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Returning 35 results for 'before behave dwelling creatures resolves'.
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Spells
Player’s Handbook
creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can’t leave the dwelling.
When the spell ends, any creatures or
You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you
Spells
Player’s Handbook
, though you might get a different creature anyway (DM’s choice).
When the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in
or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
A task that can be
Monsters
Lorwyn: First Light
Longbow", "rollDamageType":"Poison"} Poison damage.
Invective. Wisdom Saving Throw: DC 15, up to three creatures the merrow can see within 60 feet. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType
damage only.Most Lorwyn merrow are Merrow Haranguers, who seek to overwhelm others with a glut of highly critical language to get their way.
Merrow
Merrow are primarily water-dwelling people who
Monsters
Spelljammer: Adventures in Space
feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the vessel’s weapons
batter the offending ships to flinders.
Solar dragons are territorial carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively plentiful
Winter Wolf
Legacy
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Monsters
Basic Rules (2014)
);{"diceNotation":"4d8","rollType":"damage","rollAction":"Cold Breath","rollDamageType":"cold"} cold damage on a failed save, or half as much damage on a successful one.The arctic-dwelling winter wolf is as
large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves' deadly breath weapon to use against their foes
Monsters
Spelljammer: Adventures in Space
typically feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the vessel’s weapons
batter the offending ships to flinders.
Solar dragons are territorial carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively
Giant Insect
Legacy
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Spells
Basic Rules (2014)
the statistics for these creatures and resolves their actions and movement.
A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss
Magnificent Mansion
Legacy
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Spells
Basic Rules (2014)
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and
any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While
Monsters
Spelljammer: Adventures in Space
. Solar dragons typically feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the
upon have been known to batter the offending ships to flinders.
Solar dragons are territorial carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where
Mordenkainen's Magnificent Mansion
Legacy
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Spells
Player’s Handbook (2014)
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and
any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While
Monsters
Spelljammer: Adventures in Space
. Solar dragons typically feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the
have been known to batter the offending ships to flinders.
Solar dragons are territorial carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food
Monsters
The Wild Beyond the Witchlight
living doll is a mean spirit that encourages those around it to behave badly toward others. The doll takes pleasure in tormenting the guilt-ridden and despondent, hastening their descent into depression
creatures it can see within 30 feet of it. Each target that can hear the doll’s cackling must make a DC 11 Wisdom saving throw, succeeding automatically if it has an Intelligence of 4 or lower. On
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Long ago, the cult of Lolth first subjected elf prisoners to horrible rituals that transformed them into creatures with both elven and spider traits, which their creators dubbed chitines. The intention
her worshipers’ rituals. The process usually transformed subjects into the spindly creatures her devotees expected, but occasionally, an elf changed into a choldrith: an arachnid Monstrosity able
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Hybrid Form Only; Recharges after a Short or Long Rest). The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving
by an undersea power: surrender, body and soul, or drown. Those who submit are subjected to an ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
succeed on a DC 18 Intelligence (Investigation) check to discern that the wurm is animate.
Leafy Handholds. Creatures have advantage on ability checks made to climb the wurm.
Legendary Resistance (3
wurm’s turns from thorns in the wurm’s gullet.
The wurm’s stomach can hold up to two creatures at a time. If the wurm takes 30 damage or more on a single turn from a creature inside it
Monsters
Spelljammer: Adventures in Space
","rollAction":"Heavy Crossbow","rollDamageType":"piercing"} piercing damage.
Ship Invisibility (Recharges after a Short or Long Rest). A ship upon which the captain stands, along with all creatures and
objects aboard it, becomes invisible to creatures not aboard the ship. The captain must concentrate on this magical effect to maintain it (as if concentrating on a spell), and it lasts for up to 1 hour
Monsters
Mordenkainen's Fiendish Folio Volume 1
turns. All creatures that can see the blindheim have disadvantage on attack rolls while in the area of bright light and within 15 feet of the blindheim. Creatures with the Sunlight Sensitivity trait that
","rollDamageType":"radiant"} radiant damage and be blinded until the end of the blindheim's next turn. Creatures with the Sunlight Sensitivity trait have disadvantage on this saving throw.These frog-like
Monsters
Mordenkainen Presents: Monsters of the Multiverse
vehicle, rousing the body from death. Dybbuks delight in terrorizing other creatures by making their host bodies behave in horrifying ways—throwing up gouts of blood, excreting piles of squirming
Incorporeal Movement. The dybbuk can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
Monsters
Mythic Odysseys of Theros
they hunt unwary creatures that come for a drink or swim.
