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Returning 35 results for 'been banners diffusing creature relatives'.
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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
Monsters
Van Richten’s Guide to Ravenloft
":"necrotic"} necrotic damage. If the dullahan scores a critical hit against a creature, the target must succeed on a DC 15 Constitution saving throw or the dullahan cuts off the target’s head. The
target dies if it can’t survive without the lost head. A creature that doesn’t have or need a head, or has legendary actions, instead takes an extra 27 (6d8);{"diceNotation":"6d8
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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 magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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 magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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 magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Cult of Rakdos SUNG CHOI Jace walked into the Rakdos club, pushing into a wall of scents and sounds. The ceilings were surprisingly high inside, draped with banners and spiked chains. An impish
creature hooted as it dangled from a high wire while a man in leather chaps swallowed orbs of fire and breathed them back out through his snaggly teeth. Scarred, black-scaled drakes fought viciously in
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Cult of Rakdos SUNG CHOI Jace walked into the Rakdos club, pushing into a wall of scents and sounds. The ceilings were surprisingly high inside, draped with banners and spiked chains. An impish
creature hooted as it dangled from a high wire while a man in leather chaps swallowed orbs of fire and breathed them back out through his snaggly teeth. Scarred, black-scaled drakes fought viciously in
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Cult of Rakdos SUNG CHOI Jace walked into the Rakdos club, pushing into a wall of scents and sounds. The ceilings were surprisingly high inside, draped with banners and spiked chains. An impish
creature hooted as it dangled from a high wire while a man in leather chaps swallowed orbs of fire and breathed them back out through his snaggly teeth. Scarred, black-scaled drakes fought viciously in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
identifies the location of the nearest creature that has Artus’s blood flowing through its veins. Artus has many living relatives, and a few of those reside in the North. The blod stone has pointed Storvald
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
identifies the location of the nearest creature that has Artus’s blood flowing through its veins. Artus has many living relatives, and a few of those reside in the North. The blod stone has pointed Storvald
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
identifies the location of the nearest creature that has Artus’s blood flowing through its veins. Artus has many living relatives, and a few of those reside in the North. The blod stone has pointed Storvald
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
dullahan pursues it own relatives, seeking to claim a head with its family resemblance.
3 A greedy dullahan seeks to recover its bejeweled helmet, caring nothing for the head that wears it.
4
hands, plus 11 (2d10) necrotic damage. If the dullahan scores a critical hit against a creature, the target must succeed on a DC 15 Constitution saving throw or the dullahan cuts off the target’s
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
dullahan pursues it own relatives, seeking to claim a head with its family resemblance.
3 A greedy dullahan seeks to recover its bejeweled helmet, caring nothing for the head that wears it.
4
hands, plus 11 (2d10) necrotic damage. If the dullahan scores a critical hit against a creature, the target must succeed on a DC 15 Constitution saving throw or the dullahan cuts off the target’s
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
dullahan pursues it own relatives, seeking to claim a head with its family resemblance.
3 A greedy dullahan seeks to recover its bejeweled helmet, caring nothing for the head that wears it.
4
hands, plus 11 (2d10) necrotic damage. If the dullahan scores a critical hit against a creature, the target must succeed on a DC 15 Constitution saving throw or the dullahan cuts off the target’s
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Giantkind The descendants of Annam are the various creatures of the Giant creature type. The precise details of genealogy linking Annam to these Giants are a matter of mythology, and myths vary from
not capitalized or otherwise qualified.
“Giant” is also a creature type in the D&D rules, and as such, it’s capitalized whenever it’s used. This book usually refers to “creatures of the Giant type” to
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Giantkind The descendants of Annam are the various creatures of the Giant creature type. The precise details of genealogy linking Annam to these Giants are a matter of mythology, and myths vary from
not capitalized or otherwise qualified.
“Giant” is also a creature type in the D&D rules, and as such, it’s capitalized whenever it’s used. This book usually refers to “creatures of the Giant type” to
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Giantkind The descendants of Annam are the various creatures of the Giant creature type. The precise details of genealogy linking Annam to these Giants are a matter of mythology, and myths vary from
not capitalized or otherwise qualified.
“Giant” is also a creature type in the D&D rules, and as such, it’s capitalized whenever it’s used. This book usually refers to “creatures of the Giant type” to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
inscribed on it. Each time a creature other than a Fiend opens the door, the glyph glows for a split second, and the creature must make a DC 18 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed
attack intruders on sight and fight to the death. The spyder-fiends spun the webs in this room, making the entire room difficult terrain. The webs don’t burn, but a creature can use an action to cut
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
inscribed on it. Each time a creature other than a Fiend opens the door, the glyph glows for a split second, and the creature must make a DC 18 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed
attack intruders on sight and fight to the death. The spyder-fiends spun the webs in this room, making the entire room difficult terrain. The webs don’t burn, but a creature can use an action to cut
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
inscribed on it. Each time a creature other than a Fiend opens the door, the glyph glows for a split second, and the creature must make a DC 18 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed
attack intruders on sight and fight to the death. The spyder-fiends spun the webs in this room, making the entire room difficult terrain. The webs don’t burn, but a creature can use an action to cut
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Perception 13
Languages Abyssal, telepathy 120 ft.
