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Returning 35 results for 'beasts both diffusing channel reduced'.
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Monsters
Monster Manual
within the mummy’s lair. The heart is a Tiny object that has AC 17, HP 10, and Immunity to all damage except Fire.Multiattack. The mummy makes one Rotting Fist or Channel Negative Energy attack, and
maximum decreases by 10 (3d6);{"diceNotation":"3d6", "rollType":"roll", "rollAction":"Rotting Fist"} every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack
Monsters
Astarion's Book of Hungers
(if any). The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by
containing an infernalist’s lair is warped by its presence, creating the following effects, all of which happen at the vampire’s discretion:
Diabolic Beasts. Animals in the vampire’s domain
Monsters
Mordenkainen Presents: Monsters of the Multiverse
maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Gaze. Demogorgon turns his
disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage.
Frenzied Animals. Beasts within 1 mile of the lair become frenzied and violent—even creatures that are
Monsters
Vecna: Eve of Ruin
spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with Beasts and Plants as if they shared a language.Multiattack. The dryad makes two Poisonous Thorn attacks and
condition. All vines immediately wither and disappear when the dryad is reduced to 0 hit points.
Spellcasting. The dryad casts one of the following spells, requiring no material components and using
Demogorgon
Legacy
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Monsters
Out of the Abyss
"} bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts
until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Gaze. Demogorgon turns his magical gaze toward one creature that he can see within 120 feet of him. That
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of the following effects:
Charnel Realm. The air is filled with the stench of rotting flesh, and buzzing flies grow thick within the region.
Undead Beasts. Dead Beasts periodically animate as
(Recharges after a Short or Long Rest). If this creature is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. If it succeeds, it is instead reduced to 1 hit point.
Aura
Vampire Warrior
Legacy
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Monsters
Monster Manual (2014)
);{"diceNotation":"3d6","rollType":"damage","rollAction":"Bite","rollDamageType":"necrotic"} necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken
the Night"} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The
Vampire
Legacy
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Monsters
Basic Rules (2014)
point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target
. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The vampire can take 3 legendary actions, choosing from the options below. Only one
Vampire Spellcaster
Legacy
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Monsters
Monster Manual (2014)
":"3d6","rollType":"damage","rollAction":"Bite","rollDamageType":"necrotic"} necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire
, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The vampire can take 3
Monsters
Bigby Presents: Glory of the Giants
", "rollType":"damage", "rollAction":"Freezing Breath", "rollDamageType":"cold"} cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, a creature takes half as
attack and damage rolls.
Thriving Wildlife. Beasts reproduce rapidly and thrive within 6 miles of the scion.
If the scion dies, these effects end immediately.
Scions of Giants’ Gods
Giants
Monsters
Waterdeep: Dungeon of the Mad Mage
","rollAction":"Bite","rollDamageType":"necrotic"} necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Zorak regains hit points equal to that
in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Zorak and obeying his spoken commands. The beasts remain for 1 hour, until Zorak dies
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, if it is reduced to 0 hit points, each creature within 10 feet of it takes poison damage equal to its number of Hit Dice.
Poison; Bludgeoning, Piercing, and Slashing that is NonmagicalCold, Fire
, and it lingers for 1 minute. Humanoids and Beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, a creature can’t be infected by
Monsters
Waterdeep: Dungeon of the Mad Mage
","rollType":"damage","rollAction":"Bite","rollDamageType":"necrotic"} necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Keresta regains hit
commands. The beasts remain for 1 hour, until Keresta dies, or until Keresta dismisses them as a bonus action.Keresta can take 3 legendary actions, choosing from the options below. Only one legendary
Monsters
Fizban's Treasury of Dragons
next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell
. Fish and other aquatic Beasts reproduce rapidly and thrive in bodies of water within 6 miles of the lair. Foraging in these waters yields twice the usual amount of food.
Watery Sight. Water within 6
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Gruul Creatures Many dangerous creatures haunt the rubblebelts and other places the Gruul Clans inhabit. Beasts Gruul territory is full of beasts of all sizes. Herds of giant boars (see the Monster
spotted amid tended groves and gardens. Any beast described in this source or in the Monster Manual can roam the rubblebelts. The Gruul can bring out the fury in these beasts, turning them into
Monsters
Curse of Strahd
","rollDamageType":"necrotic"} necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd regains hit points equal to that amount. The
reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a
Monsters
Fizban's Treasury of Dragons
next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell
shores and lake beds within 6 miles of the lair.
