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Returning 35 results for 'before being draining creature respectively'.
Monsters
Monster Manual
components and using Charisma as the spellcasting ability (spell save DC 15).
Draining Kiss. Constitution Saving Throw: DC 15, one creature Charmed by the succubus within 5 feet. Failure: 13 (3d8
attack and uses Charm or Draining Kiss.
Fiendish Touch. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Fiendish Touch"}, reach 5 ft. Hit: 16 (2d10 + 5
Monsters
Spelljammer: Adventures in Space
+ 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Heat-Draining Vine","rollDamageType":"radiant"} radiant damage, and if the target is a Large or smaller creature, it is grappled (escape
two Heat-Draining Vine attacks.
Heat-Draining Vine. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Heat-Draining Vine"} to hit, reach 10 ft., one target. Hit: 6 (1d6
monsters
Monster Manual
, one Huge or smaller creature the blight can see within 30 feet. Failure: 14 (2d6 + 7);{"diceNotation":"2d6+7", "rollType":"damage", "rollAction":"Life-Draining Root", "rollDamageType":"Necrotic
creature it becomes: on 1–4, Twig Blight; on 5–6, Needle Blight; on 7–8, Vine Blight.Multiattack. The blight makes two attacks, using Slam or Thorn Volley in any combination. It also uses
Incubus
Legacy
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Monsters
Basic Rules (2014)
.
Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5);{"diceNotation":"5d10+5
Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence
Succubus
Legacy
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Monsters
Basic Rules (2014)
.
Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5);{"diceNotation":"5d10+5
Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence
Monsters
Planescape: Adventures in the Multiverse
-Draining Vines (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Life-Draining Vines"}. Snaking vines erupt from the blight. Each creature within 10 feet of it must make a DC 12
False Appearance. If the blight is motionless at the start of combat, it has advantage on its initiative roll. If a creature hasn’t observed the blight move or act, that creature must succeed
Monsters
Strixhaven: A Curriculum of Chaos
until the start of the professor’s next turn.
Essence Pulse (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Essence Pulse"}. The professor creates a life-draining
vortex in a 30-foot-radius sphere centered on itself. Each creature of the professor’s choice that it can see within that area must make a DC 15 Constitution saving throw, taking 23 (5d8
magic-items
attack (+5 to hit) against one target within 30 feet of you. On a hit, the target takes 2d8 piercing damage, and, if the target is a Large or smaller creature, or an object that weighs less than 500 pounds
, you pull it up to 10 feet closer to you.
Rare variant: Increase Bark Armour’s temporary hit points to 3d8 and Vines and Thorns’ attack modifier and damage to +8 and 3d8, respectively
Monsters
Ghosts of Saltmarsh
.
Cold Aura. At the start of each of the drowned master's turns, each creature within 5 feet of it takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Cold Aura","rollDamageType
":"cold"} cold damage. A creature that touches the drowned master or hits it with a melee attack while within 5 feet of it takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Cold Aura
Monsters
Out of the Abyss
, respectively.
Heavy Crossbow. Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Heavy Crossbow"} to hit, range 100/400 ft., one target. Hit: 5 (1d10);{"diceNotation":"1d10
or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4;{"diceNotation":"1d4","rollType":"roll
Blight
Legacy
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Spells
Basic Rules (2014)
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8
necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving
Devourer
Legacy
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Monsters
Volo's Guide to Monsters
only one creature at a time.
Soul Rend (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Soul Rend"}. The devourer creates a vortex of life-draining energy in a 20-foot radius
":"damage","rollAction":"Claw","rollDamageType":"necrotic"} necrotic damage.
Imprison Soul. The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature
Monsters
Infernal Machine Rebuild
"}. The ettin’s right head exhales fire in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 45 (10d8);{"diceNotation":"10d8","rollType":"damage
","rollAction":"Cold Breath"}. The ettin’s left head exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 45 (10d8);{"diceNotation":"10d8
Monsters
Van Richten’s Guide to Ravenloft
results of similar spellcraft, as the byproducts of outlandish scientific experiments, and from stirges draining well-fed vampires. When a strigoi arises, the unnatural creature is overwhelmed by
Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Proboscis"} to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3);{"diceNotation":"1d10+3","rollType":"damage","rollAction
Monsters
Spelljammer: Adventures in Space
superior predator. It can exude an invisible aura of life-draining energy, or it can fix its gaze on one creature and implant a psychic bomb in that creature’s mind.
After a megapede lays eggs
":"damage","rollAction":"Bite (poison)","rollDamageType":"poison"} poison damage.
Life Drain. The megapede magically drains life energy from other creatures nearby. Each creature within 15 feet of
Monsters
Strixhaven: A Curriculum of Chaos
. While Murgaxor isn’t blinded, he can see any creature that isn’t an Undead or a Construct within 60 feet of himself, even through total cover, heavily obscured areas, invisibility, or any
creature, it can’t regain hit points until the start of Murgaxor’s next turn.
Blood Boil (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Blood Boil"}. Murgaxor
spells
, you can create a gravity pulse, forcing one Huge or smaller creature of your choice that you can see within 20 feet of you to make a Strength saving throw. On a failure, the creature is pushed 10
increases by 5 feet, and gravity pulse's damage and range increase by 1d6 and 5 feet, respectively, for each slot level above 4th.
races
Astarion's Book of Hungers
their vampiric nature in various ways, including increased speed and a life-draining bite.
Dhampir Traits
Creature Type: HumanoidSize: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this speciesSpeed: 35 feet
Monsters
Strixhaven: A Curriculum of Chaos
creature it touches throughout the ritual. The creature becomes bound by the pact until it dies, the titan dies, or the pact is broken by a wish spell.
