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Returning 35 results for 'before billowing diameter class reflections'.
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Classes
Tasha’s Cauldron of Everything
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
an exciting opportunity to explore your character’s narrative through their class abilities. For more guidance on customizing spells, see the “Personalizing Spells” section in
Classes
Tasha’s Cauldron of Everything
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
an exciting opportunity to explore your character’s narrative through their class abilities. For more guidance on customizing spells, see the “Personalizing Spells” section in
Magic Items
Acquisitions Incorporated
.
Class-Based Living Loot Satchel
Class
Satchel
Barbarian
Broad belt with a dozen hanging pockets
Bard
Lute case
Cleric
Hollowed-out holy tome
Druid
Made from natural
diameter and 10 feet deep. As before, you can place any appropriately sized object into the portable-hole-sized chest, even if it wouldn’t normally fit into your satchel.
That Expensive Thing You
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
young woman, her billowing cloak becoming one with the night sky as she descends upon unsuspecting human mourners in a graveyard. In each hand, she clutches a dagger. Characters who examine the mural
closely and succeed on a DC 15 Wisdom (Perception) check notice four 1-inch-diameter holes bored into the gravestones. Keresta uses these holes to pass through the wall in mist form. Secret Door. The
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Elemental Plane of Fire to pursue their own crafts and studies. A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They
conjure waves of magma and can fly by jetting magical fire from their legs and body. Fire Giant Forgecaller Huge Giant (Cleric), Any Alignment
Armor Class 18 (plate)
Hit Points 312 (25d12 + 150
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Elemental Plane of Fire to pursue their own crafts and studies. A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They
conjure waves of magma and can fly by jetting magical fire from their legs and body. Fire Giant Forgecaller Huge Giant (Cleric), Any Alignment
Armor Class 18 (plate)
Hit Points 312 (25d12 + 150
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
holding them. Twelve painted figures line each hall, six on the west wall and six on the east wall, directly across from one another. Figures on facing walls are perfect reflections of each other
reveals that its stones and the images on them are illusions. Each alcove contains a plinth bearing a crystal eyeball 1 inch in diameter: a pale purple eyeball to the south and a bright green eyeball to
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke. Cinder Hulk Large Elemental, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
after a Yeenoghu-worshiping war band achieves a great victory, emerging from a billowing, fetid cloud of smoke as it arrives from the Abyss. In battle, the demon wraps its slavering jaws around one
companionship—even the slavering, venomous, demonic puppy kind.
Tasha
Shoosuva
Large Fiend (Demon), Typically Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 136 (16d10 + 48)
Speed
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
prey to the bitter end. When hell hounds feed, the flesh they consume stokes the infernal fires that burn within them. When a hell hound dies, that fire consumes the creature’s remains in a billowing
malevolent hunger, it quickly abandons or turns against its master. Hell Hound
Medium fiend, lawful evil
Armor Class 15 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 50 ft.
STR
17 (+3
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke. Cinder Hulk Large Elemental, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
disembodied head. Vargouille Reflection Tiny Fiend, Typically Chaotic Evil
Armor Class 12
Hit Points 22 (5d4 + 10)
Speed 5 ft., fly 40 ft.
STR
6 (−2)
DEX
15 (+2)
CON
14 (+2)
INT
until the vargouille loses concentration (as if concentrating on a spell). If the target’s saving throw is successful or if the effect ends on it, the target is immune to the Horrific Reflection of all vargouille reflections for 1 hour.
Adrián Ibarra Lugo
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
insubstantial nature enables it to pursue prey through the tiniest of openings. When first encountered, a vampiric mist appears as a billowing mass of light clouds. As the creature feeds, its coloration
vampiric mist doesn’t require air or sleep. Vampiric Mist Medium undead, chaotic evil
Armor Class 13
Hit Points 45 (6d8 + 18)
Speed 0 ft., fly 30 ft. (hover)
STR
6 (–2)
DEX
16 (+3
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Armor Class 16 (natural armor)
Hit Points 9 (2d6 + 2)
Speed 30 ft., burrow 10 ft., climb 30 ft.
