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Returning 35 results for 'behave border diffusing container rest'.
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became borders diffusing contained rest
behalf borders diffusing contained rest
became bonded diffusing contained rest
became burden diffusing contained rest
behalf bonded diffusing contained rest
Monsters
Monster Manual
, such as manipulating a tool or opening a door or container. 7: Sleep Ray. Wisdom Saving Throw: DC 16 (the target succeeds automatically if it is a Construct or an Undead). Failure: The target has the
within 1 mile of the lair feel as if they’re being watched. Any creature (excluding the beholder and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 13
Monsters
Monster Manual
control on objects with this ray, such as manipulating a tool or opening a door or container.
Sleep Ray. Wisdom Saving Throw: DC 17 (the target succeeds automatically if it is a Construct or an Undead
lair feel as if they’re being watched. Any creature (excluding the death tyrant and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 15 Wisdom saving
Monsters
Lorwyn: First Light
their homeland in search of wondrous things or simply a place to rest. They are deeply in tune with nature but care little for the smaller denizens around them. At best, this makes a giant aloof and
Lorwyn-Shadowmoor sleeps, it often has vivid, dramatic dreams. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots
Monsters
Lorwyn: First Light
rest. They are deeply in tune with nature but care little for the smaller denizens around them. At best, this makes a giant aloof and disinterested in the squabbles of boggarts, kithkin, elves, and
. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots with enormous stone archways to ensure their respites go
Monsters
Spelljammer: Adventures in Space
","rollAction":"Heavy Crossbow","rollDamageType":"piercing"} piercing damage.
Ship Invisibility (Recharges after a Short or Long Rest). A ship upon which the captain stands, along with all creatures and
vampirates conducts itself depends entirely on the mood and disposition of the captain. The crew of one ship might behave like a murderous mob, while another might abide by an ancient code of chivalry. One
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Hybrid Form Only; Recharges after a Short or Long Rest). The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving
those they spy on. Though a deep scion might behave as though infatuated, laugh at the joke of a friend, or appear incensed at some injustice, each of these acts is artificial to the deep scion, a
Monsters
Storm King's Thunder
object.
If it is destroyed, it re-forms after 24 hours. To truly destroy the ghost, characters must lay Eigeron's spirit to rest by killing Blagothkus.Withering Touch. Melee Weapon Attack: +5
","rollDamageType":"necrotic"} necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Tentacle"}. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0.
Possess Corpse (Recharge 6);{"diceNotation":"1d6
vehicle, rousing the body from death. Dybbuks delight in terrorizing other creatures by making their host bodies behave in horrifying ways—throwing up gouts of blood, excreting piles of squirming
Magic Items
The Wild Beyond the Witchlight
next dawn.
The shadow (variant);detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause it to behave in one of the following ways, either of which is possible
consciousness and all its Strength after finishing a short or long rest.
A creature whose shadow has detached from it is cursed. If a shadowless creature is subjected to any spell that ends a curse, or if
Death Tyrant
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall
lair sometimes feel as if they’re being watched even when they aren’t.
When a creature hostile to the tyrant and aware of its existence finishes a long rest within 1 mile of the tyrant
Monsters
Icewind Dale: Rime of the Frostmaiden
wearing perfume or carrying an open container of it.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the
equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. the target dies if its hit point maximum is
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"necrotic"} necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border
this book tells how to reach a lost city of magic entombed in the ice. Before she could obtain the book, Nass perished. She now exists as a ghost, unable to rest until she finds the book. Characters
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Night Hag One of the Sewn Sisters (see chapter 5) shadows the party while staying in the Border Ethereal. During the party’s next long rest, the night hag materializes and snatches some blood or hair from a random character before returning to the Ethereal Plane.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Night Hag One of the Sewn Sisters (see chapter 5) shadows the party while staying in the Border Ethereal. During the party’s next long rest, the night hag materializes and snatches some blood or hair from a random character before returning to the Ethereal Plane.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Night Hag One of the Sewn Sisters (see chapter 5) shadows the party while staying in the Border Ethereal. During the party’s next long rest, the night hag materializes and snatches some blood or hair from a random character before returning to the Ethereal Plane.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Border Ethereal, unwilling to depart until its work is complete. (For more information on the Border Ethereal, see the “Ethereal Plane” section in the Dungeon Master’s Guide.) Spirit of Macreadus From
the Border Ethereal, the restless spirit of Macreadus can observe happenings in and around the cabin, but it can’t manifest physically on the Material Plane. Characters can see the restless spirit of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
partitioned off from one another and the rest of the Feywild by walls of shimmering, silvery mist. The hags of the Hourglass Coven and their minions can travel freely between Hither, Thither, Yon
, and the Palace of Heart’s Desire simply by walking into or flying over the border mist, whereupon they are instantly transported to the border of whichever part of Prismeer contains their intended
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
partitioned off from one another and the rest of the Feywild by walls of shimmering, silvery mist. The hags of the Hourglass Coven and their minions can travel freely between Hither, Thither, Yon
, and the Palace of Heart’s Desire simply by walking into or flying over the border mist, whereupon they are instantly transported to the border of whichever part of Prismeer contains their intended
