Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before bristling diffusing creature report'.
Other Suggestions:
before bristling diffusing creature repeat
before bristling diffusing creature reborn
before bristling diffusing creature revert
before bustling diffusing creature resort
Spells
Player’s Handbook
commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If
You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned
Spells
Player’s Handbook
You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10
feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature in its area makes a
Circle of Power
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly
creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
gingerbrute is destroyed, a creature can use its action to eat all the remains and gain 5 temporary hit points. The remains crumble away after 24 hours if not eaten.Multiattack. The gingerbrute makes two
wicked cauldrons.
The same magic that animates a gingerbrute also makes it extra scrumptious. Those who have eaten a gingerbrute report feeling a burst of energy like a long-lasting sugar rush.
&ldquo
Wall of Thorns
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to
60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature
Monsters
Planescape: Adventures in the Multiverse
":"Edict of Blades"}. The kolyarut moves up to its speed without provoking opportunity attack;opportunity attacks and can make one Unerring Blade attack against each creature it moves past. Whenever it
hits a creature with an Unerring Blade attack during this movement, each spell of 5th level or lower on the creature ends, and the creature has the incapacitated condition until the end of the kolyarut
Monsters
Mordenkainen Presents: Monsters of the Multiverse
with two hands.
Bite (Hybrid Form Only). Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4);{"diceNotation
, which is likely a kraken or some other ancient being of the deep. While wearing the mind and body of the person they once were as a sort of mask, the creature is bent on fulfilling their master&rsquo
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's
Planar Binding
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is
failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.
A bound creature
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's
Monsters
The Wild Beyond the Witchlight
"} piercing damage.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Euphoria
Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Euphoria Breath"}. Sir Talavar exhales a puff of euphoria gas at one creature within 5 feet of him. The target must succeed
Monsters
Planescape: Adventures in the Multiverse
"} piercing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Anguishing Bite", "rollDamageType":"psychic"} psychic damage. If the target is a creature, it can’t
vapors that coalesce at a point it can see within 120 feet of itself. The vapors fill a 20-foot-radius sphere centered on that point, then vanish. Each non-yugoloth creature in that area must make a DC
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
their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with anger, lying back with fear or suspicion, and rippling
Spells
Xanathar's Guide to Everything
if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics.
On each of your turns, you can try to issue a
returns to you to report having done so.
If your concentration ends before the spell reaches its full duration, the devil doesn’t disappear if it has become immune to your verbal commands
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
Monsters
Storm King's Thunder
.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune
Monsters
Divine Contention
, speak with animals
2nd level (3 slots): animal messenger, pass without trace
3rd level (3 slots): dispel magic, plant growth
4th level (2 slots): blight, locate creature, stoneskinMultiattack
"} bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for
Monsters
Fizban's Treasury of Dragons
":"recharge", "rollAction":"Scintillating Breath"}. The dragon exhales a burst of brilliant radiance in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 27
starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with anger, lying back with fear or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet
thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature within its area must make a Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick
or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature in its area makes a Dexterity saving throw
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet
thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature within its area must make a Dexterity saving
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick
or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature in its area makes a Dexterity saving throw
Monsters
Fizban's Treasury of Dragons
a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 40 (9d8);{"diceNotation":"9d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType
the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Claw. The dragon makes one Claw attack.
Psionics (Costs 2 Actions). The dragon uses
Monsters
Fizban's Treasury of Dragons
-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 49 (11d8);{"diceNotation":"11d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType
time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Claw. The dragon makes one Claw attack.
Psionics (Costs 2 Actions). The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
tails bristling with detachable spikes. These monsters launch their tail spikes at their prey, skewering those on the ground or knocking flying creatures from the air. Despite their ravenous tendencies
Let a group navigate its territory unharmed. 5 Let someone pretend to slay it in battle. 6 Scare or threaten someone. 7 Serve a creature as a steed until the sun sets. 8 Try to locate something from its
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report
to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
following features: Crew. Bkol and the ship’s rowers stay out of battle, trying to keep the ship on course. Movement. The Courier moves 40 feet away from any creature in the water each round. The whirlwyrms
use all but 10 feet of their movement to keep pace with the ship. Wing Sails. The Courier’s wings are difficult terrain. Any creature on a wing that takes 10 or more damage must succeed on a DC 14
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report
to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If
hours
You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If
hours
You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
nondetection spells cast on them lurk behind rock formations in the middle of the cavern.
The githyanki report to the knights in area 7c. Three fight to the death to defend the cavern, while the fourth
Wisdom (Perception) check is required to detect the creature. The flumph has the same helpful disposition and information as the rest of its kin on this level (see area 4).
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
7. Natural Chimney A chimney has formed in the 7-foot-high ceiling of this small side cave. The chimney is 5 feet wide and has abundant handholds and footholds. A creature can climb up or down the
of the shaft. Snigbat’s job is to watch for intruders and report what she sees to Boss Hark. Snigbat considers this duty a form of punishment. If she sees one or more well-armed adventurers, Snigbat
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
report feeling a burst of energy like a long-lasting sugar rush. Gingerbrute Tiny Construct, Typically Chaotic Neutral
Armor Class 14
Hit Points 18 (4d4 + 8)
Speed 60 ft.
STR
13 (+1)
DEX
avoid or end the grappled or the restrained condition on itself.
Sweet Victory. Once the gingerbrute is destroyed, a creature can use its action to eat all the remains and gain 5 temporary hit points
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
opposite wall. Five wooden cages are arranged about the room. Their doors are situated on top, with heavy rocks placed on them. A creature can use an action to attempt a DC 15 Strength (Athletics) check to
return to his tribe whether the characters accept his gratitude or not. A third cage holds an unarmed prisoner: Emerald Enclave member Ghalvin Dragonmoor (CG male half-elf scout). If freed, he asks the characters to escort him to Goldenfields, so that he can report to the Abbot what he has seen.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
humanoid shape perching on the rooftop. It extends an arm, releasing a tiny metal sparrow into the sky. The bird does a few loops in the air, then veers right toward you. The creature atop the temple
character with surprising force. On a miss, it crashes. Either way, it’s destroyed on impact. After the attack, Nim withdraws into the temple’s attic through a secret hatch in the roof and lies low, hoping the characters don’t report the incident to the temple’s acolytes.