Challenge 22 (41,000 XP) Proficiency Bonus +7
Death Throes. Camlash explodes when reduced to 0 hit points, and each creature within 30 feet of
appear and disappear from moment to moment. At the start of each of Camlash’s turns, each creature within 10 feet of Camlash takes 10 (3d6) poison damage and must succeed on a DC 21 Constitution
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Perception 13
Languages Abyssal, telepathy 120 ft.
Challenge 22 (41,000 XP) Proficiency Bonus +7
Death Throes. Camlash explodes when reduced to 0 hit points, and each creature within 30 feet of
appear and disappear from moment to moment. At the start of each of Camlash’s turns, each creature within 10 feet of Camlash takes 10 (3d6) poison damage and must succeed on a DC 21 Constitution
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Perception 13
Languages Abyssal, telepathy 120 ft.
Challenge 22 (41,000 XP) Proficiency Bonus +7
Death Throes. Camlash explodes when reduced to 0 hit points, and each creature within 30 feet of
appear and disappear from moment to moment. At the start of each of Camlash’s turns, each creature within 10 feet of Camlash takes 10 (3d6) poison damage and must succeed on a DC 21 Constitution
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Anything might strike a githyanki’s fancy, from a jewel taken from the pommel of a fallen opponent’s sword to colorful banners taken from a plundered castle that, preserved by the timeless nature of the
the weapon. Magic Item: Greater Silver Sword
Weapon (greatsword), legendary (requires attunement by a creature that has psionic ability)
This magic weapon grants a +3 bonus to attack and damage
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Anything might strike a githyanki’s fancy, from a jewel taken from the pommel of a fallen opponent’s sword to colorful banners taken from a plundered castle that, preserved by the timeless nature of the
the weapon. Magic Item: Greater Silver Sword
Weapon (greatsword), legendary (requires attunement by a creature that has psionic ability)
This magic weapon grants a +3 bonus to attack and damage
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Anything might strike a githyanki’s fancy, from a jewel taken from the pommel of a fallen opponent’s sword to colorful banners taken from a plundered castle that, preserved by the timeless nature of the
the weapon. Magic Item: Greater Silver Sword
Weapon (greatsword), legendary (requires attunement by a creature that has psionic ability)
This magic weapon grants a +3 bonus to attack and damage
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sports and Games The
Sharn Inquisitive
The Race of Eight Winds Begins!
Banners are flying across Dura today, and the streets are full of color. Walk through Oldkeep wearing brown and red, and
each of these brave jockeys rides a different flying creature—except for the gargoyle Carralag, who relies on his own wings!
Speed is important, but merely surviving the race can be a challenge. The
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
stacked rings festooned with banners of war. Advanced siege weapons are anchored to their angular battlements. Soldiers rise at the crack of dawn to the punctual call of brass horns, filling the gate
influence a creature of a lower rank. These creatures have disadvantage on Charisma (Intimidation) checks made to influence a creature of a higher rank. Regimented Populace. Creatures in Rigus are
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
stacked rings festooned with banners of war. Advanced siege weapons are anchored to their angular battlements. Soldiers rise at the crack of dawn to the punctual call of brass horns, filling the gate
influence a creature of a lower rank. These creatures have disadvantage on Charisma (Intimidation) checks made to influence a creature of a higher rank. Regimented Populace. Creatures in Rigus are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sports and Games The
Sharn Inquisitive
The Race of Eight Winds Begins!
Banners are flying across Dura today, and the streets are full of color. Walk through Oldkeep wearing brown and red, and
each of these brave jockeys rides a different flying creature—except for the gargoyle Carralag, who relies on his own wings!
Speed is important, but merely surviving the race can be a challenge. The
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
stacked rings festooned with banners of war. Advanced siege weapons are anchored to their angular battlements. Soldiers rise at the crack of dawn to the punctual call of brass horns, filling the gate
influence a creature of a lower rank. These creatures have disadvantage on Charisma (Intimidation) checks made to influence a creature of a higher rank. Regimented Populace. Creatures in Rigus are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sports and Games The
Sharn Inquisitive
The Race of Eight Winds Begins!
Banners are flying across Dura today, and the streets are full of color. Walk through Oldkeep wearing brown and red, and
each of these brave jockeys rides a different flying creature—except for the gargoyle Carralag, who relies on his own wings!
Speed is important, but merely surviving the race can be a challenge. The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Factions of Gracklstugh The Deepkingdom is a feudal state with the Deepking as the absolute monarch, who passes the crown to descendants or relatives in his Steelshadow clan. Each clan is led by a
and the spewing of thick, black phlegm. Whenever a living, breathing creature finishes a long rest in Gracklstugh, it must make a DC 11 Constitution saving throw. On each failed save, the creature
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
“Such depravity. Such terrifying cruelty. They are the vile poison that
of the house are blood relatives, while the middling ranks are flush with drow from weaker families that have sworn fealty to the greater house. Clinging precariously to the bottom rung of a house’s
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Factions of Gracklstugh The Deepkingdom is a feudal state with the Deepking as the absolute monarch, who passes the crown to descendants or relatives in his Steelshadow clan. Each clan is led by a
and the spewing of thick, black phlegm. Whenever a living, breathing creature finishes a long rest in Gracklstugh, it must make a DC 11 Constitution saving throw. On each failed save, the creature