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
partitioned off from one another and the rest of the Feywild by walls of shimmering, silvery mist. The hags of the Hourglass Coven and their minions can travel freely between Hither, Thither, Yon
, and the Palace of Heart’s Desire simply by walking into or flying over the border mist, whereupon they are instantly transported to the border of whichever part of Prismeer contains their intended
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Border Ethereal, unwilling to depart until its work is complete. (For more information on the Border Ethereal, see the “Ethereal Plane” section in the Dungeon Master’s Guide.) Spirit of Macreadus From
the Border Ethereal, the restless spirit of Macreadus can observe happenings in and around the cabin, but it can’t manifest physically on the Material Plane. Characters can see the restless spirit of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Border Ethereal, unwilling to depart until its work is complete. (For more information on the Border Ethereal, see the “Ethereal Plane” section in the Dungeon Master’s Guide.) Spirit of Macreadus From
the Border Ethereal, the restless spirit of Macreadus can observe happenings in and around the cabin, but it can’t manifest physically on the Material Plane. Characters can see the restless spirit of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Elves born on this plane have the celestial type and are wild at heart, ready to battle evil in a heartbeat. Otherwise, they look and behave like normal elves. Optional Rule: Intense Yearning Keep track
becomes afflicted with a yearning to return to Arborea. As long as the effect persists, the creature has disadvantage on ability checks. At the end of each long rest, the creature can repeat the saving
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
container, or pick up or set down a Tiny object. Glide. When you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal
trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Elves born on this plane have the celestial type and are wild at heart, ready to battle evil in a heartbeat. Otherwise, they look and behave like normal elves. Optional Rule: Intense Yearning Keep track
becomes afflicted with a yearning to return to Arborea. As long as the effect persists, the creature has disadvantage on ability checks. At the end of each long rest, the creature can repeat the saving
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Elves born on this plane have the celestial type and are wild at heart, ready to battle evil in a heartbeat. Otherwise, they look and behave like normal elves. Optional Rule: Intense Yearning Keep track
becomes afflicted with a yearning to return to Arborea. As long as the effect persists, the creature has disadvantage on ability checks. At the end of each long rest, the creature can repeat the saving
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
container, or pick up or set down a Tiny object. Glide. When you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal
trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
container, or pick up or set down a Tiny object. Glide. When you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal
trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
can transform victims into red or green slaadi. Blue slaadi accompany red slaadi and behave similarly. They innately know the signs of chaos phage and avoid slaying creatures that carry it or other
after finishing a Long Rest. If the curse reduces the target’s Hit Point maximum to 0, the curse ends, and instead of dying, the target instantly transforms into a Red Slaad or, if it can cast spells of level 3 or higher, a Green Slaad. Only a Wish spell can reverse this transformation.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
specific victims. In rare cases, a crawling claw wreaks mayhem while the rest of its body still lives, with the original creature potentially unaware of its severed hand’s crimes.
Brian Valenzuela
possible for any creature, any living being, to be inherently evil? Such an assertion may itself facilitate the committing of evil acts. By defining a person as evil, we give them free rein to behave as
Compendium
- Sources->Dungeons & Dragons->Monster Manual
can transform victims into red or green slaadi. Blue slaadi accompany red slaadi and behave similarly. They innately know the signs of chaos phage and avoid slaying creatures that carry it or other
after finishing a Long Rest. If the curse reduces the target’s Hit Point maximum to 0, the curse ends, and instead of dying, the target instantly transforms into a Red Slaad or, if it can cast spells of level 3 or higher, a Green Slaad. Only a Wish spell can reverse this transformation.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the temple from area 1 or 23 and behave as you desire.
The temple is a living community. Outside combat, inhabitants move between chambers, feed, wash, rest, and engage in all the villainous deceptions of yuan-ti life. You can use the Temple Reinforcements table to simulate this.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
it to behave in one of the following ways, either of which is possible only if you can see the shadow: You control the shadow’s movements and can make the shadow move up to 30 feet across a solid or
unconscious instead. The creature regains consciousness and all its Strength after finishing a short or long rest. A creature whose shadow has detached from it is cursed. If a shadowless creature is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the temple from area 1 or 23 and behave as you desire.
The temple is a living community. Outside combat, inhabitants move between chambers, feed, wash, rest, and engage in all the villainous deceptions of yuan-ti life. You can use the Temple Reinforcements table to simulate this.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
specific victims. In rare cases, a crawling claw wreaks mayhem while the rest of its body still lives, with the original creature potentially unaware of its severed hand’s crimes.
Brian Valenzuela
possible for any creature, any living being, to be inherently evil? Such an assertion may itself facilitate the committing of evil acts. By defining a person as evil, we give them free rein to behave as
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
it to behave in one of the following ways, either of which is possible only if you can see the shadow: You control the shadow’s movements and can make the shadow move up to 30 feet across a solid or
unconscious instead. The creature regains consciousness and all its Strength after finishing a short or long rest. A creature whose shadow has detached from it is cursed. If a shadowless creature is