The titan chooses one spell from the
necromancy or enchantment school that is 8th level or lower. The bound creature can cast that spell using this pact, requiring no material components and using Intelligence as the spellcasting ability. When it
races
Player’s Handbook
of dwarves were built in hills or mountains, and the families who trace their ancestry to those settlements call themselves hill dwarves or mountain dwarves, respectively. The Greyhawk and Dragonlance
settings have such communities.
Dwarf Traits
Creature Type: HumanoidSize: Medium (about 4–5 feet tall)Speed: 30 feet
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ground it courses over, seeking any trace of its prey. To kill, a slithering tracker rises up and enshrouds a creature, attempting to drown the creature while also draining it of blood.
Achieving
False Appearance. If the slithering tracker is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the slithering tracker move or
magic-items
, and gains Hit Points whenever the tree uses its Eviscerate ability, to a maximum of 200 Hit Points. As long as there are Hit Points in this pool, whenever an imprisoned creature drops to 0 Hit
Points but is still alive, that creature is healed 1d4 + 1 Hit Points and the same amount is subtracted from the pool.
Prisoners of the Tree. The tree can hold up to four creatures (or their corpses) at a
Dhampir
Legacy
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races
’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite.
With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters
from that list for a particular campaign.
If you are replacing your race with a lineage, you retain any languages you had and gain no new languages.
Creature Type
Every creature in D&D
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"1d6", "rollType":"recharge", "rollAction":"Soul Rend"}. The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18
chooses a living Humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer’s ribcage and imprisoned there. While imprisoned in this way, the
Monsters
Mordenkainen's Fiendish Folio Volume 1
killmoulis can be either a bane or boon to an adventuring party. When kept well fed with tasty treats, this creature is a helpful assistant that mends armor, collects herbs that make the blandest rations
expedition into a draining ordeal that leaves adventurers tired, dispirited, and sullen.
Traveling Fey. A killmoulis arises spontaneously in the Feywild whenever someone commits an act of charity to
Monsters
The Wild Beyond the Witchlight
"} piercing damage.
Moon Ray (Gleam Only; 3/Day). Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Moon Ray"} to hit, range 60 ft., one creature. Hit: 12 (2d8 + 3
). Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Sun Ray"} to hit, range 60 ft., one creature. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3", "rollType":"damage
races
Player’s Handbook
the Kagonesti and the Tairnadal are wood elves of the Dragonlance and Eberron settings, respectively.
Elf Traits
Creature Type: HumanoidSize: Medium (about 5–6 feet tall)Speed: 30 feet
monsters
larger corpse not under the effects of the gentle repose spell within 15 feet of it, draining it of its essence and regaining 10 (3d6);{"diceNotation":"3d6", "rollType":"heal", "rollAction
(Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Infectious Spores"}. The Veiled Lady exhales a cloud of spores at a creature it can see within 30 feet of it. The creature must
spells
You warp and distort the memories of a creature you can see within range, bringing forth hideous and disturbing mental images. The creature must make an Intelligence saving throw. On a failed save
, the creature takes 4d10 psychic damage and you learn something about the creature (roll a d6 and consult the following table):
d6
Thing Learnt
1
The creature’s name
2
monsters
larger corpse not under the effects of the gentle repose spell within 15 feet of it, draining it of its essence and regaining 21 (6d6);{"diceNotation":"6d6", "rollType":"roll", "rollAction
":"recharge", "rollAction":"Infectious Spores"}. The Veiled Lady exhales a cloud of spores at a creature it can see within 30 feet of it. The creature must succeed on a DC 18 Constitution saving throw or
Monsters
Curse of Strahd
Deathly Choir. Any creature within 10 feet of Rahadin that isn't protected by a mind blank spell hears in its mind the screams of the thousands of people Rahadin has killed. As a bonus action
, Rahadin can force all creatures that can hear the screams to make a DC 16 Wisdom saving throw. Each creature takes 16 (3d10);{"diceNotation":"3d10","rollType":"damage","rollAction":"Deathly Choir
spells
With an exhalation, fungal spores waft their way towards a point within range. Each creature in a 15-foot-radius sphere centred on that point must succeed on a Constitution saving throw or become
cursed until the spell ends.
When you cast the spell, choose one of the following fungi to grow on the cursed creatures:
Amanita Rotgut. The creature immediately takes 2d6 poison damage and becomes
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, respectively. Each lock has a creature molded in iron above it: a bat, snake, spider, or wolf, respectively. These locks can’t be picked. If anything other than the correct key is placed inside a lock
, creatures corresponding to the image above the lock (1d4 giant bats, 1d4 giant poisonous snakes, 1d4 giant wolf spiders, or 1d4 wolves) are summoned into the room. Each summoned creature is hostile and disappears after 10 minutes or when reduced to 0 hit points. These beasts can’t be charmed or frightened.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, respectively. Each lock has a creature molded in iron above it: a bat, snake, spider, or wolf, respectively. These locks can’t be picked. If anything other than the correct key is placed inside a lock
, creatures corresponding to the image above the lock (1d4 giant bats, 1d4 giant poisonous snakes, 1d4 giant wolf spiders, or 1d4 wolves) are summoned into the room. Each summoned creature is hostile and disappears after 10 minutes or when reduced to 0 hit points. These beasts can’t be charmed or frightened.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, respectively. Each lock has a creature molded in iron above it: a bat, snake, spider, or wolf, respectively. These locks can’t be picked. If anything other than the correct key is placed inside a lock
, creatures corresponding to the image above the lock (1d4 giant bats, 1d4 giant poisonous snakes, 1d4 giant wolf spiders, or 1d4 wolves) are summoned into the room. Each summoned creature is hostile and disappears after 10 minutes or when reduced to 0 hit points. These beasts can’t be charmed or frightened.