STR
13(+1)
DEX
16(+3)
CON
13(+1)
INT
4(−3)
WIS
10(+0
incapacitated.
Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 2½-foot-diameter tunnel in its wake.
Actions
Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Lunar Dragon Wyrmling Lunar Dragon Wyrmling
Medium Dragon, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 37 (5d8 + 15)
Speed 40 ft., burrow 10 ft., fly 40 ft.
STR
and leaves a 5-foot-diameter tunnel in its wake.
Unusual Nature. The dragon doesn’t require air.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Class 16 (natural armor)
Hit Points 82 (11d10 + 22)
Speed 30 ft., burrow 30 ft.
STR
22 (+6)
DEX
13 (+1)
CON
15 (+2)
INT
3 (−4)
WIS
10 (+0)
CHA
half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.
Actions
Multiattack. The ruin grinder makes two Excavator attacks.
Excavator. Melee Weapon Attack: +9 to hit, reach 5 ft
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
on their own, carving out territories they viciously defend. Aurumvorax
Small Monstrosity, Unaligned
Armor Class 15 (natural armor)
Hit Points 36 (8d6 + 8)
Speed 30 ft., burrow 20 ft.
STR
burrowing speed and leaves a 5-foot-diameter tunnel in its wake.
Actions
Multiattack. The aurumvorax makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Giant Snapping Turtle Giant snapping turtles can grow to be 12 feet in diameter. Although they appear slow and ponderous, they are capable of startling bursts of speed and will aggressively attack
Armor Class 17 (natural armor), 12 while prone
Hit Points 75 (10d10 + 20)
Speed 30 ft., swim 40 ft.
STR
19 (+4)
DEX
10 (+0)
CON
14 (+2)
INT
2 (–4)
WIS
12
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Hulking Crab Much bigger than a giant crab, a hulking crab has a body 15 to 20 feet in diameter. Its shell is often covered with coral, anemones, ship wreckage, or some other sort of detritus
salvaged from the ocean floor. Hulking Crab
Huge Beast, Unaligned
Armor Class 17 (natural armor)
Hit Points 76 (8d12 + 24)
Speed 20 ft., swim 30 ft.
STR
19 (+4)
DEX
8 (–1)
CON
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws. Adult Kruthik
Medium monstrosity, unaligned
Armor Class 18 (natural armor)
Hit Points 39 (6d8 + 12
at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.
Actions
Multiattack. The kruthik makes two stab attacks or two spike attacks.
Stab. Melee Weapon Attack: +5 to hit
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
acid from its maw. The hive lord claims the largest chamber of the lair and keeps several adult kruthiks nearby as bodyguards. Kruthik Hive Lord
Large monstrosity, unaligned
Armor Class 20
. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.
Actions
Multiattack. The kruthik makes two stab attacks or two spike attacks
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Sapphire Dragon Wyrmling Sapphire Dragon Wyrmling
Medium Dragon (Gem), Typically Lawful Neutral
Armor Class 16 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft., burrow 15 ft., climb 30
ability check.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 5-foot-diameter tunnel in its wake.
Actions
Bite. Melee Weapon Attack: +5 to hit
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Young Emerald Dragon Young Emerald Dragon
Large Dragon (Gem), Typically Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 40 ft., burrow 30 ft., fly 60 ft
(3,900 XP) Proficiency Bonus +3
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.
Actions
Multiattack. The dragon
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
them. They emerge from gold, red, or amethyst dragon eggs, wingless but possessed of an arsenal of eldritch power. Like their dragon progenitors, masterminds have a breath weapon—a billowing cloud of
Armor Class 17 (natural armor)
Hit Points 67 (9d8 + 27)
Speed 35 ft.
