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Returning 35 results for 'beast behind deep continues result'.
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Classes
Player’s Handbook
Bond with a Primal Beast
A Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world.
Spells
Player’s Handbook
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts
Monsters
Monster Manual
condition, is a Humanoid or Beast, and has 10 Hit Points or fewer. Failure: The intellect devourer possesses the target, consumes its brain, and teleports inside its skull. While there, the intellect
devourer has Total Cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores; its understanding of Deep Speech; its
Magic Items
Dungeon Master’s Guide
place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it
where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Magic Items
Dungeon Master’s Guide
succeed on a DC 19 Dexterity saving throw or be touched by it, taking 8d10 Force damage. A creature reduced to 0 Hit Points by this damage is obliterated, leaving its possessions behind but no other
), the DM determines randomly what happens using the following table.
1d100
Result
01–50
The sphere is destroyed.
51–85
The sphere moves through the portal or into the
Spells
Player’s Handbook
directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you
chose until the spell ends or you choose a different effect.
Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool
Magic Items
Dungeon Master’s Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
Monsters
Forgotten Realms: Adventures in Faerûn
magic pervading the Underdark twists deep dragons as they grow, so few adult deep dragons look alike. Their skin is usually pitted by fungal growths that spread across the body. Although lacking the
versatile shape-shifting of metallic dragons, deep dragons can assume the form of animals or humanoids and often masquerade as snakes or dragonborn.
Adult deep dragons eliminate challengers with
Monsters
Forgotten Realms: Adventures in Faerûn
deep dragons often spend years sequestered among individualized libraries, fungal gardens, or collections of esoterica. When these venerable terrors venture forth to hunt, they can remake Underdark
trade routes or coastal communities with their voracious appetites and love of destruction.
Deep Dragons
Deep dragons slither through the wet and lightless places of the Underdark. They are stealthy
Monsters
Forgotten Realms: Adventures in Faerûn
they hunt to satisfy their voracious appetites.
Deep Dragons
Deep dragons slither through the wet and lightless places of the Underdark. They are stealthy hunters with an affinity for lost lore and
fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to imbue their breath with terror-inducing
Monsters
Forgotten Realms: Adventures in Faerûn
’s next turn. Success: Half damage only.Young deep dragons establish lairs in familiar hunting grounds and defend their lairs with twisting passages and traps such as deadfalls. They dominate the
Underdark settlements, such as drow cities.
Deep Dragons
Deep dragons slither through the wet and lightless places of the Underdark. They are stealthy hunters with an affinity for lost lore and fungi
Monsters
Forgotten Realms: Adventures in Faerûn
Material components and using Wisdom as the spellcasting ability (spell save DC 13):
At Will: Druidcraft, Speak with Animals (swan form only)
1/Day Each: Animal Friendship, Beast Sense, Spike
along well with dryads and other creatures devoted to protecting the wilderness.
Roll or choose a result from the Swanmay’s Charge table as inspiration for what a swanmay protects.
Swanmay
Monsters
Forgotten Realms: Adventures in Faerûn
dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Shapechange (Beast or Humanoid form
spirit dragon’s primary motivation is to unearth and study the ruins of the ancient realm from which it arose. Spirit dragons share an innate intellectual curiosity, and many have a deep
Monsters
Forgotten Realms: Adventures in Faerûn
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Thunderwave (level 2 version)
1/Day Each
primary motivation is to unearth and study the ruins of the ancient realm from which it arose. Spirit dragons share an innate intellectual curiosity, and many have a deep appreciation for the culture and
Monsters
Forgotten Realms: Adventures in Faerûn
it arose. Spirit dragons share an innate intellectual curiosity, and many have a deep appreciation for the culture and art of humanoid societies.
Spirit dragons find even the most commonplace
dragons are exactly alike; each individual bears features distinct to the empire from which it hails. Roll on or choose a result from the Spirit Dragon Origins table to determine which lost realm a spirit
Monsters
Forgotten Realms: Adventures in Faerûn
a deep appreciation for the culture and art of humanoid societies.
Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon
which it hails. Roll on or choose a result from the Spirit Dragon Origins table to determine which lost realm a spirit dragon is from.
Spirit Dragon Origins
1d6
The Spirit Dragon Traces
Monsters
Forgotten Realms: Adventures in Faerûn
whatever genie empire rises from the wreckage.
Personality
Biha Babir’s demeanor is like the ocean: seemingly placid on the surface, but dangerous and fierce deep below. Her amiable attitude hides
punished.Acid, Cold, LightningFluid Form. Biha Babir Shape-Shifting;shape-shifts into a form resembling a Beast or Humanoid that is Medium or smaller, while retaining her game statistics (other than her size), or returns to her true marid form.
