Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before been decisions creature reverting'.
Other Suggestions:
before been decisions creature reveling
before been decisionry creature revealing
before being decisions creature reporting
before been decisions creature repeating
before been decisions creature reporting
Monsters
Vecna: Eve of Ruin
False Appearance. If the chandelier is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the chandelier move or act, that
creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the chandelier is animate.
Fiery Aura. Any creature that starts its turn within 5 feet of the chandelier takes 7 (2d6
Monsters
Icewind Dale: Rime of the Frostmaiden
Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
to do so.
For all his political machinations, Kadroth is a visionary who has so far made the cult stronger through his actions and decisions. He spends hours behind his desk, staring into the burning
Wind Walk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
Dragonlance: Shadow of the Dragon Queen
":"bludgeoning"} bludgeoning damage if the kender used the hoopak’s sling to make a ranged attack.
Taunt. The kender launches a barrage of insults at a creature it can see within 60 feet of itself
who use stealth and wiliness to defend their friends and homes. They excel at disrupting their enemies by sabotaging crucial equipment or by taunting opponents into making rash decisions. They wield
Monsters
Icewind Dale: Rime of the Frostmaiden
Detect Sentience. The brain can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature
, drink, or sleep.Chill Touch (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Chill Touch"} to hit, range 120 ft., one creature. Hit: 13 (3d8);{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"damage", "rollAction":"Crushing Hug", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target is grappled (escape DC 15 if it is a Large or smaller creature. Until the grapple ends, the target
can’t make attacks while grappling a creature in this way.
Spellcasting. The hag casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
3/day each
Monsters
Mordenkainen Presents: Monsters of the Multiverse
bear an array of spells to turn other creatures into their agents, influencing their decisions in subtle ways and making them unwitting accomplices in their own destruction. Nagpas are extraordinarily
targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"necrotic"} necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage taken.
Frightful Word. Titivilus targets one
creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash
Monsters
Guildmasters’ Guide to Ravnica
burst of necrotic energy. Each creature within 5 feet of him must make a DC 16 Constitution saving throw, taking 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollDamageType":"necrotic"} necrotic
can choose to succeed instead.Life Drain. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Life Drain"} to hit, reach 5 ft., one creature. Hit: 18 (4d8);{"diceNotation
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
Magic Items
Storm King's Thunder
decisions of the throne’s master.
Properties of the Throne. The throne has 9 charges and regains all expended charges daily at dawn. A creature that sits on the throne while attuned to a
with one of the Ruling Scepters of Shanatar, which she had found in a wreck at the bottom of the Trackless Sea. Only a creature attuned to a Ruling Scepter and in possession of it can harness the powers
Spells
Xanathar's Guide to Everything
spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the temple’s appearance. The interior is
, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for
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->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->Ghosts of Saltmarsh
octopus has remained in the area, lurking in the water a hundred feet below. (The creature is fixated on bringing down the Emperor and pays no heed to Soul of Winter or the rowboat that waits for the
characters 200 feet away from the derelict.) When it hears noise from the characters’ fight against the ghouls in area 12, the creature comes back for another attack. (For best dramatic effect, you
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Modron Pentadrone Pentadrones oversee and protect contingents of lesser modrons. They’re quick to call lengthy meetings with other modrons when making decisions. Modron Pentadrone Large Construct
.
Paralysis Gas (Recharge 5–6). Constitution Saving Throw: DC 11, each creature in a 30-foot Cone. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Julie Dillon
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, pantheon, or philosophy is represented by the holy symbol used in the casting. You make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, and a roof, with one door
temperature is mild. The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
taunting opponents into making rash decisions. They wield the signature kender weapon: the hoopak, a combination spear and sling staff. Kender Taunts Roll on or choose an entry from the Kender
barrage of insults at a creature it can see within 60 feet of itself. If the target can hear the kender, the target must succeed on a DC 12 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn.
Bonus Actions
Elusive. The kender takes the Disengage or Hide action.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, dictated largely by the characters’ decisions and tactics. The adventurers’ immediate destination is the legendary library of Gravenhollow (see chapter 11), where they gain information that likely takes them
characters travel from place to place, check for random encounters as normal (see chapter 2), but swap out the creature encounters with ones presented in this chapter. Ideally, the characters should be
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Peace Domain Have these peaceful clerics even considered that they’re subverting a most holy system, one where bad decisions coincide with the teaching power of pain?
