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Returning 35 results for 'been beats diffusing compelled remains'.
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Monsters
The Book of Many Things
Axiomatic Mind. The drone can’t be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the drone dies, its body disintegrates into dust, leaving behind
up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb otherwise remains intact until the drone spends an action to end the effect or
Ancient Black Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8);{"diceNotation":"2d6+8
the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured
Adult Black Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6);{"diceNotation":"2d6+6
point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly
magic-items
3d6 Piercing damage. On a failure, the prisoner remains in the tree, and both creatures take the Piercing damage.
Tree Control. While attuned to the tree and within 120 feet of it, you gain the
tree, without expending a spell slot or requiring Material components. When you cast the spell in this manner, the corpse is compelled to speak truthfully.
Release a Prisoner. You can take a Bonus Action to command the tree to release one of its prisoners.
Monsters
Acquisitions Incorporated
beats its wings. Each creature within 10 feet of the deep crow must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6);{"diceNotation":"2d6+6","rollType":"damage","rollDamageType
cousins, the ancient deep crows. Whether these gargantuan specimens are elder deep crows grown to great size or some higher form that holds lesser deep crows in thrall remains to be determined. Ideally
Monsters
Princes of the Apocalypse
makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6
centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
enjoy themselves. It demands no payment but insists on joining those who bathe. Florrb likes being in its natural element, but the longer the mephit remains in the mud, the more dour it becomes. A
successful DC 10 Wisdom (Insight) check reveals that the mud mephit seems to be waiting for something to happen. Florrb doesn’t want others to know what’s really going on and reveals the cause of its anxiety only if magically compelled to do so.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Event 3: Singing Skull The remains of Yowen Pilt, the book seller who brought the book and its curse to Candlekeep, are hidden in a secret compartment in area F4. This event begins when his skull
compelled to hum Shemshime’s rhyme, they sing the words to the tune instead. You become aware that the song is not only in your head. Somewhere nearby, a deep and melodic voice is singing the words.
The
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Event 3: Singing Skull The remains of Yowen Pilt, the book seller who brought the book and its curse to Candlekeep, are hidden in a secret compartment in area F4. This event begins when his skull
compelled to hum Shemshime’s rhyme, they sing the words to the tune instead. You become aware that the song is not only in your head. Somewhere nearby, a deep and melodic voice is singing the words.
The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
enjoy themselves. It demands no payment but insists on joining those who bathe. Florrb likes being in its natural element, but the longer the mephit remains in the mud, the more dour it becomes. A
successful DC 10 Wisdom (Insight) check reveals that the mud mephit seems to be waiting for something to happen. Florrb doesn’t want others to know what’s really going on and reveals the cause of its anxiety only if magically compelled to do so.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Event 3: Singing Skull The remains of Yowen Pilt, the book seller who brought the book and its curse to Candlekeep, are hidden in a secret compartment in area F4. This event begins when his skull
compelled to hum Shemshime’s rhyme, they sing the words to the tune instead. You become aware that the song is not only in your head. Somewhere nearby, a deep and melodic voice is singing the words.
The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
enjoy themselves. It demands no payment but insists on joining those who bathe. Florrb likes being in its natural element, but the longer the mephit remains in the mud, the more dour it becomes. A
successful DC 10 Wisdom (Insight) check reveals that the mud mephit seems to be waiting for something to happen. Florrb doesn’t want others to know what’s really going on and reveals the cause of its anxiety only if magically compelled to do so.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
soon meet—and who could become a loyal ally. When the Knight card is used as a narrative device in this way, the ally it brings isn’t magically summoned or compelled to obey the characters; the deck
characters are going to. The object of the ally’s quest is of utmost importance—such as a family member, a lost heirloom, or an ingredient for an obscure ritual. The ally remains with the characters until
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
soon meet—and who could become a loyal ally. When the Knight card is used as a narrative device in this way, the ally it brings isn’t magically summoned or compelled to obey the characters; the deck
characters are going to. The object of the ally’s quest is of utmost importance—such as a family member, a lost heirloom, or an ingredient for an obscure ritual. The ally remains with the characters until
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
soon meet—and who could become a loyal ally. When the Knight card is used as a narrative device in this way, the ally it brings isn’t magically summoned or compelled to obey the characters; the deck
characters are going to. The object of the ally’s quest is of utmost importance—such as a family member, a lost heirloom, or an ingredient for an obscure ritual. The ally remains with the characters until
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
that attempt succeeds or fails, the star moth beats a hasty retreat. The star priest, Altura, remains aboard the Dark Star and uses a sending spell to relay what has happened to Helix, an astral elf on
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
