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Returning 21 results for 'before being duplicate carried root'.
Other Suggestions:
before being duplicate carried roll
before being delicate carved rest
Monsters
Mordenkainen's Fiendish Folio Volume 1
, built for a specific purpose. Some are fortresses, designed to keep wanderers from the material world away. Others are far more sinister, dark realms where evil dreams take root and become ghastly
paralytic poison. When their the poison overwhelms their target, the xill snatches the victim and returns to the Ethereal. The ultimate fate of unfortunates carried off in this manner is not known, but
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
githzerai and the githyanki, two factions that arose from the victorious gith, sent hunting parties to root out and slaughter the remaining mind flayers. To this day, isolated clutches of mind flayers remain
using their innate psionic energy to duplicate the casting of spells. A mind flayer psion has the same statistics as a mind flayer (as presented in the Monster Manual), except that its challenge
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
for a specific purpose. Some are fortresses, designed to keep wanderers from the material world away. Others are far more sinister, dark realms where evil dreams take root and become ghastly realities
paralytic poison. When their the poison overwhelms their target, the xill snatches the victim and returns to the Ethereal. The ultimate fate of unfortunates carried off in this manner is not known, but
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
for the one he had killed. The second offered wealth from his family coffers, so she turned him into a tree clinging to a cliff face by one root. The third, remorseful, threw himself on a bed of moss
, and a cerulean butterfly came to rest on his hand. Carefully, he carried the butterfly back to Nylea. She not only spared him, but blessed his house and all his descendants.
The Tragedy of Arasta
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the place where it died 1d12 months later, unless the ground where it took root is sown with salt or soaked with poison.
Unusual Nature. The plant doesn’t require sleep.
Actions
Multiattack. The
dissolved and its body repurposed into a podling duplicate. Podlings are near-perfect mimics of the creatures they replace. Despite having the knowledge of those they mimic, podlings frequently miss the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the controls to this strange torture device, he causes Francache’s lycanthropy to transform the rat into a duplicate of Big Gadai, to the pain and horror of everyone involved. When the rat is in human
with a successful DC 14 Wisdom (Perception) check. Without the key carried by Andras, its lock can be picked with a successful DC 18 Dexterity check using thieves’ tools, or it can be forced with a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
isn’t being worn or carried, it is moved up to 30 feet in any direction. The zombie can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or
, however, attack any creature that dares to root through its garbage pile. The corpses in the garbage pile are the remains of drow, quaggoths, bugbears, goblins, and hobgoblins that were killed in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
civic functions are based in the temple, and most of them are carried out by Karametra’s attendants. These attendants serve as healers, advisors, teachers, chroniclers, and oracles. Nexuses of the
slender trees with almost humanlike forms. It is said that whoever enters one of these sacred groves in search of peace will find it—and take root, becoming part of the grove. The trees here are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
random, roll a d8 three times (rerolling duplicate results) to determine which three wires shut down that particular psipod, then roll a d8 for each wire that is disconnected to see if it’s one of the
attacks originating from outside the capsule. ALTERDEEP
Unconscious creatures in psipods experience the equivalent of a shared dream as they appear with all their carried possessions in Waterdeep
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
religion of the dwarves is at the root of the societal roles that dwarves follow. Where most other creatures view their deities as ultrapowerful beings who stand forever apart from their worshipers
that they could almost duplicate Moradin’s level of skill. The Dwarf Deities table lists the members of the Morndinsamman. For each god, the table notes alignment, province (the god’s main areas of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
radiant damage on a hit. 31–36 One simple or martial weapon that is nonmagical and carried by one character in the region gains the properties of a mace of disruption for 24 hours. 37–42 A flying
reflections. Creatures, objects, and energy reflect, refract, duplicate, or are transported elsewhere. Such locations arise from the intrusion of a theorized Plane of Mirrors upon the Material Plane, or
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, he is too young to temper his views with a realistic assessment of the risks. Ideal. Anders believes that freedom is the root of happiness. He pays his employees well and wants to help Saltmarsh grow
a vial of poison he carried on to the noble’s bald scalp. He waited in his hiding place for another full day until the contact poison killed the man. Personality Traits. Skerrin is literally a man of
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
minor illusion is meant to be like a stool or a rock, not an atmospheric effect. Misty step doesn’t say the caster can bring worn or carried equipment with them. Are they intended to leave everything
, including their clothes, behind? No, the caster’s worn and carried equipment are intended to go with them. (misty step) Does moonbeam deal damage when you cast it? What about when its effect moves
Equipment
root in the triggering creature. All other creatures within 30 feet of the triggering creature must make a DC 15 Strength saving throw. On a failed save, they are pulled up to 20 feet towards the
days.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice
Equipment
force takes root in the triggering creature. All other creatures within 30 feet of the triggering creature must make a DC 15 Strength saving throw. On a failed save, they are pulled up to 20 feet
next 1d6 days.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s
Equipment
takes root in the triggering creature. All other creatures within 30 feet of the triggering creature must make a DC 15 Strength saving throw. On a failed save, they are pulled up to 20 feet towards the
days.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice
Equipment
root in the triggering creature. All other creatures within 30 feet of the triggering creature must make a DC 15 Strength saving throw. On a failed save, they are pulled up to 20 feet towards the
.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice
Equipment
webbing which acts like the Web spell. The webs and eldritch crawlers remain until destroyed, or until the crawlers successfully obtain suitable prey.
49–50
A powerful magnetic force takes root
.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice.
57
Equipment
takes root in the triggering creature. All other creatures within 30 feet of the triggering creature must make a DC 15 Strength saving throw. On a failed save, they are pulled up to 20 feet towards the
days.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
character to enter another vault. (What kind of attention doing so attracts is left to your determination.) Other means of entering might be possible, including some of the scrolls carried by Two Dry
two central tables for the wedding party and guests. Tall mugs of amber beer are served, while platters loaded with skewers of roasted meat and root vegetables are brought to the table. Drinks and food
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
cause no undeserved harm to other sentient beings. They don’t take it upon themselves to root out evil, as gold and bronze dragons do, but they will gladly oppose creatures that dare to commit evil acts
their hoards can include intact ships, the remains of kings and queens, thrones, the crown jewels of ancient empires, inventions and contraptions, and monoliths carried from the ruins of fallen cities. A






