Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before bodies defusing creature regard'.
Other Suggestions:
before bodies defusing creature read
before bodies dousing creature regain
before bones diffusing creature regain
before bodies defusing creature regain
before bones devising creature regain
Spells
Player’s Handbook
; you learn those facts as they pertain to the spell’s area:
Locations of settlements
Locations of portals to other planes of existence
Location of one Challenge Rating 10+ creature (DM’s
choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead
The most prevalent kind of plant, mineral, or Beast (you choose which to learn)
Locations of bodies of water
For example
Magic Items
Dungeon Master’s Guide
throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.
While berserk, you regard the creature nearest to you
. You also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving
Spells
Player’s Handbook
.
You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets’ bodies and equipment. You can make each creature seem 1 foot shorter or
You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell
Spells
Player’s Handbook
Hallow. The affected area has the following effects.
Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t
willingly enter the area, and any creature that is possession;possessed by or that has the Charmed or Frightened condition from such creatures isn’t possessed, Charmed, or Frightened by them
Monsters
Forgotten Realms: Adventures in Faerûn
"} Poison damage.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Nightmare Breath"}. Wisdom Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 22
that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to imbue their breath with terror-inducing spores
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollDamageType":"Slashing"} Slashing damage.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Nightmare Breath"}. Wisdom Saving Throw: DC 11, each creature in a
fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to imbue their breath with terror-inducing
Species
Lorwyn: First Light
cold logic and rejected reactionary responses. As a result, the magical flames that engulfed their bodies took on a frigid air, and they became rimekin.
Like flamekin, rimekin possess innate magic
rimekin touch. Any armor worn or weapons wielded by rimekin become coated in layers of spiky yet harmless hoarfrost.
Rimekin Traits
Creature Type: HumanoidSize: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Monsters
Forgotten Realms: Adventures in Faerûn
":"recharge", "rollAction":"Nightmare Breath"}. Wisdom Saving Throw: DC 20, each creature in a 90-foot Cone. Failure: 44 (8d10);{"diceNotation":"8d10", "rollType":"damage", "rollAction":"Nightmare
Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Pounce
Monsters
Forgotten Realms: Adventures in Faerûn
":"recharge", "rollAction":"Nightmare Breath"}. Wisdom Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 38 (7d10);{"diceNotation":"7d10", "rollType":"damage", "rollAction":"Nightmare Breath
). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Pounce. The
Monsters
Forgotten Realms: Adventures in Faerûn
, using the same spellcasting ability as Spellcasting.Legendary Action Uses: 3. Immediately after another creature’s turn, Zlan can expend a use to take one of the following actions. Zlan regains
all expended uses at the start of each of its turns.
Retaliation. Zlan makes one Slam or Bewildering Bolt attack.
Stoke Paranoia. Wisdom Saving Throw: DC 19, one creature Zlan can see within 30 feet
Species
Eberron: Forge of the Artificer
. Their facial features have a bestial cast, often with large eyes and pointed ears; most shifters also possess prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While
a shifter’s appearance might remind an onlooker of an animal, the shifter remains clearly identifi able as a Humanoid even when at their most feral.
Shifter Traits
Creature Type: HumanoidSize
Philter of Love
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted
to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
Monsters
Fizban's Treasury of Dragons
", "rollType":"recharge", "rollAction":"Calming Mist"}. The warbler releases a calming gas in a 5-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 11 Charisma saving
throw or become charmed by the warbler for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0.Metallic warblers resemble songbirds and serve as clandestine agents
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving
throw, the creature is immune to this giant’s Dreamwalker’s Charm for 24 hours.Multiattack. The giant makes two Greatclub or Rock attacks.
Greatclub. Melee Weapon Attack: +10
Monsters
Fizban's Treasury of Dragons
itself. Each creature in that area must succeed on a DC 14 Charisma saving throw or become charmed by the peacekeeper for 1 minute. While charmed in this way, the creature is incapacitated and has a
a guardian created by a metallic dragon, forged from the metal associated with its creator and powered by the energy of the dragon’s breath. An artificial being sculpted in elegant filigree, it is dedicated to defusing tensions that could spiral into violence.Fire
Half-Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
shared elements among these folk.
Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars, though, mark an orc or half-orc as a former prisoner or a disgraced
exult along with him or shiver with fear and loathing.
Beyond the rage of Gruumsh, half-orcs feel emotion powerfully. Rage doesn’t just quicken their pulse, it makes their bodies burn. An insult
Monsters
Fizban's Treasury of Dragons
.
Scintillating Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Scintillating Breath"}. The dragon exhales a burst of brilliant radiance in a 15-foot cone. Each creature
life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions
Project Image
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Physical interaction with the
image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence
Giant Sea Horse
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
":"damage","rollAction":"Charge","rollDamageType":"bludgeoning"} bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Water Breathing. The sea
+1","rollType":"damage","rollAction":"Ram","rollDamageType":"bludgeoning"} bludgeoning damage.Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.