STR
13 (+1)
DEX
14 (+2)
CON
16 (+3)
INT
15 (+2)
WIS
11 (+0)
CHA
17 (+3
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Young Sapphire Dragon Young Sapphire Dragon
Large Dragon (Gem), Typically Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 157 (15d10 + 75)
Speed 40 ft., burrow 20 ft., climb 40 ft
make an ability check.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.
Actions
Multiattack. The dragon makes
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Vampiric Mist In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest. Indistinguishable from the mists they lurk within, they strike
sleep. Vampiric Mist
Medium undead, chaotic evil
Armor Class 13
Hit Points 30 (4d8 + 12)
Speed 0 ft., fly 30 ft. (hover)
STR
6(-2)
DEX
16(+3)
CON
16(+3)
INT
6(−2
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Young Lunar Dragon Young Lunar Dragon
Large Dragon, Typically Neutral Evil
Armor Class 16 (natural armor)
Hit Points 123 (13d10 + 52)
Speed 40 ft., burrow 20 ft., fly 80 ft.
STR
19 (+4
leaves a 10-foot-diameter tunnel in its wake.
Unusual Nature. The dragon doesn’t require air.
Actions
Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
indiscriminately bores through creature and earth alike. Fiendish Auger Huge Construct, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 85 (9d12 + 27)
Speed 40 ft., burrow 30 ft
. The auger deals double damage to objects and structures.
Tunneler. The auger can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
Actions
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Emerald Dragon Wyrmling Emerald Dragon Wyrmling
Medium Dragon (Gem), Typically Lawful Neutral
Armor Class 16 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft., burrow 20 ft., fly 60 ft
XP) Proficiency Bonus +2
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 5-foot-diameter tunnel in its wake.
Actions
Bite. Melee Weapon Attack: +4
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
foes, providing him with the opportunity to escape or reducing his enemies to discolored corpses. Lohezet
Medium Humanoid (Human, Wizard), Neutral Evil
Armor Class 12 (15 with mage armor)
Hit
.
Miasma (Recharge 4–6). Lohezet magically conjures a billowing cloud of purple fog in a 20-foot-radius sphere centered on a point within 120 feet of himself. The area within the sphere is heavily
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Vampiric Mist In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest. Indistinguishable from the mists they lurk within, they strike
battle, a mist focuses its attacks on injured targets, since open wounds are a more ready source of blood. Vampiric Mist
Medium Undead, Typically Chaotic Evil
Armor Class 13
Hit Points 30 (4d8
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
monstrosity, unaligned
Armor Class 12 (natural armor)
Hit Points 27 (5d10)
Speed 15 ft., climb 15 ft.
STR
10 (+0)
DEX
5 (−3)
CON
11 (+0)
INT
6 (−2)
WIS
9 (−1
) piercing damage.
Soul Intake Deep inside the wreck is a 5-foot-diameter, cylindrical pipe made of iron that runs almost the full height of the fortress. This pipe was designed to siphon
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
meditate on reflections in the water. Some forgo the duties of family, seeking to attune with nature and work the will of the spirits at the Temple of Ember. Many animals are believed to be messengers
times of hardship. Names Names in Siabsungkoh are shaped by family identity, class, and trade. The following names are among the most common in Siabsungkoh: Feminine. Aom, Pathma, Ratari, Suree
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
takes for a clockwork horror to build another of its kind, assuming it has the requisite materials, is approximately ten days. The body of a clockwork horror is about two feet in diameter, but the legs
give it an overall diameter of four feet. Embedded in the front of its head is a crystal that enables the clockwork horror to see. Clockwork horrors communicate with each other by means of clicks
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
form—that of a luminous (but not too bright) sphere of ectoplasm roughly 3 feet in diameter. A newly formed gingwatzim appears as near to its creator as possible and follows its creator’s commands
!” and “Need life!” No trace of the destroyed gingwatzim remains, depriving Candlekeep of its copy of Mazfroth’s Mighty Digressions. Gingwatzim Small aberration (shapechanger)
Armor Class 12
Hit






