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Returning 35 results for 'before beings drive creatures region'.
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Spells
Player’s Handbook
You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere
is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully
Monsters
Monster Manual
its next turn.Shadow Dragon Lairs
Shadow dragons lair in places of darkness and despair, such as accursed ruins, the depths of the Underdark, or the Shadowfell.
The region around a shadow dragon
Bright Light instead create Dim Light, and creatures there have Advantage on Dexterity (Stealth) checks.
If the dragon dies or moves its lair elsewhere, these effects end immediately.NecroticShadow Stealth. While in Dim Light or Darkness, the dragon takes the Hide action.
Monsters
Monster Manual
its next turn.Shadow Dragon Lairs
Shadow dragons lair in places of darkness and despair, such as accursed ruins, the depths of the Underdark, or the Shadowfell.
The region around a shadow dragon
Bright Light instead create Dim Light, and creatures there have Advantage on Dexterity (Stealth) checks.
If the dragon dies or moves its lair elsewhere, these effects end immediately.NecroticShadow Stealth. While in Dim Light or Darkness, the dragon takes the Hide action.
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.
Life Suppression. Creatures within 60 feet of the dracolich can’t
turn.Dracolich Lairs
A dracolich lurks in a corrupted version of the lair it had in life. The region containing a dracolich’s lair is warped by its presence, creating the following effects:
Sapping Mist
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.
Life Suppression. Creatures within 60 feet of the dracolich can’t
turn.Dracolich Lairs
A dracolich lurks in a corrupted version of the lair it had in life. The region containing a dracolich’s lair is warped by its presence, creating the following effects:
Sapping Mist
Monsters
Monster Manual
jealously guard their deathtrap-laden sanctums. The most notorious of these is the Tomb of Horrors, lair of the infamous Acererak.
The region containing a demilich’s lair is twisted by its
finishes a Long Rest outside that area.
Travel Ward. Creatures can’t use teleportation or planar travel to enter or exit the lair.
If the demilich dies or moves its lair elsewhere, these effects end immediately.Necrotic, Poison, PsychicBludgeoning, Piercing, Slashing
Monsters
Monster Manual
region containing a death tyrant’s lair is warped by its presence, creating the following effects:
Negative Energy Suffusion. Whenever a creature within 1 mile of the lair regains Hit Points from
a spell, it subtracts 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Negative energy suffusion"} from the number of Hit Points regained.
Scopophobia. Creatures within 1 mile of the
Monsters
Monster Manual
lairs frequently change or exhibit bewildering features.
The region containing an arch-hag’s lair is altered by its presence, creating the following effects:
Lapsus Linguae. Creatures
Monsters
Monster Manual
in the Underdark or in lairs created for them by their servants.
The region containing a beholder’s lair is twisted by its presence, creating the following effects:
Scopophobia. Creatures
Monsters
Monster Manual
create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.
The region containing a vampire’s lair is warped by its presence
and any creatures of its choice are unaffected by the fog.
If the vampire dies or moves its lair elsewhere, these effects end immediately.Cold, NecroticSanguine Drain. Constitution Saving Throw: DC 18
Spells
Player’s Handbook
space that you can see on the ground.
Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater
Restoration spell.
Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.
Spell Immunity. You grant up to ten
Magic Items
Dungeon Master’s Guide
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
Movement. The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.
Actions
Multiattack. The
Monsters
Heroes of the Borderlands
trespassers and drive them out. Wardens wield weapons and shields fashioned from the husks of giant beetles, snapping turtles, and other mighty creatures. When these tools fail them, they channel the forces of nature to augment their natural attacks with poison saliva.
Monsters
Lorwyn: First Light
, meadows flourish and crop fields ripen in their presence, and kithkin rejoice when these incarnations pay their clachan a visit. In Shadowmoor, these same creatures are an ill omen—gruesome
of nature are beyond the ken of most mortal beings—untamable, primal, and awe inspiring.
In the realm of Lorwyn-Shadowmoor, these beings take the forms of chimeric behemoths that combine the
Monsters
Lorwyn: First Light
—untamable, primal, and awe inspiring.
In the realm of Lorwyn-Shadowmoor, these beings take the forms of chimeric behemoths that combine the features of three or more creatures. In Lorwyn
Ephemeral Movement. The incarnation can move through other creatures and objects as if they were Difficult Terrain, and its movement doesn’t provoke Opportunity Attack;Opportunity Attacks. It
Monsters
Forgotten Realms: Adventures in Faerûn
minute, it succeeds automatically.Curious and self-confident, young spirit dragons can cause trouble for a region’s other denizens, by either unleashing long-buried evils or misusing scarcely
melodies moving. A song written in the time and region from which a spirit dragon hails can potentially overwhelm the dragon, driving it to either morose despondence or passionate rage.
