reach 30 ft., one creature not grappled by the cradle. Hit: the target has the grappled condition (escape DC 17). Until the grapple ends, the target takes 29 (4d10 + 7
. Cradle of the Cloud Scion Gargantuan Elemental, Typically Chaotic Neutral
Armor Class 19 (natural armor)
Hit Points 624 (32d20 + 288)
Speed 0 ft., fly 90 ft. (hover)
STR
29 (+9)
DEX
21 (+5
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
(see the âInsignia of Prince Monmurgâ sidebar); stylized lightning bolts are engraved on the sides, and the words âJupiter,â âMaximus,â and âOptimusâ are written underneath the bolts 24. Living Quarters
living quarters. Their weapons are close at hand. Treasure. The coffers are all unlocked. A thorough search of the coffers reveals the following items: A total of 500 gp Twenty large pearls (10 gp each
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
1 29 The rousing blare of distant trumpets drowns out other sounds.
2 30 Clouds limned by sunlight take a form that resembles Iroas.
3 31 A characterâs weapon or shield shatters
mask momentarily appears over the face of every living creature in sight.
3 81 Objects, landmarks, even stars momentarily vanish, as if pilfered in plain sight.
4 82 Everything turns
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
patterns on the walls. Under the crystal window is a hulking crab (see appendix C) with colored nodules and hollow flutes of beautiful coral growing out of its shell. This creature is a living
anemone chests to be slowly digested. Any loud noises here awaken the giants in area 29 and alert any giants in area 14. 28. Kitchen If music is being played in area 14, it can be clearly heard in this
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
they are cornered. Otherwise, they escape to the nearest barracks (area 29), whose occupants return to the banquet hall in the shortest possible time. The cupboards contain extra mugs, platters, bowls
Shamanâs Living Quarters A wooden table with two chairs is set against the south wall. On the table are a carafe, a cup, and a wicker basket. A smaller table stands against the north wall; on it sits an
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
20â24 5 (1d10) 500 gp 25â29 â 1,000 gp 30 or higher â 5,000 gp 3: Fool The face of the Fool card silently jeers from the walls of this room, and shimmering fields of light hang in the air, reflecting
Cards.
The starlight glow is a conduit to a living star (see the âVariant: Servants of Living Starsâ sidebar in chapter 21 for examples). A creature that spends 10 minutes concentrating on the glow
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
straightforward and stern. To her, justice is a bird you have to catch, not a dog that willingly walks toward its master. She worked alongside Jace, the Living Guildpact, scheduling appointments and
troops of the legion. They are adept at breaking up mobs and organized lines of defense. Sometimes described as living thunderstorms, reckoners charge their bodies with lightning that bursts forth in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Fifth is a disgraced human general of the Great Kingdom, currently living in Saltmarsh and trying to stay one step ahead of the Overkingâs assassins after he supported an unsuccessful bid to usurp the
consult with him for guidance. 29. Sea Grove of Obad-Hai Open to the air and set in a grove outside town, the sea-grove is a gathering place for seagulls, sailors, and swamp folk, as well as an
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
inside the adamantine forge in Ironslag (see chapter 8, âForge of the Fire Giants,â area 29), the fire primordial is trapped within that forge and likewise contained. If the primordial is released
a living creature like any plant, Grandfather Tree isnât self-aware and can neither move nor take actions. Creatures tasked with protecting the tree gain the effect of a bless spell while they are
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
attacks any living creature it sees. Crypt 1 Herein lie the ones who walk the path of pain and torment The stone door connects not with a crypt, but with a hewn tunnel of stone (area K81). Crypt 2
flames. Treasure. Tucked under the chefâs hat is an electrum spork with a bejeweled handle (worth 250 gp). Crypt 29 Baron Eisglaze DrĂŒf Opening the door causes the air around you to turn as cold as
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, lawful good
Armor Class 22 (natural armor)
Hit Points 444 (24d20 + 192)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
29 (+9)
DEX
10 (+0)
CON
27 (+8)
INT
18 (+4
Points 546 (28d20 + 252)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
30 (+10)
DEX
14 (+2)
CON
29 (+9)
INT
18 (+4)
WIS
17 (+3)
CHA
28 (+9)
Saving
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
â living quarters is barred from the inside. Characters who give the proper password (âTicklecorn!â spoken in Draconic; see area 15) or who make a successful DC 15 Charisma (Deception) check can convince
. The occupied rat nests contain shiny bits collected by their current owners. Poking through each nest turns up 2d6 - 2 sp, 1d6 - 1 gp, and 1d4 - 1 gems (worth 5 gp each). 29. Disabled Traps The
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
40 ft., fly 80 ft.
STR
29 (+9)
DEX
10 (+0)
CON
27 (+8)
INT
18 (+4)
WIS
17 (+3)
CHA
21 (+5)
Saving Throws Dex +7, Con +15, Wis +10, Cha +12
dragon sometimes wracks its minionsâ minds with fear to the point of insanity, with the fog that spreads throughout its forest reflecting those minionsâ tortured dreams. Living Treasures. A green






