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Returning 35 results for 'bad bird diffusing creature realms'.
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Magic Items
Dungeon Master’s Guide
;t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Bird (Rare). You can take a Magic action to toss the token 5 feet into
the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can’t attack. It obeys your simple commands and can carry up to 500
Spells
Player’s Handbook
creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM
You attempt to reshape another creature’s memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a
Monsters
Stranger Things: Welcome to the Hellfire Club
", "rollType":"damage", "rollAction":"Tentacles", "rollDamageType":"Slashing"} Slashing damage. If the target is a Medium or smaller creature, the target has the Grappled condition (escape DC 13) from all four
tentacles.Strangling, Otherworldly Pest
Demobats are slimy, winged pests endemic to demonic realms. A demobat has four serrated tentacles, which trail behind it during flight, and its eyeless head
Monsters
Heroes of the Borderlands
. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite’s next turn.
Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can
wickedness of other creatures. Those that enter their realms with good intentions might be treated with tiny feasts and celebrations. The wicked face nasty tricks and bold ambushes at the hands of invisible sprite defenders.
Monsters
Forgotten Realms: Adventures in Faerûn
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Ruinous Breath"}. Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType":"damage
", "rollAction":"Ruinous Breath", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage.
Time-Warping Breath. Wisdom Saving Throw: DC 12, each creature that isn’t currently affected
Monsters
Forgotten Realms: Adventures in Faerûn
Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Ruinous Breath", "rollDamageType":"Necrotic"} Necrotic damage. Success
: Half damage.
Time-Warping Breath. Wisdom Saving Throw: DC 15, each creature that isn’t currently affected by this breath in a 30-foot Cone. Failure: The target’s Speed is halved, it can
Monsters
Forgotten Realms: Adventures in Faerûn
"}. Constitution Saving Throw: DC 20, each creature in a 90-foot Cone. Failure: 52 (8d12) Acid;{"diceNotation":"8d12", "rollType":"damage", "rollAction":"Corroding Breath (Acid)", "rollDamageType":"Acid
, Speak with Dead
1/Day Each: Create Undead (level 8 version), Power Word KillLegendary Action Uses: 3. Immediately after another creature’s turn, Sammaster can expend a use to take one of the
Monsters
Forgotten Realms: Adventures in Faerûn
response to the spell’s trigger, using the same spellcasting ability as Spellcasting.Legendary Action Uses: 3. Immediately after another creature’s turn, Sammaster can expend a use to take one of
the following actions. Sammaster regains all expended uses at the start of each of his turns.
Deathly Teleport. Sammaster teleports up to 60 feet to an unoccupied space he can see, and each creature
Monsters
Forgotten Realms: Adventures in Faerûn
22, each creature in a 90-foot Cone. Failure: 72 (16d8);{"diceNotation":"16d8", "rollType":"damage", "rollAction":"Ruinous Breath", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage
: Legend Lore (as an action), Sequester
Time-Warping Breath. Wisdom Saving Throw: DC 22, each creature that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target’s Speed
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollDamageType":"Necrotic"} Necrotic damage.
Ruinous Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Ruinous Breath"}. Constitution Saving Throw: DC 18, each creature in
. Wisdom Saving Throw: DC 18, each creature that isn’t currently affected by this breath in a 60-foot Cone. Failure: The target’s Speed is halved, it can’t take Reactions, and it can
Axe Beak
Legacy
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Monsters
Basic Rules (2014)
","rollAction":"Beak","rollDamageType":"slashing"} slashing damage.An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.
Feather Token
Legacy
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Magic Items
Basic Rules (2014)
Feather Token
01-20
Feather Token (Anchor);Anchor
21-35
Feather Token (Bird);Bird
36-50
Feather Token (Fan);Fan
51-65
Feather Token (Swan Boat);Swan Boat
66-90
Feather
moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Feather Token (Bird);Bird. You can use an action to toss the token 5 feet into
Cockatrice
Legacy
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Monsters
Basic Rules (2014)
turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.The cockatrice looks like a hideous hybrid of lizard, bird, and bat. It is infamous for its ability to turn flesh to stone.
Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage
Monsters
Baldur’s Gate: Descent into Avernus
Bad Flier. The abyssal chicken falls at the end of a turn if it’s airborne and the only thing holding it aloft is its flying speed.Multiattack. The abyssal chicken makes two attacks: one with
its bite and one with its claws.
Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2);{"diceNotation
Quaal's Feather Token
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
Feather Token
01-20
Feather Token (Anchor);Anchor
21-35
Feather Token (Bird);Bird
36-50
Feather Token (Fan);Fan
51-65
Feather Token (Swan Boat);Swan Boat
66-90
Feather
moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Feather Token (Bird);Bird. You can use an action to toss the token 5 feet into
Monsters
Acquisitions Incorporated
Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage
","rollAction":"Bite","rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to
magic-items
Forgotten Realms: Adventures in Faerûn
When you attune to this pin, choose a Harper persona (see the Forgotten Realms: Heroes of Faerûn for examples), including an alignment and a creature type. While wearing this pin, you register
as that persona when targeted by magic to determine your creature type, alignment, or location.
The type of pin determines its rarity and effects.
Name
Rarity
Silver Harper Pin
Uncommon
Golden Harper Pin
Rare
Monsters
Acquisitions Incorporated
resembles a massive version of its namesake bird, this creature is a unique form of avian insect. Seen up close, it can easily be discerned from any other giant bird by its insectoid maw, its four-clawed
almost any creature. Their preferred attack is a snatch-and-grab that sees a deep crow flying off with a living victim before its companions have any chance of counterattack. Provided the doomed prey
Circle of Power
Legacy
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Spells
Player’s Handbook (2014)
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly
creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or
Magic Items
Waterdeep: Dragon Heist
This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native to the Underdark. If you use an action to speak the command word and
feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird.
When the diatryma reverts to feather form, the magic of the feather can
Monsters
The Wild Beyond the Witchlight
Constructs, Elementals, Plants, or Undead. Each other creature in the area must make a DC 10 Wisdom saving throw. On a failed save, the creature is incapacitated and its speed is halved, both for 1 minute. A
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
magic-items
When you attune to this pin, choose a Harper persona (see the Forgotten Realms: Heroes of Faerûn for examples), including an alignment and a creature type. While wearing this pin, you register
as that persona when targeted by magic to determine your creature type, alignment, or location.
While wearing this pin, you can cast the Nondetection spell on yourself. The duration of this spell is
magic-items
When you attune to this pin, choose a Harper persona (see the Forgotten Realms: Heroes of Faerûn for examples), including an alignment and a creature type. While wearing this pin, you register
as that persona when targeted by magic to determine your creature type, alignment, or location.
When you attune to this pin, you can devise a general line of thought of 25 words or fewer. While you
Magic Items
Waterdeep: Dragon Heist
After you write a message of fifty words or fewer on this magic sheet of parchment and speak a creature’s name, the parchment magically folds into a Tiny paper bird and flies to the recipient
whose name you uttered. The recipient must be on the same plane of existence as you, otherwise the bird turns into ash as it takes flight.
The bird is an object that has 1 hit point, an Armor Class of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending
of a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might
Cadaver Collector
Legacy
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Monsters
Mordenkainen’s Tome of Foes
cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is
are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers
Monsters
The Wild Beyond the Witchlight
Mimicry. Each campestri in the swarm can mimic any voice or song it has heard, albeit in a nasal falsetto.
Swarm. The swarm can occupy another creature’s space and vice versa, and the
fewer.
Spores (1/Day). A 20-foot radius of spores extends from the swarm. These spores can go around corners, and they have no effect on Constructs, Elementals, Plants, or Undead. Each other creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Mouth of Madness. The giant is immune to confusion spell.
On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a
Fist attacks against one random creature within reach. If no creatures are within reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.
4–5
Monsters
Mordenkainen Presents: Monsters of the Multiverse
energy erupts from its frame to deal 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Psychic Engine", "rollDamageType":"psychic"} psychic damage to each creature within 5 feet of it
", "rollAction":"Iron Fist", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 30 feet
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hopelessness.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment
’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
Stench. Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fiery Death and Rebirth. If the phoenix dies, it explodes. Each creature in 60-foot-radius sphere centered on the phoenix must make a DC 20 Dexterity saving throw, taking 22 (4d10);{"diceNotation
);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Fiery Death and Rebirth: Cinder", "rollDamageType":"fire"} fire damage to any creature that touches it, though no more than once per round. The cinder
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"damage", "rollAction":"Crushing Hug", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target is grappled (escape DC 15 if it is a Large or smaller creature. Until the grapple ends, the target
can’t make attacks while grappling a creature in this way.
Spellcasting. The hag casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
3/day each
Elf
Legacy
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Species
Basic Rules (2014)
arches, swooping from spire to spire, soared through the air. Crafted by ancient dwarven metalsmiths, they were strong enough to hold the weight of an army, yet they appeared so delicate that a bird
skill with sword, bow, and strategy.
Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and






