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Returning 35 results for 'bad being diffusing creatures robes'.
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Monsters
The Wild Beyond the Witchlight
are captivated by music, though they can’t distinguish a well-played performance from a bad one. If anyone plays an instrument or sings in the campestris’ vicinity, the little creatures will
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They
Monsters
Strixhaven: A Curriculum of Chaos
heal.Slipping through the darkest corners of the world, daemogoths are powerful fiendish creatures that feed on misery and other negative emotions. Some sages refer to daemogoths as tear lickers, owing to
the fiends’ tendency to lurk near battlefields and other sites of great tragedy to consume the anguish saturating the area.
Daemogoths are creatures of forbidden knowledge and magic, all fueled
Monsters
The Wild Beyond the Witchlight
distinguish a well-played performance from a bad one. If anyone plays an instrument or sings in the campestris’ vicinity, the little creatures will happily sing along, each in an obnoxiously nasal
of its turns, ending the effect on itself on a success.Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They are captivated by music, though they can’t
Cadaver Collector
Legacy
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Monsters
Mordenkainen’s Tome of Foes
back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home.
Sweeping the Dead
creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time.
Constructed Nature. A cadaver collector
Monsters
Spelljammer: Adventures in Space
end of its body, and a superior intellect. Other psurlons look to the two-headed ones for leadership.
Psurlons
Psurlons are malevolent, wormlike creatures that were ejected from the Far Realm long
maw ringed with teeth. Psurlons adorn themselves in richly colored robes and rarely wear armor or carry weapons.
Psurlons live for thousands of years because they spend most of their time in the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hag. Over time, “Granny” or “Grampy” convinces the child that it’s okay to do bad deeds—starting with breaking things or wandering without permission, then
child.
Much as annis hags befriend children in order to corrupt them, they may adopt a group of ogres, trolls, or other creatures (ogre;ogres and troll;trolls appear in the Monster Manual), ruling them
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Degenerate creatures are likely to take up residence near a catoblepas’s territory, as are those seeking to avoid notice.
Catoblepases in Folklore
Ordinary folk rarely see a catoblepas, but
the creature has such a feared reputation that stories about it are ingrained in the popular culture. Any rumor of a catoblepas taking up residence nearby is taken to be a bad omen, even if the rumor is
Backgrounds
Guildmasters’ Guide to Ravnica
;Selesnya. As a member of the Selesnya Conclave, you are surrounded by people and other creatures who share your worldview and your longing for deeper spiritual communion with the world, and you have a
Sylvan
Equipment: A Selesnya insignia, a healer’s kit, robes, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins)
Feature: Conclave’s Shelter
As a
Monsters
Spelljammer: Adventures in Space
recognize it for what it is.
Psurlons
Psurlons are malevolent, wormlike creatures that were ejected from the Far Realm long ago. They now live on the Astral Plane. They have legs that end in
robes and rarely wear armor or carry weapons.
Psurlons live for thousands of years because they spend most of their time in the Astral Sea. Every hundred years or so, psurlons leave their astral
Monsters
Spelljammer: Adventures in Space
each: disguise self, mage armor (self only)
1/day: suggestionPsurlons are malevolent, wormlike creatures that were ejected from the Far Realm long ago. They now live on the Astral Plane. They have
richly colored robes and rarely wear armor or carry weapons.
Psurlons live for thousands of years because they spend most of their time in the Astral Sea. Every hundred years or so, psurlons leave
Monsters
Princes of the Apocalypse
the target is grappled (escape DC 19). Olhydra can grapple up to four targets. When Olhydra moves, all creatures she is grappling move with her.
