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Returning 35 results for 'beast before diffusing conjured rock'.
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Monsters
Candlekeep Mysteries
as a book, dagger, or gemstone) that its creator is carrying or wearing when the gingwatzim is conjured. The other form can be any Tiny beast. Once these alternate forms are chosen, they can’t
its statistics, and it is indistinguishable from the thing it is imitating. In beast form, it retains its hit points but otherwise uses the stat block of the beast it is imitating. When it dies, the
Cloud Giant Smiling One
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
attack roll.
Rock. Ranged Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Rock"} to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8);{"diceNotation":"4d10+8","rollType
":"damage","rollAction":"Rock","rollDamageType":"bludgeoning"} bludgeoning damage. The attack deals an extra 14 (4d6);{"diceNotation":"4d6","rollType":"roll","rollAction":"Rock"} damage if the giant
Monsters
Spelljammer: Adventures in Space
takes shelter inside a rock, a bush, a tree, or a natural source of fresh water in its space. The chwinga can’t be targeted by any attack, spell, or other effect while it is magically protected in
Instant Tools
This charm allows you to magically conjure a set of artisan’s tools, navigator's tools;navigator's tools, or thieves' tools;thieves' tools. The conjured tools appear either in
Compendium
- Sources->Dungeons & Dragons->Monster Manual
fly, and they often perch where they can blend in amid ornate architecture, rock formations, or mundane statues. Gargoyles usually serve the magic-users who conjured them into their bodies, but if left to their own devices, they might play cruel pranks and steal treasures to hoard in lofty lairs.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
fly, and they often perch where they can blend in amid ornate architecture, rock formations, or mundane statues. Gargoyles usually serve the magic-users who conjured them into their bodies, but if left to their own devices, they might play cruel pranks and steal treasures to hoard in lofty lairs.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
fly, and they often perch where they can blend in amid ornate architecture, rock formations, or mundane statues. Gargoyles usually serve the magic-users who conjured them into their bodies, but if left to their own devices, they might play cruel pranks and steal treasures to hoard in lofty lairs.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
takes to the air. Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him
. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
takes to the air. Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him
. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
takes to the air. Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him
. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
takes to the air. Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him
. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
takes to the air. Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him
. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
takes to the air. Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him
. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
nonmagical object (such as a book, dagger, or gemstone) that its creator is carrying or wearing when the gingwatzim is conjured. The other form can be any Tiny beast. Once these alternate forms are
Tiny nonmagical object that its creator is wearing or carrying. The gingwatzim’s other form is that of a specific Tiny beast. When the gingwatzim that has taken the form of Mazfroth’s Mighty Digressions
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Ape Giant Ape
Huge beast, unaligned
Armor Class 12
Hit Points 157 (15d12 + 60)
Speed 40 ft., climb 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
18 (+4)
INT
7 (−2
attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ape Ape
Medium beast, unaligned
Armor Class 12
Hit Points 19 (3d8 + 6)
Speed 30 ft., climb 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
6 (−2)
WIS
. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Ape Giant Ape
Huge beast, unaligned
Armor Class 12
Hit Points 157 (15d12 + 60)
Speed 40 ft., climb 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
18 (+4)
INT
7 (−2
attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ape Ape
Medium beast, unaligned
Armor Class 12
Hit Points 19 (3d8 + 6)
Speed 30 ft., climb 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
6 (−2)
WIS
. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Ape Giant Ape
Huge beast, unaligned
Armor Class 12
Hit Points 157 (15d12 + 60)
Speed 40 ft., climb 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
18 (+4)
INT
7 (−2
attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ape Ape
Medium beast, unaligned
Armor Class 12
Hit Points 19 (3d8 + 6)
Speed 30 ft., climb 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
6 (−2)
WIS
. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
nonmagical object (such as a book, dagger, or gemstone) that its creator is carrying or wearing when the gingwatzim is conjured. The other form can be any Tiny beast. Once these alternate forms are
Tiny nonmagical object that its creator is wearing or carrying. The gingwatzim’s other form is that of a specific Tiny beast. When the gingwatzim that has taken the form of Mazfroth’s Mighty Digressions
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
nonmagical object (such as a book, dagger, or gemstone) that its creator is carrying or wearing when the gingwatzim is conjured. The other form can be any Tiny beast. Once these alternate forms are
Tiny nonmagical object that its creator is wearing or carrying. The gingwatzim’s other form is that of a specific Tiny beast. When the gingwatzim that has taken the form of Mazfroth’s Mighty Digressions
races
Spelljammer: Adventures in Space
Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.