that attempt succeeds or fails, the star moth beats a hasty retreat. The star priest, Altura, remains aboard the Dark Star and uses a sending spell to relay what has happened to Helix, an astral elf on
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
that attempt succeeds or fails, the star moth beats a hasty retreat. The star priest, Altura, remains aboard the Dark Star and uses a sending spell to relay what has happened to Helix, an astral elf on
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
traditions of the Nine Hells, compelled to adhere to law and to maintain the devils’ trafficking in souls. If he violated those laws, he would be no better than the demons he fought. Mortals who refused a
. Asmodeus dwells in a great fortress somewhere in the wasteland, at the bottom of its deepest pit. Only his most trusted followers and most important advisors know the route to it. He remains inside, relying on messengers and magic to convey his dictates.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
traditions of the Nine Hells, compelled to adhere to law and to maintain the devils’ trafficking in souls. If he violated those laws, he would be no better than the demons he fought. Mortals who refused a
. Asmodeus dwells in a great fortress somewhere in the wasteland, at the bottom of its deepest pit. Only his most trusted followers and most important advisors know the route to it. He remains inside, relying on messengers and magic to convey his dictates.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
traditions of the Nine Hells, compelled to adhere to law and to maintain the devils’ trafficking in souls. If he violated those laws, he would be no better than the demons he fought. Mortals who refused a
. Asmodeus dwells in a great fortress somewhere in the wasteland, at the bottom of its deepest pit. Only his most trusted followers and most important advisors know the route to it. He remains inside, relying on messengers and magic to convey his dictates.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
XP)
False Appearance. While the clockwork dragon remains motionless, it is indistinguishable from a metal statue.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
are elder deep crows grown to great size or some higher form that holds lesser deep crows in thrall remains to be determined. Ideally by someone else. Seriously, stay away from these things.
Ancient
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
XP)
False Appearance. While the clockwork dragon remains motionless, it is indistinguishable from a metal statue.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
are elder deep crows grown to great size or some higher form that holds lesser deep crows in thrall remains to be determined. Ideally by someone else. Seriously, stay away from these things.
Ancient
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
XP)
False Appearance. While the clockwork dragon remains motionless, it is indistinguishable from a metal statue.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
are elder deep crows grown to great size or some higher form that holds lesser deep crows in thrall remains to be determined. Ideally by someone else. Seriously, stay away from these things.
Ancient
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
it remains accessible in the area of the lair, since the dragon has collapsed the lair on intruders multiple times, rebuilding in a nearby portion of the ruins each time. The walls of the lair are
instead of the effects described in the Monster Manual: Blue Luster. Creatures that spend a year within 1 mile of the dragon’s lair find blue objects fascinating and feel compelled to acquire them at
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
it remains accessible in the area of the lair, since the dragon has collapsed the lair on intruders multiple times, rebuilding in a nearby portion of the ruins each time. The walls of the lair are
instead of the effects described in the Monster Manual: Blue Luster. Creatures that spend a year within 1 mile of the dragon’s lair find blue objects fascinating and feel compelled to acquire them at
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
it remains accessible in the area of the lair, since the dragon has collapsed the lair on intruders multiple times, rebuilding in a nearby portion of the ruins each time. The walls of the lair are
instead of the effects described in the Monster Manual: Blue Luster. Creatures that spend a year within 1 mile of the dragon’s lair find blue objects fascinating and feel compelled to acquire them at
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
end of the hall. These are the remains of the heroic warhorses Xheriev and Steelwind, which attack. However, if a character is wearing the armor of a Solamnic knight or succeeds on a DC 16 Wisdom
Tomb. Sarlamir’s tomb rests to the east and bears the words “Zanas Sarlamir, Knight of the Crown.” A creature can open it with a successful DC 12 Strength check. Within lie the knight’s animate remains
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
end of the hall. These are the remains of the heroic warhorses Xheriev and Steelwind, which attack. However, if a character is wearing the armor of a Solamnic knight or succeeds on a DC 16 Wisdom
Tomb. Sarlamir’s tomb rests to the east and bears the words “Zanas Sarlamir, Knight of the Crown.” A creature can open it with a successful DC 12 Strength check. Within lie the knight’s animate remains
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
end of the hall. These are the remains of the heroic warhorses Xheriev and Steelwind, which attack. However, if a character is wearing the armor of a Solamnic knight or succeeds on a DC 16 Wisdom
Tomb. Sarlamir’s tomb rests to the east and bears the words “Zanas Sarlamir, Knight of the Crown.” A creature can open it with a successful DC 12 Strength check. Within lie the knight’s animate remains
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must
Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must
Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must
Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within
the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within
the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature






