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Returning 28 results for 'before being disperse creatures replica'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog.
Siege Monster. The tempest deals double damage to objects
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Lightning Storm"}. All other creatures within 120 feet of the tempest must each make a DC 21 Dexterity saving throw, taking 27 (6d8
Storm of Vengeance
Legacy
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Spells
Basic Rules (2014)
damage.
Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A
, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Elder Tempest
Legacy
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Monsters
Mordenkainen’s Tome of Foes
winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog.
Siege Monster. The tempest deals double damage to objects and structures.Multiattack. The tempest
":"recharge","rollAction":"Lightning Storm"}. All other creatures within 120 feet of the tempest must each make a DC 20 Dexterity saving throw, taking 27 (6d8);{"diceNotation":"6d8","rollType":"damage
Monsters
Bigby Presents: Glory of the Giants
Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. The spirit takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
energy and doesn’t disperse into the elements. Rather, it absorbs the elemental energy around it, and its lower body becomes a storm cloud. The resulting tempest spirit is similar in appearance
Magic Items
Acquisitions Incorporated
upgrade to function as the replica chest used for the Leomund's secret chest spell, becoming a rare magic item. You can open the secret chest through your living loot satchel to deposit or withdraw items
—even items that wouldn’t normally fit in your satchel, but which fit within the chest. Thanks to Head Office striking deals you don’t want to know about with extraplanar creatures
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
magically charged disks into special slots. Those doors open automatically, remaining open until the disks are removed. The doors cannot be opened by any other means. Replica Modrons A number of
instead has darkvision out to a range of 60 feet. It can understand Common but speaks only preprogrammed responses. If the modron has a flying speed, the replica has wings but can’t fly. The modron’s
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
blighted trees and foliage heal, and any surviving wicked creatures disperse. If the characters retrieved the sword Leafwarden, the council members insist the characters keep it as a token of the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the planar fabric. Creatures from the Fiendish Incursion Encounters table (see chapter 3) defend the rune. If this rune is inscribed in the Runic Circle, it opens a gateway to Horizon’s Edge (both in
lightning if they retrieve the bone, which she intends to use to make a more powerful item. A behir agent of a rival storm giant and creatures from the Storm Giant Encounters table (see chapter 3) try to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
free to re-imprison Miska. Forces Disperse. Creatures left standing on the tower’s floor are in full view of Lolth’s forces. The nearby troops, realizing their general is dead and their only
the webbing, the falling tower smashes the creatures near the entrance to the Ruinous Citadel and obliterates most of the citadel’s rooms (see the “Ruinous Citadel” section). Areas Y3–area Y6 are
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
creatures behind it. A creature can move through the wall of thorns, albeit slowly and painfully. It costs 8 feet of movement to move through 1 foot of the wall. The first time a creature enters the
successful DC 15 Intelligence (Investigation) check. The compartment is located in a bench and contains a tiny, bejeweled chest worth 50 gp. This chest is a replica of a much larger chest hidden on the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes
impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes
impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
is already going wrong.
“You see, I need to tag the college mascots on campus—those little magical creatures that roam the grounds. We use them as mascots for our Mage Tower games. If the deans find
disperse eventually and that fulfilling Professor Sharpbeak’s request will become more difficult the longer they wait. When the characters are ready to act on Professor Sharpbeak’s request, move on to the description of Wiltroot Hall below.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
manifest as Undead creatures, others are spiritual forces that seek to express an unfulfilled desire or familial shame. Reputation is of paramount importance to the people of Yeonido, who adhere to strict
fog lasts for 5 minutes, though the gwishin can disperse it sooner. The gwishin can summon this fog up to three times per day. Faded Memories. When the summoned fog fades, each creature of the gwishin’s
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Statues table to determine each statue’s form, the Creatures table to determine the guardian of each vault, and the Treasure table to determine the items stored within (see “Accessing the Vaults’ Treasure
(Athletics) check. Statues 1d6 Statue’s Form 1 Cloaked vampire 2 Death knight 3 Lich 4 Mummy lord 5 Skeletal goat 6 Wraith Creatures 1d6 Guardian(s) 1 A Hostile Swarm of Crawling Claws nests in the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Around the Market Following the heated exchange, the gawking crowds and shopkeepers disperse. The characters don’t get far before another market vendor approaches them. This human man wears a flashy
Singh Night Market are family shops the owners would never consider selling. While on a trip to get more stock for Spicy Brothers, Kasem encountered a trio of rare Fey creatures called wynlings. Kasem
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
and disperse fog.
