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Returning 35 results for 'been blasting device creature relative'.
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Monsters
Van Richten’s Guide to Ravenloft
.
The Unbreakable Heart. The Unbreakable Heart is a nonmagical scientific wonder that replaces a creature’s heart. The device installs itself, connecting to a creature’s anatomy and
stitching itself into place if positioned in a cavity where the creature’s heart used to be. A creature with the device inside them is immune to disease, ceases to age, and does not die of old age
Magic Items
Planescape: Adventures in the Multiverse
it floats at a distance of 1d3 feet from you and you can access its properties. While the mimir is floating, a creature other than you can use an action to grasp or net the device, either by making a
This skull-shaped device is filled with knowledge. The device weighs 5 pounds and is covered with subtle etchings of planar sigils.
As a bonus action, you can toss the device into the air, whereupon
Monsters
Candlekeep Mysteries
(losing initiative ties), Zikran uses his handheld device to fire the cannon at one creature he can see, provided the creature is in the basement or on the staircase. Zikran’s target must make a
device that controls the elemental cannon. This device, shown in the accompanying illustration, looks like a metal rod with a tip shaped like a bird’s head.Elemental Cannon. On initiative count 20
Monsters
Baldur’s Gate: Descent into Avernus
. Each creature in the cone must make a DC 14 Constitution saving throw. On a failed save, a creature takes 17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Trumpet of Blasting
, creating a trumpet sound that can be heard out to a range of 600 feet. The trumpet also creates a 30-foot cone of energy that has one of the following effects, chosen by the hollyphant:
Trumpet of Blasting
Equipment
action to speak into the device’s mouthpiece and send a short message of twenty-five words or less to another creature wearing the matched fargab while it is within 18 miles of you. The message
emits from the speakers of the device and can be heard up to 10 feet away from the device. If no creature is wearing the fargab, the speakers make static noises instead.
Equipment
within 60 feet of the device when it goes off must succeed in a DC 10 Wisdom saving throw. On a failed save, the creature has the Frightened condition for one minute. As an Influence action, another
This small mechanical device is a specialty of gnomish crafters. As a Utilize action, you can throw the Noisemaker into a space within 60 feet. When it lands, it makes a loud noise of some kind
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Bite"} to hit, reach 10 ft., one creature. Hit: 12 (3d6 + 2);{"diceNotation":"3d6+2", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage. If the
"} piercing damage.This giant relative of the pteranodon has a wingspan exceeding 30 feet. Although it can walk like a quadruped, it is more comfortable in the air.
Dinosaurs
The Monster Manual has statistics for several kinds of dinosaurs.
Monsters
Strixhaven: A Curriculum of Chaos
Relative Density. The fractal can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Relative Density
", "rollType":"damage", "rollAction":"Quantum Strike", "rollDamageType":"force"} force damage if the fractal is Medium or bigger.To an untrained eye, a fractal mascot looks like a creature made from
Magic Items
Storm King's Thunder
creature nearest to you that is related to the blood in the item and that isn’t Undead. You sense the distance and direction of the creature relative to your location. The creature is either the
one whose blood is in the item or a blood relative.
This item is made from a large diamond worth at least 5,000 gp. When the blood of a creature is poured onto it during the creation process, the
Magic Items
Icewind Dale: Rime of the Frostmaiden
hold. The largest mythallars are 150 feet in diameter.
The Ythryn mythallar is a relatively small device—a mere 50 feet in diameter. To attune to this mythallar, a creature must finish a short
;s Guide. If a ninth creature tries to attune to the mythallar, nothing happens.
All creatures attuned to the Ythryn mythallar can sense when the device is being used. A creature attuned to the device
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
Equipment
This acorn-sized sphere of brass contains a small amount of blasting powder and a clockwork trigger. An explosive seed can be thrown up to 30 feet as an action, detonating on impact. Each creature
Monsters
Icewind Dale: Rime of the Frostmaiden
Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Tentacles"} to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4","rollType":"damage","rollAction
","rollType":"recharge","rollAction":"Mind Blast"}. The ceremorph magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Intelligence saving throws. The first time you attune to the chronolometer, you choose one language you don’t know. You subsequently know
that language while attuned to the device.
Time Bandit. At the start of your turn, roll a d6 (no action required). On a 1–3, you slow down time, gaining an additional action on your turn and
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
Monsters
Icewind Dale: Rime of the Frostmaiden
":"damage","rollAction":"Charge","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Sure-Footed. The moose
snow. What they don't know is that the moose is using a magic mirror as a scrying device to show it where its enemies are.
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks.
Aberrant Ally. You can conjure an aberrant creature from the
chaos of the multiverse to serve you. This functions as the conjure celestial spell (no concentration required), except the creature you summon is an aberration of challenge rating 4 or lower. Once you
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)