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Returning 33 results for 'awakens space'.
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awakened space
awake space
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain
;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bites"} to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Bites
Monsters
Bigby Presents: Glory of the Giants
Awakening of the Scion. The cradle is a container for the scion of Skoraeus. When the cradle drops to 0 hit points, its body crumbles to dust. The scion instantly appears in the space the cradle
mountain, the cradle awakens as a bipedal mass of stone and crystals. It brings the weight of the mountain down on the intruder’s head and unleashes an earsplitting roar that can collapse mine
Monsters
Spelljammer: Adventures in Space
","rollDamageType":"poison"} poison damage.
Teleport (Costs 2 Actions). The horror teleports, along with any creatures it is grappling, to an unoccupied space it can see within 120 feet of itself.Cosmic
sleep, drifting aimlessly until hunger or some other stimulus awakens it.
Cosmic horrors are among the most powerful creatures spawned by the Far Realm. No two of them have the same appearance, but
Monsters
Bigby Presents: Glory of the Giants
Awakening of the Scion. The cradle is a container for the scion of Stronmaus. When the cradle drops to 0 hit points, its body bursts into light. The scion instantly appears in the space the cradle
thunder and then magically teleports up to 60 feet to an unoccupied space it can see. Each creature within 10 feet of the space the cradle left must make a DC 22 Constitution saving throw, taking 14 (4d6
Monsters
Mythic Odysseys of Theros
3 Actions). Polukranos moves up to 50 feet in a straight line and can move through the space of any creature Huge or smaller. The first time it enters each creature’s space during this move, it
period of hibernation during which it continues to grow. When it awakens, it goes on a feeding rampage, so beginning the cycle once again. These rhythms of destruction sometimes become so ingrained in
Monsters
Bigby Presents: Glory of the Giants
Awakening of the Scion. The cradle is a container for the scion of Grolantor. When the cradle drops to 0 hit points, its body crumbles to dirt and moss. The scion instantly appears in the space the
massive arms. The cradle uses tree roots and waves of dirt to entangle and entomb foes.
If the cradle is destroyed, the scion of Grolantor inside it awakens. Standing 50 feet tall, the scion devours
Monsters
Bigby Presents: Glory of the Giants
, the scion must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the scion and has the prone
entangle and entomb foes.
If the cradle is destroyed, the scion of Grolantor inside it awakens. Standing 50 feet tall, the scion devours everything within reach to satiate its hunger. Its powerful lungs can
Monsters
The Wild Beyond the Witchlight
creature she sees when she awakens after a long rest. See the stat block for details.
Hourglass Coven
The Hourglass Coven is a group of three hags, each one bound to an aspect of time: one reflects
to her normal size, she attains the maximum size possible in the space available. Anything she is wearing or carrying changes size along with her.
As a Tiny creature, Skabatha deals 2 (1d4
Monsters
Bigby Presents: Glory of the Giants
Awakening of the Scion. The cradle is a container for the scion of Surtur. When the cradle drops to 0 hit points, its body hardens and crumbles to ash. The scion instantly appears in the space the
magma at intruders, exhales fiery gases, and causes molten stone to erupt from the ground around it.
If the cradle is destroyed, the scion of Surtur inside it awakens. Standing 60 feet tall, the scion
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. If the mummy lord awakens, the duergar mummies in area 6b rise out of their mass grave and emerge from that area, moving to attack all creatures in the mummy lord’s lair. 6b. Mass Grave The floor of
.
Stealing any of the treasure around the altar or touching the stalagmite automatically awakens Gorka Tharn. In addition, casting a spell of 1st level or higher in this cavern has a chance of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
has formed in the middle of the cavern. The stalagmites range in height from 3 to 15 feet. In the middle of the stalagmite “forest” is a clear space. The ogres have turned this space into a den, and a
female ogre named Thog is sleeping here when the characters first arrive. She awakens to sounds of combat or cries of alarm, and either hurls javelins or wades into battle with her greatclub. A search
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers. Cranium
Bonus +3
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon
1/day each: confusion, dominate monster
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
character using thieves’ tools. But if the check fails by 5 or more, the secret door in the west wall slides open to release the stone juggernaut (see “Napaka Awakens” in area 62D). 62C. Broken Statue The
unless it takes damage or the secret door slides open. Napaka Awakens. When the stone juggernaut is activated, read: The wall at the west end of the hall slides back to reveal a stone juggernaut on
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
dubbed Lorghoth the Decayer. It is asleep but awakens if attacked or if the characters summon the cultists but refuse to complete their ritual (see “One Must Die!” below). A character standing next to
shambling mound and prompts it to attack. It pursues prey beyond the room but won’t leave the dungeon. It can move through tunnels without squeezing and completely fills its space. At the start of
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
falls into a deep sleep, drifting aimlessly until hunger or some other stimulus awakens it. Cosmic horrors are among the most powerful creatures spawned by the Far Realm. No two of them have the same
DC 21 Constitution saving throw or take 14 (4d6) poison damage.