Siege Monster. The tempest deals double damage to objects and structures.
Actions
Multiattack. The tempest makes two attacks with its thunderous slam.
Thunderous Slam. Melee
Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 23 (4d6 + 9) thunder damage.
Lightning Storm (Recharge 6). All other creatures within 120 feet of the tempest must each make a DC 20
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
between the Material Plane and the Shadowfell is thin, the seeping negative energy drastically alters the ritual’s outcome. The giant’s soul becomes infused with negative energy and doesn’t disperse
Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. The spirit takes 5 (1d10) force damage if it ends its turn inside an object.
Legendary
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
three-quarters cover. Big Barkless remains rooted to the spot until it’s required to act in its own defense, whereupon it uproots itself and attacks all creatures it perceives as threatening. That
deep into the tree blight, gaining total cover. The sprites evacuate and disperse into the swamp if the tree blight is reduced to 0 hit points. Clothesline. A clothesline attached to Big Barkless is
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
the characters can collect spell components for Professor Lang. A swarm of poisonous snakes nests on this island. It attacks when a character sets foot on this islet, though the snakes disperse and
extent becomes clear in later adventures. Strange creatures live in the swampy areas of Strixhaven’s
campus. Sometimes those creatures are dangerous
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. The machinations among elves, medusas, kraul, and other creatures rarely bring any significant improvement to the lives of the swarm’s countless members, but often cause disruption and occasionally
combination of advisory parliament and spy agency. These high chancellors rarely convene publicly, preferring to disperse themselves throughout the swarm to keep information flowing from the nucleus to every
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Noteworthy in the scene is the replica of the enormous sculpture hanging from the ceiling above the stacks (see area F1 for a description of the sculpture). Shemshime Medium undead
Armor Class 13
weighing at least 1,000 pounds.
Incorporeal Movement. Shemshime can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
gp to a planar scholar (such as Eldon, who promises to buy the book once returned to Neverwinter) A snow globe containing a miniature replica of the city of Neverwinter, worth 350 gp B5: Puzzle Door
. Creatures in the room must make a DC 16 Charisma saving throw, taking 22 (4d10) psychic damage on a failed save or half as much damage on a successful one. If the characters have a hard time figuring
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
maintain a wealthy lifestyle at no cost to you. Secret Satchel As a rank 3 hoardsperson, your living loot satchel gets an upgrade to function as the replica chest used for the Leomund’s secret chest spell
the chest. Thanks to Head Office striking deals you don’t want to know about with extraplanar creatures you really don’t want to know about, there is no chance for the spell to end. That Thing You
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
.
Creatures. Two robed skeletons (AC 12) serve Belak by tending a fungus garden, using shovels and a rusted wheelbarrow to turn the soil and spread compost. In addition, two mature twig blights are rooted
creatures in area 43 investigate any disturbance in the garden after 3 rounds. 43. The Great Hunter’s Abode The floor of this rough cavern is stained and smells of blood and animal musk. Light from
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.
4–5. The giant makes one attack with its fist against every
creature within its reach. If no other creatures are within its reach, the giant makes one fist attack against itself.
6–7. The giant makes one attack with its bite against one random target within its
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
person (save DC 16) on the three creatures nearest the safe. A character who uses an action to search the safe for traps notices the trap’s rune with a successful DC 15 Wisdom (Perception) check. Once the
against the walls with swords in hand, watching over this armory. Three large chests sit along the south wall.
The two easternmost suits of armor are helmed horrors. They attack creatures (other
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
bottom of the subterranean vault is 80 feet below where the characters stand. Creatures. Drawn by the occasional animal that accidentally falls into the ravine, three giant rats lurk in the rubble
Strength (Athletics) check; on a failed check, the victim drops back into the cavity. Creatures. Each time a creature falls into a cavity, the noise is 10 percent likely to draw 1d4 giant rats from the