Monsters
Mythic Odysseys of Theros
Rebuke (2nd-Level Spell; 1/Day). When the oread is damaged by a creature within 60 feet of the oread that it can see, the creature that damaged the oread must make a DC 14 Dexterity saving throw, taking 16
so blessed is that oreads go out of their way to leave such sites alone.
Tales of Fire. The followers of Purphoros regard oreads with special reverence, as myths tell of cagey smiths befriending these
Monsters
Bigby Presents: Glory of the Giants
’t regain hit points.A gigant is a towering insectile creature variously regarded as a harbinger of doom, a defender of nature, and a divine messenger of mysterious purpose. Giants regard them as a
Spell-Resistant Carapace. The gigant has advantage on saving throws against spells, and any creature that makes a spell attack against the gigant has disadvantage on the attack roll.Multiattack. The
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Aura of Overwhelming Splendor. The high fae radiates dazzling and mollifying magic. Each creature of the high fae’s choice that starts its turn within 5 feet of the high fae must succeed on a
DC 19 Wisdom saving throw or have the charmed condition until the start of its next turn. While charmed, the creature also has the incapacitated condition.
Legendary Resistance (3/Day). If the high
Astral Projection
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you
your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.
The spell might also end early for you or one of your
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
feet, to a minimum speed of 5 feet. The reduction lasts until the start of the high fae’s next turn.
Tripping Feint. The high fae targets one Large or smaller creature it can see within 10 feet
inhuman, high fae are the oldest creatures in Eldraine, embodying the natural splendor and danger of the untamed wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless
Monsters
Eberron: Rising from the Last War
"} bludgeoning damage. The target is grappled (escape DC 12) if it is a Large or smaller creature. Until this grapple ends, the dolgaunt can't use the same tentacle on another target. The dolgaunt has two
","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage.
Vitality Drain. One creature grappled by a tentacle of the dolgaunt must make a DC 11 Constitution
Monsters
Eberron: Rising from the Last War
range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Mind Thrust. The kalashtar targets a creature
":"psychic"} psychic damage.The kalashtar have bonded with good-aligned quori spirits, which communicate with their hosts through dreams and visions. Descended from monks who offered their bodies as
Monsters
Fizban's Treasury of Dragons
", "rollType":"recharge", "rollAction":"Acid Retch"}. The grafter retches forth a spray of acidic bile in a 30-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6
baubles.
Dragonflesh Grafters
Dragonflesh grafters practice forbidden rituals and risky experiments on themselves, modifying their bodies and minds to emulate the dragons they revere. They
Monsters
Fizban's Treasury of Dragons
Death Throes. When the draconian is reduced to 0 hit points, it turns into a puddle of acid and splashes acid on those around it. Each creature within 5 feet of the draconian must succeed on a DC 12
Dexterity saving throw or be covered in acid for 1 minute. A creature can use its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 7 (2d6
Monsters
Fizban's Treasury of Dragons
Death Throes. When the draconian is reduced to 0 hit points, it bursts into flames and is reduced to ashes. Each creature in a 10-foot-radius sphere centered on the draconian must succeed on a DC 13
target is a Large or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.Shape Theft. After the draconian kills a Medium or smaller Humanoid, the draconian can
Monsters
Planescape: Adventures in the Multiverse
Bladed Edges. A creature takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Bladed Edges", "rollDamageType":"slashing"} slashing damage if it starts its turn grappling or being
grappled by the ferrumach.
Skewering Charge. If the ferrumach moves at least 20 feet in a straight line toward a Large or smaller creature and ends within 5 feet of it, that creature must succeed on
Monsters
Bigby Presents: Glory of the Giants
Contortionist. The fomorian can enter a space large enough for a Large creature without squeezing.
Crawling Stance. While the fomorian has the prone condition, crawling does not cost it extra
.
Crawling Hex (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Crawling Hex"}. The fomorian targets one creature it can see within 60 feet of itself. The target must succeed
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
", "rollAction":"Fae Blade", "rollDamageType":"force"} force damage.
Vexing Prank. The high fae targets one creature it can see within 60 feet of itself with a magical trick. The target must make a DC 18 Wisdom
impostor takes on the identity of another creature, the impostor magically gains access to a small portion of that creature’s mind—any information that the creature might share with a casual
Folk Hero
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the
after I led a symbolic act of protest against it.
9
A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.
10
Recruited into a lord’s army, I rose to
Monsters
Baldur’s Gate: Descent into Avernus
"} to hit, reach 5 ft., one creature. Hit: 4 (1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Bone whelks are large mollusks that excrete an adhesive to attach skulls, bones, and other detritus to their bodies for protection.
Adhesive. The bone whelk can cause Medium or smaller objects to adhere to it. A Medium or smaller creature that touches the bone whelk is grappled by it (escape DC 10).
Death Scream. When the bone
Monsters
Eberron: Rising from the Last War
Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Bite
noses, pointed ears, and light fur over much of their bodies. When a shifter fully embraces the beast within by “shifting,” these features become even more pronounced.






