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Returning 35 results for 'before beds diffusing creature reverting'.
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Circle of Power
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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
Wind Walk
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Spells
Basic Rules (2014)
and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time
You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet
Monsters
Princes of the Apocalypse
Air Form. Yan-C-Bin can enter a hostile creature’s space and stop there. He can move through a space as narrow as 1 inch wide without squeezing if air could pass through that space.
Empowered
);{"diceNotation":"9d6","rollType":"damage","rollAction":"Thundercrack","rollDamageType":"thunder"} thunder damage and be deafened for 1 minute. On a successful save, a creature takes half as much
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->Basic Rules (2014)
actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a
a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a
a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a
a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a
a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a
a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only
Monsters
Fizban's Treasury of Dragons
creates a shining bead of gravitational force in its mouth, then releases the energy in a 60-foot cone. Each creature in that area must make a DC 20 Strength saving throw. On a failed save, the
creature takes 45 (10d8);{"diceNotation":"10d8", "rollType":"damage", "rollAction":"Singularity Breath", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a
a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only
Monsters
Fizban's Treasury of Dragons
creates a shining bead of gravitational force in its mouth, then releases the energy in a 90-foot cone. Each creature in that area must make a DC 23 Strength saving throw. On a failed save, the
creature takes 63 (14d8);{"diceNotation":"14d8", "rollType":"damage", "rollAction":"Singularity Breath", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s
Spells
Xanathar's Guide to Everything
foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.
Grasping
Undergrowth. You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. An alarm spell silently warns Ezzat if any other creature opens the door.
A detect magic spell reveals a powerful aura of abjuration magic around each sapphire. Close examination reveals the image
of a tiny black spider etched into each one. Two drow vampires are trapped in the gemstones and are magically released the first time a creature other than Ezzat opens the door or pries either
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. An alarm spell silently warns Ezzat if any other creature opens the door.
A detect magic spell reveals a powerful aura of abjuration magic around each sapphire. Close examination reveals the image
of a tiny black spider etched into each one. Two drow vampires are trapped in the gemstones and are magically released the first time a creature other than Ezzat opens the door or pries either
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
10. Mushroom Farm This damp cave contains a large, shallow pool, around which colorful beds of moss grow. Sprouting from these mossy beds are scores of mushrooms that range in height from a few
on its turn, the giant can hum a tone and cause one of the piercers to drop on another creature in the cavern. The piercers don’t attack otherwise.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. An alarm spell silently warns Ezzat if any other creature opens the door.
A detect magic spell reveals a powerful aura of abjuration magic around each sapphire. Close examination reveals the image
of a tiny black spider etched into each one. Two drow vampires are trapped in the gemstones and are magically released the first time a creature other than Ezzat opens the door or pries either
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
10. Mushroom Farm This damp cave contains a large, shallow pool, around which colorful beds of moss grow. Sprouting from these mossy beds are scores of mushrooms that range in height from a few
on its turn, the giant can hum a tone and cause one of the piercers to drop on another creature in the cavern. The piercers don’t attack otherwise.
Goblin
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races
Volo's Guide to Monsters
Ahh, the Sly Fox. Soft beds, warm turnip pie — such pleasant memories. Alas, the tavern’s no more. Goblinoids plundered her stores and burnt her to the ground. Those heathens have no
occasionally abused) pets.
Virtually any kind of creature that can be browbeaten into service might be found with a goblin tribe, but rats and wolves are nearly always present. Both have lived in concert
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
10. Mushroom Farm This damp cave contains a large, shallow pool, around which colorful beds of moss grow. Sprouting from these mossy beds are scores of mushrooms that range in height from a few
on its turn, the giant can hum a tone and cause one of the piercers to drop on another creature in the cavern. The piercers don’t attack otherwise.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
them. Raising the lever causes the walls to retract. Any creature or object crushed between the walls takes 44 (8d10) bludgeoning damage and is restrained by the walls until they retract. The second
it, becoming visible as they do so.
Bunk Beds. Four stone bunk beds are pushed against the long walls of the room.
The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
them. Raising the lever causes the walls to retract. Any creature or object crushed between the walls takes 44 (8d10) bludgeoning damage and is restrained by the walls until they retract. The second
it, becoming visible as they do so.
Bunk Beds. Four stone bunk beds are pushed against the long walls of the room.
The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
them. Raising the lever causes the walls to retract. Any creature or object crushed between the walls takes 44 (8d10) bludgeoning damage and is restrained by the walls until they retract. The second
it, becoming visible as they do so.
Bunk Beds. Four stone bunk beds are pushed against the long walls of the room.
The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Cultists’ Quarters Furnishings. Six empty wooden bunk beds line the north and east walls. Between the bunks are stone shelves stocked with rations, casks of water, wooden dishware, and steel
the arch falls within the spell’s area, the gate opens for 1 minute. Characters must be 9th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Cultists’ Quarters Furnishings. Six empty wooden bunk beds line the north and east walls. Between the bunks are stone shelves stocked with rations, casks of water, wooden dishware, and steel
the arch falls within the spell’s area, the gate opens for 1 minute. Characters must be 9th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Cultists’ Quarters Furnishings. Six empty wooden bunk beds line the north and east walls. Between the bunks are stone shelves stocked with rations, casks of water, wooden dishware, and steel
the arch falls within the spell’s area, the gate opens for 1 minute. Characters must be 9th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
initiative roll. Moreover, if a creature hasn’t observed the mound moving or acting, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the mound is animate. Granny Nightshade
the creature must obey the hag until its stolen root is returned to it. If a character promises to return the root to it, the shambling mound stops attacking and waits here for the characters to come
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
initiative roll. Moreover, if a creature hasn’t observed the mound moving or acting, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the mound is animate. Granny Nightshade
the creature must obey the hag until its stolen root is returned to it. If a character promises to return the root to it, the shambling mound stops attacking and waits here for the characters to come
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
22: Workers’ Chambers These sparse living quarters contain desks, beds, and shelves. Red doors connect areas 22b, area 22c, and area 22d to area 22a and the hallway to the west. 22a: Communal Room A
abandonment, the golem attacks any creature that enters the room. The top drawer of the desk in this room contains a yellow key card.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
githyanki infants (noncombatants) sleep in crystal cradles arranged in five rows of eight.
Window Slits. Four 2-foot-long, 6-inch-wide window slits reveal the starry void of space beyond.
A creature
asteroid and attack them. 16b. Nursery Guardians Two githyanki knights, a male named Ir’rigo and a female named Kritinaya, sleep in wooden beds against the walls. Any loud noise wakes the knights, who
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
22: Workers’ Chambers These sparse living quarters contain desks, beds, and shelves. Red doors connect areas 22b, area 22c, and area 22d to area 22a and the hallway to the west. 22a: Communal Room A
abandonment, the golem attacks any creature that enters the room. The top drawer of the desk in this room contains a yellow key card.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
githyanki infants (noncombatants) sleep in crystal cradles arranged in five rows of eight.
Window Slits. Four 2-foot-long, 6-inch-wide window slits reveal the starry void of space beyond.
A creature
asteroid and attack them. 16b. Nursery Guardians Two githyanki knights, a male named Ir’rigo and a female named Kritinaya, sleep in wooden beds against the walls. Any loud noise wakes the knights, who
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
initiative roll. Moreover, if a creature hasn’t observed the mound moving or acting, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the mound is animate. Granny Nightshade
the creature must obey the hag until its stolen root is returned to it. If a character promises to return the root to it, the shambling mound stops attacking and waits here for the characters to come