Water Jet. Ranged Weapon Attack: +12;{"diceNotation
round. Creatures and objects within or beyond the fog are heavily obscured. A creature that enters the freezing cloud for the first time on a turn or starts its turn there takes 10 (3d6);{"diceNotation
Wizard
Legacy
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Classes
Basic Rules (2014)
Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her
else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as
Orc
Legacy
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Species
Volo's Guide to Monsters
, orcs breed prodigiously (and they aren’t choosy about what they breed with, which is why such creatures as half-orcs and ogrillons are found in the world). Females that are about to give birth are
Strength
Orcs appreciate physical prowess and formidable combat ability in any form. As such, they might accept other creatures into their ranks from time to time. Orcs have been known to associate with
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
mages can summon creatures made of fractals or turn abstract theories into towering, spiraling patterns. They love to expand and multiply; they can increase their knowledge or size by bending numbers
. They dwell in the overlap between the theoretical and the natural—from the fabric of their robes to the nature of their spells, they make use of repeated elements, clever symmetries, and surprising geometry to express the complex truths they study.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
mages can summon creatures made of fractals or turn abstract theories into towering, spiraling patterns. They love to expand and multiply; they can increase their knowledge or size by bending numbers
. They dwell in the overlap between the theoretical and the natural—from the fabric of their robes to the nature of their spells, they make use of repeated elements, clever symmetries, and surprising geometry to express the complex truths they study.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
mages can summon creatures made of fractals or turn abstract theories into towering, spiraling patterns. They love to expand and multiply; they can increase their knowledge or size by bending numbers
. They dwell in the overlap between the theoretical and the natural—from the fabric of their robes to the nature of their spells, they make use of repeated elements, clever symmetries, and surprising geometry to express the complex truths they study.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
deactivated shield guardian that once served as a wizard’s bodyguard. The wizard died from extreme bad luck decades ago — he fell out of a tree during a particularly bad bout of blue mist fever, hit his
vegepygmy tribes. Random encounters with such creatures are automatically hostile unless characters placate the tribes with treasure or convince them of Vorn’s “wish” to be moved elsewhere.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
deactivated shield guardian that once served as a wizard’s bodyguard. The wizard died from extreme bad luck decades ago — he fell out of a tree during a particularly bad bout of blue mist fever, hit his
vegepygmy tribes. Random encounters with such creatures are automatically hostile unless characters placate the tribes with treasure or convince them of Vorn’s “wish” to be moved elsewhere.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
No. 3” and “Ludendorf Arsenic Wine.” All the wine either leaked or spoiled long ago. Creatures. The cellar is infested with five gremishkas (see chapter 5). Soon after any character enters the room, a
gremishka makes a comically bad cat noise, trying to lure them closer. Treasure. Anyone who investigates the wine racks and succeeds on a DC 8 Wisdom (Perception) check finds an especially long apron. In its pocket is a silver tastevin worth 10 gp and the key to the footlocker in area 21.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
deactivated shield guardian that once served as a wizard’s bodyguard. The wizard died from extreme bad luck decades ago — he fell out of a tree during a particularly bad bout of blue mist fever, hit his
vegepygmy tribes. Random encounters with such creatures are automatically hostile unless characters placate the tribes with treasure or convince them of Vorn’s “wish” to be moved elsewhere.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
No. 3” and “Ludendorf Arsenic Wine.” All the wine either leaked or spoiled long ago. Creatures. The cellar is infested with five gremishkas (see chapter 5). Soon after any character enters the room, a
gremishka makes a comically bad cat noise, trying to lure them closer. Treasure. Anyone who investigates the wine racks and succeeds on a DC 8 Wisdom (Perception) check finds an especially long apron. In its pocket is a silver tastevin worth 10 gp and the key to the footlocker in area 21.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
— five dwarves in leather armor and a human in wizard’s robes. They appear to be sitting on the edge of the bridge, facing north and enjoying the view. When they see you, they stand, move away from
. “Not a bad place to die,” the mage says with mild amusement. The doppelganger posing as Gargosh doesn’t take part in the fight, remaining on the fringes of the battle and rooting for the characters to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
No. 3” and “Ludendorf Arsenic Wine.” All the wine either leaked or spoiled long ago. Creatures. The cellar is infested with five gremishkas (see chapter 5). Soon after any character enters the room, a
gremishka makes a comically bad cat noise, trying to lure them closer. Treasure. Anyone who investigates the wine racks and succeeds on a DC 8 Wisdom (Perception) check finds an especially long apron. In its pocket is a silver tastevin worth 10 gp and the key to the footlocker in area 21.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
— five dwarves in leather armor and a human in wizard’s robes. They appear to be sitting on the edge of the bridge, facing north and enjoying the view. When they see you, they stand, move away from
. “Not a bad place to die,” the mage says with mild amusement. The doppelganger posing as Gargosh doesn’t take part in the fight, remaining on the fringes of the battle and rooting for the characters to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
— five dwarves in leather armor and a human in wizard’s robes. They appear to be sitting on the edge of the bridge, facing north and enjoying the view. When they see you, they stand, move away from
. “Not a bad place to die,” the mage says with mild amusement. The doppelganger posing as Gargosh doesn’t take part in the fight, remaining on the fringes of the battle and rooting for the characters to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
servants of their master. As part of his arrangement with Mr. Dory, Sgothgah pledged several of the creatures to Dory’s service. Skum wear long robes and heavy overcoats to hide their true nature. Only in a
realize what the party is up to, they immediately suspect the characters are out to make them look bad. In that case, they become surly and tight-lipped. All the militia guards have been assured by
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
servants of their master. As part of his arrangement with Mr. Dory, Sgothgah pledged several of the creatures to Dory’s service. Skum wear long robes and heavy overcoats to hide their true nature. Only in a
realize what the party is up to, they immediately suspect the characters are out to make them look bad. In that case, they become surly and tight-lipped. All the militia guards have been assured by
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
servants of their master. As part of his arrangement with Mr. Dory, Sgothgah pledged several of the creatures to Dory’s service. Skum wear long robes and heavy overcoats to hide their true nature. Only in a
realize what the party is up to, they immediately suspect the characters are out to make them look bad. In that case, they become surly and tight-lipped. All the militia guards have been assured by
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
suspense in your game. Foundations for Fears. Facing frightening creatures and venturing into the unknown are staples of both D&D adventures and horror stories. This book explores how to interweave
attention for both of us. We’ve found no trace of Vhorishkova since arriving, but I feel her watching. It’s like she’s everywhere.
It’s bad here, Uncle. Not snake-headed hogs bad. Like, full Delmunster
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
suspense in your game. Foundations for Fears. Facing frightening creatures and venturing into the unknown are staples of both D&D adventures and horror stories. This book explores how to interweave
attention for both of us. We’ve found no trace of Vhorishkova since arriving, but I feel her watching. It’s like she’s everywhere.
It’s bad here, Uncle. Not snake-headed hogs bad. Like, full Delmunster
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
suspense in your game. Foundations for Fears. Facing frightening creatures and venturing into the unknown are staples of both D&D adventures and horror stories. This book explores how to interweave
attention for both of us. We’ve found no trace of Vhorishkova since arriving, but I feel her watching. It’s like she’s everywhere.
It’s bad here, Uncle. Not snake-headed hogs bad. Like, full Delmunster
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
T1: Temple Entry As the characters descend the staircase leading to this room, read or paraphrase the following: The stairs end at a wide chamber. Two gaunt creatures with sharp claws and long
tongues crouch near the bottom of the stairs, licking their lips unsettlingly as you approach.
In the northeast corner of the room, three disheveled figures wearing crimson robes tug on a pair of ropes
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
attempt to succeed on the mission but have fallen victim to some bad luck (low die rolls), you can arrange for them to gain some last-ditch points by seeking out and defeating some of these other
creatures. Stage encounters in the marsh as you see fit, involving trolls, ogres, or bullywugs. The characters earn 2d6 points for every troll slain, 1d6 for each ogre, and 1d6 for every three bullywugs.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
T1: Temple Entry As the characters descend the staircase leading to this room, read or paraphrase the following: The stairs end at a wide chamber. Two gaunt creatures with sharp claws and long
tongues crouch near the bottom of the stairs, licking their lips unsettlingly as you approach.
In the northeast corner of the room, three disheveled figures wearing crimson robes tug on a pair of ropes
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
T1: Temple Entry As the characters descend the staircase leading to this room, read or paraphrase the following: The stairs end at a wide chamber. Two gaunt creatures with sharp claws and long
tongues crouch near the bottom of the stairs, licking their lips unsettlingly as you approach.
In the northeast corner of the room, three disheveled figures wearing crimson robes tug on a pair of ropes