An
Humanoid type. A race option presented here tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast
races
Spelljammer: Adventures in Space
constrict to produce sound.
When plasmoids sleep, they lose their rigidity and spread out and are thus sometimes mistaken for a rock or some other feature of the environment.
Creating Your Character
When
character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid
classes
Basic Rules (2014)
the air.
Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out
back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.
Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(transmutation)
Mold earth (transmutation)
Primal savagery (transmutation)
Shape water (transmutation)
Thunderclap (evocation)
1st Level
Absorb elements (abjuration)
Beast bond (divination)
Earth
)
Elemental bane (transmutation)
Guardian of nature (transmutation)
Watery sphere (conjuration)
5th Level
Control winds (transmutation)
Maelstrom (evocation)
Transmute rock (transmutation
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(transmutation)
Mold earth (transmutation)
Primal savagery (transmutation)
Shape water (transmutation)
Thunderclap (evocation)
1st Level
Absorb elements (abjuration)
Beast bond (divination)
Earth
)
Elemental bane (transmutation)
Guardian of nature (transmutation)
Watery sphere (conjuration)
5th Level
Control winds (transmutation)
Maelstrom (evocation)
Transmute rock (transmutation
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(transmutation)
Mold earth (transmutation)
Primal savagery (transmutation)
Shape water (transmutation)
Thunderclap (evocation)
1st Level
Absorb elements (abjuration)
Beast bond (divination)
Earth
)
Elemental bane (transmutation)
Guardian of nature (transmutation)
Watery sphere (conjuration)
5th Level
Control winds (transmutation)
Maelstrom (evocation)
Transmute rock (transmutation
Compendium
- Sources->Dungeons & Dragons->Monster Manual
be on fire. With bodies of flame and magmatic rock, these halfling-size creatures delight in setting fires. They do so not out of malice but out of enthusiasm for primal fire. They don’t consider that
destroyed, their flames igniting combustible materials nearby. Magmins might be conjured by magic-users to harry foes or might escape the Elemental Plane of Fire through portals or rifts that lead to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
be on fire. With bodies of flame and magmatic rock, these halfling-size creatures delight in setting fires. They do so not out of malice but out of enthusiasm for primal fire. They don’t consider that
destroyed, their flames igniting combustible materials nearby. Magmins might be conjured by magic-users to harry foes or might escape the Elemental Plane of Fire through portals or rifts that lead to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
be on fire. With bodies of flame and magmatic rock, these halfling-size creatures delight in setting fires. They do so not out of malice but out of enthusiasm for primal fire. They don’t consider that
destroyed, their flames igniting combustible materials nearby. Magmins might be conjured by magic-users to harry foes or might escape the Elemental Plane of Fire through portals or rifts that lead to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(transmutation)
Thunderclap
(evocation)
1st Level Absorb elements
(abjuration)
Beast bond
(divination)
Ice knife
(conjuration)
Earth tremor
(evocation)
2nd Level
(transmutation)
Maelstrom
(evocation)
Transmute rock
(transmutation)
6th Level Bones of the earth
(transmutation)
Investiture of flame
(transmutation)
Investiture of ice
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(transmutation)
Thunderclap
(evocation)
1st Level Absorb elements
(abjuration)
Beast bond
(divination)
Ice knife
(conjuration)
Earth tremor
(evocation)
2nd Level
(transmutation)
Maelstrom
(evocation)
Transmute rock
(transmutation)
6th Level Bones of the earth
(transmutation)
Investiture of flame
(transmutation)
Investiture of ice
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(transmutation)
Thunderclap
(evocation)
1st Level Absorb elements
(abjuration)
Beast bond
(divination)
Ice knife
(conjuration)
Earth tremor
(evocation)
2nd Level
(transmutation)
Maelstrom
(evocation)
Transmute rock
(transmutation)
6th Level Bones of the earth
(transmutation)
Investiture of flame
(transmutation)
Investiture of ice
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant
resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits: The creature appears with more hit points than normal: 2 extra hit points per Hit Die
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant
resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits: The creature appears with more hit points than normal: 2 extra hit points per Hit Die