Thriving Wildlife. Fish and other aquatic Beasts reproduce rapidly and thrive in bodies of water within 6 miles of the lair. Foraging in these waters
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, creatures corresponding to the image above the lock (1d4 giant bats, 1d4 giant poisonous snakes, 1d4 giant wolf spiders, or 1d4 wolves) are summoned into the room. Each summoned creature is hostile and disappears after 10 minutes or when reduced to 0 hit points. These beasts can’t be charmed or frightened.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
3rd Oath Spells, Channel Divinity 7th Aura of Conquest (10 ft.) 15th Scornful Rebuke 18th Aura of Conquest (30 ft.) 20th Invincible Conqueror Oath Spells You gain oath spells at the paladin levels
, spiritual weapon 9th bestow curse, fear 13th dominate beast, stoneskin 17th cloudkill, dominate person Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity
Compendium
- Sources->Dungeons & Dragons->Monster Manual
animal lords exist for beasts of all types. Some animal lords even embody creatures that are rare or extinct on Material Plane worlds, like megafauna or dinosaurs. Using their divine might, animal
lords can summon spectral animals, channel spiritual energy, and exhibit powers associated with one of three broad groups: foragers, hunters, or sages. These powers are tied to an animal lord’s
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
banishment, guardian of faith 17th circle of power, geas Channel Divinity When you take this oath at 3rd level, you gain the following Channel Divinity options. Champion Challenge. As a bonus action, you
action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier
Monsters
Fizban's Treasury of Dragons
refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel
statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Monsters
Fizban's Treasury of Dragons
light, or channel positive energy for healing and nurturing.
Creating a Crystal Dragon
Use the Crystal Dragon Personality Traits and Crystal Dragon Ideals tables to inspire your portrayal of
any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your
Circle of the Shepherd Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
someone? That always makes me feel better.
Oath of Redemption Features Paladin Level Feature 3rd Oath Spells, Channel Divinity 7th Aura of the Guardian (10 ft.) 15th Protective Spirit 18th Aura of
hold monster, wall of force Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Emissary of Peace. You can use your Channel Divinity to augment
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
ensnaring strike, speak with animals 5th misty step, moonbeam 9th plant growth, protection from energy 13th ice storm, stoneskin 17th commune with nature, tree stride Channel Divinity When you take this oath
at 3rd level, you gain the following two Channel Divinity options. Nature’s Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
end of your next turn. Mastery of Death Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action
required) to have 1 hit point instead. Touch of the Long Death Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Vampire Familiar Vampire familiars are living people who serve vampires, either willingly or due to coercion by their deathless masters. They channel deathly energy through their weapons
makes two Umbral Dagger attacks.
Umbral Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage plus 7 (3d4) Necrotic damage. If the target is reduced
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack.
Channel Negative
turns to dust if reduced to 0 Hit Points by this attack.
Dreadful Glare. Wisdom Saving Throw: DC 11, one creature the mummy can see within 60 feet. Failure: The target has the Frightened condition
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
a burrowing speed of 5 feet.
Swarm of Centipedes. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while
movement restrictions caused by webbing.
Swarm of Wasps. A swarm of wasps has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed.
Swarm of Insects
Medium swarm of Tiny beasts
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
magical effects.
Speak with Beasts and Plants. The dryad can communicate with Beasts and Plants as if they shared a language.
Actions
Multiattack. The dryad makes two Poisonous Thorn attacks and one
damage). Destroying a vine deals no damage to the dryad, but any creature grappled by that vine no longer has the grappled condition. All vines immediately wither and disappear when the dryad is reduced
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
other debris as if it were alive
Swarm of Maggots
Medium Swarm of Tiny Beasts
Armor Class 11
Hit Points 22 (5d8)
Speed 20 ft., swim 20 ft.
STR
3 (−4)
DEX
12 (+1)
CON
random effect for the disease two long rests in a row.
Swarm of Scarabs
Medium Swarm of Tiny Beasts
Armor Class 13 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft., burrow 30 ft., climb
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
DC 23 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit
point maximum is reduced to 0.
Gaze. Demogorgon turns his magical gaze toward one creature he can see within 120 feet of him. The target must succeed on a DC 23 Wisdom saving throw or suffer one of the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
attacking each other. Low Cunning. Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder can turn against its handler. Training these beasts requires
a rider to bond with the steeder, a process that begins shortly after the creature hatches. The rider stays with the steeder as it grows to full size, working throughout that time to channel the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
being a defender is core to your identity as a ranger. As a member of Acquisitions Incorporated, you channel your natural proclivity for protectiveness into a razor-sharp focus on the franchise. Pure
are their own thriving ecosystem. As a ranger who spends part of your time in urban settings, you quickly learn to seek out the companionship of some of the many beasts that inhabit those settings