Teleport (Costs 2 Actions). The horror teleports, along with any creatures it is grappling, to an unoccupied space it can see within 120 feet of itself.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
awakening. If one plants an ordinary shrub in the pot and lets it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots
changes direction to follow the sloped tunnel until it comes to rest in area 26c. The sphere can move through other creatures’ spaces, and creatures can move through its space, treating it as difficult
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
sees when she awakens after a long rest. See the stat block for details. Skabatha Nightshade
Medium Fey (Hag), Neutral Evil
Armor Class 16 (natural armor)
Hit Points 150 (20d8 + 60)
Speed 30 ft
maximum size possible in the space available. Anything she is wearing or carrying changes size along with her. As a Tiny creature, Skabatha deals 2 (1d4) poison damage when she hits with a Claw attack
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
into a deep sleep, drifting aimlessly until hunger or some other stimulus awakens them. Cosmic horrors are among the most powerful creatures spawned by the Far Realm. No two of them have the same
.
Teleport (Costs 2 Actions). The horror teleports, along with any creatures it is grappling, to an unoccupied space it can see within 120 feet of itself.
Simon Dominic
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
a new, fully formed beholder springs forth unbidden, seemingly having appeared out of thin air in a nearby space. This “offspring” might be a duplicate of the beholder that dreamed it into existence
“newborns” that are identical to its own shape but smaller. When the dreamer awakens, it treats the newborns as extensions of its own self in other bodies, and therefore isn’t consumed with an urge to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
awakens, it goes on a feeding rampage, so beginning the cycle once again. These rhythms of destruction sometimes become so ingrained in the minds and lore of a people that, even after a hydra’s
Actions). Polukranos moves up to 50 feet in a straight line and can move through the space of any creature Huge or smaller. The first time it enters each creature’s space during this move, it can make a stomp attack against that creature.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Simulation Chambers Each simulation chamber is a broad circular space with a domed ceiling, its stone walls carved with arcane runes that fill the area with bright light. Each chamber is equipped
awakens and gains 1 level of exhaustion from lingering psychic shock. Restored Resources. When the simulation ends, characters regain all their lost hit points, spell slots, and limited-use powers
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
muddy image form the name “Culley.” F4: Bedroom The bedroom holds a bed and writing desk for a single occupant. Most of the space is neat and orderly, but the desk is strewn with art supplies and
them, she seems confused and scared, saying she can’t. If she’s coerced, or if a character investigates the pile of limbs, the soul shaker awakens. Soul Shaker. When the characters try to leave the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Legends tell how the tarrasque slumbers in its secret lair beneath the earth, remaining in a dormant state for decades or centuries. When it awakens in answer to some inscrutable cosmic call, it rises from
Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens. Hill Scion Warren Mahy A slumbering scion of
awakens. Standing 50 feet tall, the scion devours everything within reach to satiate its hunger. Its powerful lungs can suck food straight into its gullet. The scion uses a great tree to bat foes far
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
sunlight fills the area. Within that space, Lulu flies lazily in a lush meadow at the shoulder of a beautiful, blindfolded angel. As the pair strolls through the tall green grass, the voice of the hag
ornately carved tripod.
Lulu awakens and looks peacefully around her. Seeing the spyglass, she approaches it, pressing one eye against the eyepiece. Lulu then steps back suddenly, eyes wide, mouth
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gates (see “Gates”). Striking either menhir with a hard object or targeting one or both with a shatter spell deals no damage, but causes an affected standing stone to emit a loud ringing that awakens
”). A creature that passes through the gate appears in area 7 on level 19, in the closest unoccupied space next to the similar gate located there. 23c. Garbage Disposal A 20-foot-wide, 20-foot-high
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Barracks The Cragmaw goblins make use of every bit of available space in the castle. The southwest tower of the castle is little more than a heap of rubble. Several ragged bedrolls are scattered
across the remaining floor space, and a small, twisting passage leads east through the ruins.
Three goblins bunk here. Though the rubble appears dangerous, the tower is stable, and the eastern passage is
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
supplies lie scattered about the space.
Treasure. Though most of the bottles in this room have been ruined, a few are in fairly good shape. A thorough search yields a potion of healing (superior) and a
reliefs.
This is Xanthoria’s space for meditation and relaxation. The murals covering the lower chamber’s walls are truly disturbing; their colors, textures, and patterns are nauseating to behold. Any
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
them, if they leave him to his work here. The laboratory is such a great space, and the archmage is making incredible strides in understanding the thin veil between the worlds of the living and the
awakens. He can remember little about the attack on the lighthouse or the time spent with Hoobur. He does remember hiding the rotor of return, which he reveals to the characters at the adventure’s
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
disturbs the bones on the slab, one of the gargoyles awakens and attacks. If the gargoyle is reduced to 0 hit points, Endorovich’s spirit moves to the second gargoyle, which then awakens and attacks
following to that character’s player: A flash of light explodes around you, and then you are plunged into absolute darkness, suddenly lying in a confined space choked with dust. This vault contains fifteen
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
with anything it was wearing or carrying. Any creature that falls into the vortex has little chance of surviving. If someone throws one end of a rope into its space, the creature can grab hold of it
layout and defenses, but he’s not inclined to share information with strangers. As soon as he hears a door to this room being opened, Thinnings ducks into the narrow space under or behind one of the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
everything not bolted down. Only empty counter space, unused food trays, and the equipment built into each room’s design remain. Temperature Prep Cubes. The boxes along the wall were used to chill and warm
(medic design) presides over this emergency treatment area. When the android notices the characters, it awakens and attempts to triage them. If a character doesn’t have all their hit points, the