What krakens are to the sea and dragons are to the sky, hydras are to the lands of Theros. Various hydras dwell at the fringes of civilization
, from the bog-dwelling hydras known across the multiverse to massive ironscale hydras that lurk in deep wildernesses. Beyond even these exist serpentine horrors born of the whims of foul gods, like the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
out across the world.
Numerous creatures have tried to tame, subjugate, or cooperate with the monsters. For instance, some forest-dwelling peoples capture girallons and train them to serve as sentinels
environments abundant with life. They share apes’ adeptness at climbing, although few trees can support the weight of these half-ton creatures. The ruins of cities, especially those found in deep
Species
One Grung Above
humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.
Tree-Dwelling Amphibians. Grungs live in trees and prefer shade. A
;600
Naturally Toxic. All grungs secrete a substance that is harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons.
Slavers. Grungs are always on the
Planar Ally
Legacy
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Spells
Basic Rules (2014)
creature, though you might get a different creature anyway (GM's choice).
When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a
donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
As a
Ancient Red Dragon
Legacy
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Monsters
Basic Rules (2014)
hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon
’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If the dragon dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollAction":"Days","rollType":"roll"} days.Fire
Monsters
Mordenkainen Presents: Monsters of the Multiverse
everlasting guardian.
The ritual to create a wood woad is a primeval secret passed down through generations of forest-dwelling societies and druid circles. Performing the ritual isn’t necessarily an
might die. If it is freed from its specific duties, a wood woad might roam to find another place of natural beauty or fey influence to watch over.
Wood woads are drawn to creatures that have close ties
Adult Red Dracolich
Legacy
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Monsters
Monster Manual (2014)
to half its flying speed.A Red Dracolich's Lair
Red dracoliches lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven
of the dracolich's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If the dracolich dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.Fire, PoisonNecrotic
Adult Red Dragon
Legacy
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Monsters
Basic Rules (2014)
, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs
lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If the dragon dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollAction":"Days","rollType":"roll"} days.Fire
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Degenerate creatures are likely to take up residence near a catoblepas’s territory, as are those seeking to avoid notice.
Catoblepases in Folklore
Ordinary folk rarely see a catoblepas, but
pestilence and rot created catoblepases as embodiments of their influence, while other stories link them to misfortune. Some such tales claim that swamp-dwelling hags tend catoblepases like cattle
Orcus
Legacy
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Monsters
Out of the Abyss
creatures whose combined average hit points don’t exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands
.
Master of Undeath. When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely
Monsters
Fizban's Treasury of Dragons
hope to ascend to godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and
fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumph;flumphs. These Aberrations, which oppose the depredations of mind
Monsters
Fizban's Treasury of Dragons
artistry to maintain a warm, desert-like dwelling under the water.
7
I soothe myself to sleep by imagining the perfect insults for bronze dragons; while I wait to meet one, I hone them on other
creatures.
8
I secretly enjoy conversing with lesser beings, although I usually do so only to find their weaknesses.
Topaz Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll
Monsters
Fizban's Treasury of Dragons
.
6
It takes true artistry to maintain a warm, desert-like dwelling under the water.
7
I soothe myself to sleep by imagining the perfect insults for bronze dragons; while I wait to meet one, I
hone them on other creatures.
8
I secretly enjoy conversing with lesser beings, although I usually do so only to find their weaknesses.
Topaz Dragon Ideals
d6;{"diceNotation
Lizardfolk
Legacy
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Species
Volo's Guide to Monsters
basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the
other humanoids. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure.
Lizardfolk experience most feelings as detached descriptions of creatures and situations
Monsters
Fizban's Treasury of Dragons
. They all hope to ascend to godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time
them fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumph;flumphs. These Aberrations, which oppose the depredations of
Monsters
Fizban's Treasury of Dragons
.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating connections with other creatures. When they do connect
Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them fierce opponents of the Far Realm and any creatures warped by its touch
Kobold
Legacy
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Species
Volo's Guide to Monsters
Kobolds are a lot less cute when they learn how to cast fireballs.
— Volo
Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a
a perfect world, the creatures would be left alone to dig their tunnels and raise the next generation of kobolds, all the while seeking the magic that will free their imprisoned god (see the &ldquo






