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Returning 35 results for 'beast borders diffusing currents restored'.
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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
can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies unless its brain is restored before the end of the intellect devourer’s next turn.Psychic
Spells
Player’s Handbook
You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that
which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair.
The simulacrum lasts until it drops to 0 Hit Points, at which point it
Monsters
Fizban's Treasury of Dragons
than 1 hour is restored to life with all its hit points.
Platinum Breath. The aspect exhales radiant platinum flames in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving
Beast, while retaining his game statistics (other than his size). This transformation ends if the aspect is reduced to 0 hit points or if he uses a bonus action to end it.
Species
Mordenkainen Presents: Monsters of the Multiverse
Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the
what your 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
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
refineries necessary to process minerals harvested from the mountain range known as the Sleeping Beast. These rarified, little-understood elements are then shipped to Ludendorf’s factories. Radiation
-warped monsters and dangerous Humanoids from the nearby bogs roam the town’s borders, mounting assaults to steal minerals and disrupt mining operations. Neufurchtenburg’s hardy populace uses hulking clockwork machines, cutting-edge firearms, and destructive alchemy to fend off these incursions.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
refineries necessary to process minerals harvested from the mountain range known as the Sleeping Beast. These rarified, little-understood elements are then shipped to Ludendorf’s factories. Radiation
-warped monsters and dangerous Humanoids from the nearby bogs roam the town’s borders, mounting assaults to steal minerals and disrupt mining operations. Neufurchtenburg’s hardy populace uses hulking clockwork machines, cutting-edge firearms, and destructive alchemy to fend off these incursions.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
refineries necessary to process minerals harvested from the mountain range known as the Sleeping Beast. These rarified, little-understood elements are then shipped to Ludendorf’s factories. Radiation
-warped monsters and dangerous Humanoids from the nearby bogs roam the town’s borders, mounting assaults to steal minerals and disrupt mining operations. Neufurchtenburg’s hardy populace uses hulking clockwork machines, cutting-edge firearms, and destructive alchemy to fend off these incursions.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
borders. Only Chakuna, the displacer beast Yana, and von Kharkov’s remains know the location of Chakuna’s heart and how to claim her power.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
borders. Only Chakuna, the displacer beast Yana, and von Kharkov’s remains know the location of Chakuna’s heart and how to claim her power.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
borders. Only Chakuna, the displacer beast Yana, and von Kharkov’s remains know the location of Chakuna’s heart and how to claim her power.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
). Rain and snow fall only in the part of the plane nearest to the Plane of Water. Most of the Plane of Air is a complex web of air streams, currents, and winds called the Labyrinth Winds. These range from
stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents carefully, flying with the winds, not against them. Here and there
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
). Rain and snow fall only in the part of the plane nearest to the Plane of Water. Most of the Plane of Air is a complex web of air streams, currents, and winds called the Labyrinth Winds. These range from
stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents carefully, flying with the winds, not against them. Here and there
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
). Rain and snow fall only in the part of the plane nearest to the Plane of Water. Most of the Plane of Air is a complex web of air streams, currents, and winds called the Labyrinth Winds. These range from
stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents carefully, flying with the winds, not against them. Here and there
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Sea Elf Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents
any beast that has an innate swimming speed. Languages. You can speak, read, and write Aquan. SAHUAGIN: DANGER FROM THE DEPTHS
The sea elves face as many perils in their watery world as other elves
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Sea Elf Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents
any beast that has an innate swimming speed. Languages. You can speak, read, and write Aquan. SAHUAGIN: DANGER FROM THE DEPTHS
The sea elves face as many perils in their watery world as other elves
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Sea Elf Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents
any beast that has an innate swimming speed. Languages. You can speak, read, and write Aquan. SAHUAGIN: DANGER FROM THE DEPTHS
The sea elves face as many perils in their watery world as other elves
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same
100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair. The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same
100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair. The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same
100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair. The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same