Green Dragon Wyrmling
Legacy
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Monsters
Basic Rules (2014)
recognized by the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
piscine form is stripped of the magic that enabled them to transform, leaving behind the corpse of the person the deep scion once was.Change Shape. The deep scion transforms into a hybrid form (humanoid
Amphibious (Hybrid Form Only). The deep scion can breathe air and water.Multiattack. The deep scion makes two Battleaxe attacks, or it makes one Bite attack and two Claw attacks.
Battleaxe. Melee
Equipment
fiendish activity. Khyber dragonshards are deep blue or dark violet, laced with gleaming veins.
Khyber dragonshards have a affinity for binding magics. Elemental binding — which is behind
Khyber dragonshards are found deep in the earth, often near layers of magma. These living crystals typically grow on cavern walls, and superstition says they flourish in areas with significant
Monsters
Mythic Odysseys of Theros
, from the bog-dwelling hydras known across the multiverse to massive ironscale hydras that lurk in deep wildernesses. Beyond even these exist serpentine horrors born of the whims of foul gods, like the
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 the minds and
Young Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.Poison
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
and leaves nothing behind, except a pile of ashes plus whatever equipment it was wearing or carrying.The beast can take 3 legendary actions, choosing from the options below. Only one legendary action
Legendary Resistance (2/Day). If the beast fails a saving throw, it can choose to succeed instead.
Siege Monster. The beast deals double damage to objects and structures.Multiattack. The beast makes
Polymorph
Legacy
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Spells
Basic Rules (2014)
a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less
than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It
Monsters
Bigby Presents: Glory of the Giants
Beast of Burden. The ox is considered to be one size larger for the purpose of determining its carrying capacity.Gore. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit
performing similar tasks well suited to their tremendous strength. These cattle are covered in thick, shaggy hide, often in vibrant colors, such as sky blue or deep violet.
Backgrounds
The Wild Beyond the Witchlight
are haunted by the fact that the Feywild—a mirror world hidden behind a mere twist of perception—is only a hair’s breadth away. Although your memories of the Feywild grow fainter
.
Feywild Visitor
Whenever you’re sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit’s form by
Deep Rothé
Legacy
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Monsters
Volo's Guide to Monsters
Charge. If the Deep Rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6);{"diceNotation":"2d6","rollType
":"damage","rollAction":"Charge","rollDamageType":"piercing"} piercing damage.
Innate Spellcasting. The Deep Rothé's spellcasting ability is Charisma. It can innately cast dancing lights at will, requiring
Classes
Player’s Handbook (2014)
Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with
, speak with animals, spike growth
5th
plant growth, wind wall
7th
dominate beast, grasping vine
9th
insect plague, tree stride
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Beast Speech. The sewer king can comprehend and verbally communicate with any Beast.Rancid Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Rancid Bite"} to
their enormous size, supernatural strength, wicked cunning, and ability to speak.
Deep in the bowels of towns and cities, sewer kings reign over underground vermin, dreaming of the day when rats will
Animal Shapes
Legacy
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Spells
Basic Rules (2014)
Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating
hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and
Nature Domain
Legacy
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Classes
Player’s Handbook (2014)
Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with
with animals
3rd
barkskin, spike growth
5th
plant growth, wind wall
7th
dominate beast, grasping vine
9th
insect plague, tree stride
Monsters
Mythic Odysseys of Theros
world, and so great were its size and strength that the gods Nylea and Heliod combined their power to bind the monster deep within the Nessian Wood. That incarnation was slain, but the eternal ideal
, from the bog-dwelling hydras known across the multiverse to massive ironscale hydra;ironscale hydras that lurk in deep wildernesses. Beyond even these exist serpentine horrors born of the whims of foul
Monsters
Locathah Rising
unoccupied space they can see.Change Shape (2/Day). Amble magically polymorphs into a beast with a challenge rating of 1 or less, and can remain in this form for up to 6 hours. Amble's equipment melds with
statistics of the beast, but they retain their alignment, personality, and Intelligence, Wisdom, and Charisma scores. Amble also retains all their skill and saving throw proficiencies, in addition to
Monsters
Guildmasters’ Guide to Ravnica
":"Claws","rollDamageType":"slashing"} slashing damage.In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific
krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark
Monsters
Keys from the Golden Vault
Ashen Creature. When Jhaeros drops to 0 hit points, he explodes in a harmless cloud of ashes, leaving nothing else behind.
Berserk. Whenever Jhaeros starts his turn with 60 hit points or fewer, roll
is near enough to move to and attack, Jhaeros attacks an object, with preference for an object smaller than himself. Once Jhaeros goes berserk, he continues to do so until he is destroyed or regains