No two spirit
Monsters
Forgotten Realms: Adventures in Faerûn
of ancient empires.
The region containing an adult or ancient spirit dragon’s lair is changed by its presence, creating the following effects:
Enchanted Acoustics. Creatures within 1 mile of
a deep appreciation for the culture and art of humanoid societies.
Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon
Monsters
Forgotten Realms: Adventures in Faerûn
empires.
The region containing an adult or ancient spirit dragon’s lair is changed by its presence, creating the following effects:
Enchanted Acoustics. Creatures within 1 mile of the lair have
appreciation for the culture and art of humanoid societies.
Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon hails can
Monsters
Forgotten Realms: Adventures in Faerûn
art of humanoid societies.
Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon hails can potentially overwhelm the dragon
empire of arcane secrets.
6
Ostoria, the first kingdom of the giants.
Spirit Dragon Lairs
Spirit dragons haunt the ruined cities and buried monuments of ancient empires.
The region
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and megalomaniacal
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
dracoliches, magically bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and
Monsters
Forgotten Realms: Adventures in Faerûn
ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its presence, creating the following effects
that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and fungi within 1 mile of the dragon’s lair grow faster and cover a
Monsters
Forgotten Realms: Adventures in Faerûn
, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its presence, creating the following effects
finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and fungi within 1 mile of the dragon’s lair grow faster and cover
Monsters
Forgotten Realms: Adventures in Faerûn
.
The region containing Valindra’s lair is warped by her presence, creating the following effects:
All-Seeing. While in her lair, Valindra can cast Clairvoyance, requiring no spell components
and using the same spellcasting ability as her Spellcasting action.
Apathy. Creatures within 1 mile of the lair that aren’t Undead have Disadvantage on Death Saving Throws and Initiative rolls
Monsters
Forgotten Realms: Adventures in Faerûn
-encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its
reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and fungi within 1 mile of the
Monsters
Forgotten Realms: Adventures in Faerûn
dragons lair in fungus-encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon&rsquo
creature doesn’t reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and
Monsters
Forgotten Realms: Adventures in Faerûn
Dead Three into the region she inhabits, creating the following effects:
Creeping Dread. Terror runs rampant in Karas’s domain. Within 1 mile of the lair, creatures other than members of the
Monsters
Astarion's Book of Hungers
course it is.
—Astarion on Vampire Infernalists
Vampire Infernalist Lairs
Vampire infernalists lurk in gloomy libraries or ritual chambers, far from the sun’s light. The region
sap the body and mind. Creatures (excluding the vampire and its allies) that finish a Short or Long Rest while within 1 mile of the lair make a DC 15 Wisdom saving throw. On a failed save, a creature
Monsters
Mythic Odysseys of Theros
wonders and changing the world—but not always for the better. Doomwake giants arise from pernicious fears that infect a whole city or region. If enough mortals dread destruction for long enough, their
terror can manifest as one of these massive Nyxborn beings. Once unleashed, a doomwake giant goes on a rampage, fulfilling the prophecy mortals believed into being. After doing so, these terrors
Hunger of Hadar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for
the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures
Dispel Evil and Good
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have
charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.
Dismissal. As your
Monsters
Bigby Presents: Glory of the Giants
damage at the start of each of the scion’s turns.
The scion’s stomach can hold up to two creatures at a time. If the scion takes 60 damage or more on a single turn from a creature inside it
, the scion must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the scion and has the prone
Monsters
Fizban's Treasury of Dragons
turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the Monster Manual is a typical adult, at least a century
behold, radiating heat from the shell to boil the surrounding water—and any creatures in it. And even if an enemy wears down the dragon turtle’s defenses, magical storms manifest to
Monsters
Spelljammer: Adventures in Space
individuals, aside from the ability that a given creature has to control others, and they don’t comprehend the emotional aspects of existence that humans and similar beings experience. To a
poison the body and the mind of its targets and can subjugate even beings that are physically superior.
Neogi usually dwell in far-flung locations on the Material Plane, as well as on the Astral Plane
Monsters
The Book of Many Things
corpses to eat and living creatures to hunt. A harrow hawk can even travel the multiverse, flying magically from one world to another.
The Grim Harrow—a band of Undead beings created by the Deck