100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair. The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same
100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair. The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same
100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair. The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
dies in Mordent reappears as a ghost, a specter, or another incorporeal Undead near where they died. These spectral dead can be magically returned to life as normal, but those who aren’t restored to
, hostage. Closing the Borders. When Godefroy wishes to close his domain, fog rolls in off the sea and blankets the land. Everything in the domain that’s outdoors is heavily obscured by the fog (see the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
dies in Mordent reappears as a ghost, a specter, or another incorporeal Undead near where they died. These spectral dead can be magically returned to life as normal, but those who aren’t restored to
, hostage. Closing the Borders. When Godefroy wishes to close his domain, fog rolls in off the sea and blankets the land. Everything in the domain that’s outdoors is heavily obscured by the fog (see the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
dies in Mordent reappears as a ghost, a specter, or another incorporeal Undead near where they died. These spectral dead can be magically returned to life as normal, but those who aren’t restored to
, hostage. Closing the Borders. When Godefroy wishes to close his domain, fog rolls in off the sea and blankets the land. Everything in the domain that’s outdoors is heavily obscured by the fog (see the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D14. Toadstool Patch Your heart suddenly feels cold, filling you with a sense of loneliness that borders on despair. A haunting, melancholy tune played on a flute reaches out to you from somewhere
invulnerability. Development. Once Octavian has his true heart and his capacity for feeling emotion restored, he skips merrily into the swamp, eventually crossing paths with the Inn at the End of the Road
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
is said to be haunted by the vengeful spirit of a former commander who was slain by their own troops. 3 A tunnel beneath the outpost leads to a sealed portal to Xoriat. 4 The outpost borders the
is in a critical location, but it was damaged during the war. It needs to be protected while it is being restored. 7 The outpost is located on a manifest zone linked to Thelanis. It has been seized by
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D14. Toadstool Patch Your heart suddenly feels cold, filling you with a sense of loneliness that borders on despair. A haunting, melancholy tune played on a flute reaches out to you from somewhere
invulnerability. Development. Once Octavian has his true heart and his capacity for feeling emotion restored, he skips merrily into the swamp, eventually crossing paths with the Inn at the End of the Road
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
is said to be haunted by the vengeful spirit of a former commander who was slain by their own troops. 3 A tunnel beneath the outpost leads to a sealed portal to Xoriat. 4 The outpost borders the
is in a critical location, but it was damaged during the war. It needs to be protected while it is being restored. 7 The outpost is located on a manifest zone linked to Thelanis. It has been seized by
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
is said to be haunted by the vengeful spirit of a former commander who was slain by their own troops. 3 A tunnel beneath the outpost leads to a sealed portal to Xoriat. 4 The outpost borders the
is in a critical location, but it was damaged during the war. It needs to be protected while it is being restored. 7 The outpost is located on a manifest zone linked to Thelanis. It has been seized by
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D14. Toadstool Patch Your heart suddenly feels cold, filling you with a sense of loneliness that borders on despair. A haunting, melancholy tune played on a flute reaches out to you from somewhere
invulnerability. Development. Once Octavian has his true heart and his capacity for feeling emotion restored, he skips merrily into the swamp, eventually crossing paths with the Inn at the End of the Road
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
with all its Hit Points restored.
Whenever you finish a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and
Ranger Subclasses A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Beast Master, Fey Wanderer, Gloom
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
with all its Hit Points restored.
Whenever you finish a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and
Ranger Subclasses A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Beast Master, Fey Wanderer, Gloom
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
fully formed. Thassa’s palace floats underwater, its buildings suspended in giant bubbles that drift with the currents. At its edge, in a city of divine copper and marbleized hopes, Ephara makes her
as throngs of legendary combatants. In the midst of this riot rise the palatial war-tents of Mogis and Iroas, who lead the endless battle. Kruphix claims the borders of the Tovian Fields as his
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
see the “darkening” up ahead. It’s difficult to see anything clearly within its borders, though you can vaguely make out the outline of a mountain of sunken ships resting on the sea floor, grown over
he opened (Umberlee’s Maw) have created an area in the ocean that acts like a beacon for strong, irregular currents and bad weather. Underwater, the effect manifests as a general darkness in an oddly