Tasha
The balm of peace
of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to another creature (or even a magical object) with a goal in mind. And often, the adventurers spend time trying to solve a puzzle, bypass an obstacle, find something hidden, or unravel the current
situation. Meanwhile, the adventurers explore the world, making decisions about which way to travel and what they’ll try to do next. Adventures vary in length and complexity. A short adventure might
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
others with whom it can speak. It also likes to think out loud and reflect on the events and decisions that led to its great transformation. Brain Vessels The brain floats in a jar of solution
Languages the languages it knew in life
Challenge 3 (700 XP) Proficiency Bonus +2
Detect Sentience. The brain can sense the presence and location of any creature within 300 feet of it that has an
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, sometimes to itself if there are no others with whom it can speak. It also likes to think out loud and reflect on the events and decisions that led to its great transformation. Being divorced from one’s
location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
-Determination. All creatures have the right to make their own decisions about their lives and ultimate destinies. (Chaotic)
5 Compassion. Sharing each other’s pain and loss brings us all closer to
Age Spell Save DC Spells Known
Young 13 create or destroy water, speak with animals
Adult 16 create or destroy water, speak with animals, suggestion
Ancient 18 create or destroy water, locate creature, speak with animals, suggestion
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
evildoers.” Nangnang The host can make one extra attack when taking the Attack action on its turn. Unkh
(female)
N Self-absorbed and indecisive “I am incapable of making decisions.” None The
psionic assault on a creature it can see within 60 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be stunned until the end of the target’s next turn.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
family and community face painful decisions of what to do about the seemingly remorseless child. Much as annis hags befriend children in order to corrupt them, they may adopt a group of ogres, trolls, or
and spend 1 minute shaping and polishing it into the form of a coin, a ring, or a tiny mirror. Thereafter, any creature that holds this iron token can have a whispered conversation with the hag
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
destruction. From the shadows, they manipulate events to bring about ruin. They can bring to bear an array of spells to turn other creatures into their agents, influencing their decisions in subtle
, suggestion, wall of fire
1/day each: dominate person, etherealness, feeblemind
Bonus Actions
Corruption. The nagpa targets one creature it can see within 90 feet of it. The target must make a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
decisions and operate without direct guidance. The Odakyr Rites work only when performed on the remains of a soldier slain in battle, and only in manifest zones tied to the plane of Mabar. The most
., passive Perception 13
Languages Common
Challenge 3 (700 XP)
Pack Tactics. The soldier has advantage on an attack roll against a creature if at least one of the soldier’s allies is within 5 feet
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Aspect of Bahamut Objectively speaking, of all the dragons, Bahamut has made the best decisions. He is also the most handsome. And his hoard is gigantic-est.
-Fizban
Known as the Platinum Dragon
damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The aspect can have only one creature grappled this way at a time.
Tail
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Rest, you can change the kind of weapon to another eligible kind. (You have selected Quarterstaffs, which have the following mastery property.) Topple. If you hit a creature with this weapon, you can
force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Initiative Variants This section offers different ways to handle initiative. Initiative Score With this optional rule, creature don’t roll initiative at the start of combat. Instead, each creature
order to influence their decisions. For example, a badly wounded fighter might charge a troll because he knows that the cleric goes before the monster and can heal him. Speed factor is an option for
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
has withdrawn to his palace and left day-to-day decisions to Titivilus, even authorizing him to answer and negotiate bargains with mortals who attempt to summon Dispater. Titivilus now represents his
a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage taken.
Frightful Word. Titivilus targets one creature he can see within 10 feet of him. The target must
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Constitution saving throw or take 31 (9d6) thunder damage and be deafened for 1 minute. On a successful save, a creature takes half as much damage and is deafened until the start of Yan-C-Bin’s next turn
polymorphed form for up to 1 hour. Reverting to his true form requires an action.
Summon Elementals (1/Day). Yan-C-Bin summons up to three air elementals and loses 30 hit points for each elemental he
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
disadvantage). Until the grapple ends, the target takes 10 (2d6 + 3) bludgeoning damage at the start of each of the meazel’s turns.
The meazel can’t make weapon attacks while grappling a creature in
equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or darkness






