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Returning 35 results for 'behaves been diffusing calm required'.
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Monsters
Van Richten’s Guide to Ravenloft
Semblance of Life. The podling is a physical copy of a creature digested by a bodytaker plant. The podling has the digested creature’s memories and behaves like that creature, but with
dismisses it (no action required).
Unusual Nature. The podling doesn’t require sleep.Slam. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Slam"} to hit, reach 5
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Curing Madness A calm emotions spell can suppress the effects of madness, while a lesser restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the
madness, remove curse or dispel evil and good might also prove effective. A greater restoration spell or more powerful magic is required to rid a character of indefinite madness.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Curing Madness A calm emotions spell can suppress the effects of madness, while a lesser restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the
madness, remove curse or dispel evil and good might also prove effective. A greater restoration spell or more powerful magic is required to rid a character of indefinite madness.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Curing Madness A calm emotions spell can suppress the effects of madness, while a lesser restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the
madness, remove curse or dispel evil and good might also prove effective. A greater restoration spell or more powerful magic is required to rid a character of indefinite madness.
Yuan-ti Pureblood
Legacy
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races
Volo's Guide to Monsters
can transform an individual into a more powerful type. The cost and time required to perform the ritual is prohibitive, and as a result most yuan-ti never get the opportunity to undergo such a
serpent gods began to demand more and more sacrifices, the yuan-ti stepped up their raids on bordering settlements to meet this need.
Calm long-view schemers, innate deceivers, and immune to poison
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to area 13a. (The chute contains plenty of handholds and footholds. No ability check is required to descend it.)
Trenzia. After she was driven mad by her scientific and necromantic experiments
uses its next action to try to calm the golem. While attempting to calm the golem, the skull can’t electrify the floor. 7d. Mining Woes Three ghasts hunker down behind the door leading into this room
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to area 13a. (The chute contains plenty of handholds and footholds. No ability check is required to descend it.)
Trenzia. After she was driven mad by her scientific and necromantic experiments
uses its next action to try to calm the golem. While attempting to calm the golem, the skull can’t electrify the floor. 7d. Mining Woes Three ghasts hunker down behind the door leading into this room
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to area 13a. (The chute contains plenty of handholds and footholds. No ability check is required to descend it.)
Trenzia. After she was driven mad by her scientific and necromantic experiments
uses its next action to try to calm the golem. While attempting to calm the golem, the skull can’t electrify the floor. 7d. Mining Woes Three ghasts hunker down behind the door leading into this room
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
hair, like many of the Amnian people. If a surname is required, they use Amberdune. There are seven jackalweres in the Amberdune Pack, including the leader, Korvala. The other pack members are as
confidence in her allies and fear in her enemies. Though normally calm and composed, Korvala becomes angry and combative when recalling the struggles she and her pack have experienced, including Nidalia’s
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
hair, like many of the Amnian people. If a surname is required, they use Amberdune. There are seven jackalweres in the Amberdune Pack, including the leader, Korvala. The other pack members are as
confidence in her allies and fear in her enemies. Though normally calm and composed, Korvala becomes angry and combative when recalling the struggles she and her pack have experienced, including Nidalia’s
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
hair, like many of the Amnian people. If a surname is required, they use Amberdune. There are seven jackalweres in the Amberdune Pack, including the leader, Korvala. The other pack members are as
confidence in her allies and fear in her enemies. Though normally calm and composed, Korvala becomes angry and combative when recalling the struggles she and her pack have experienced, including Nidalia’s
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
podling has the digested creature’s memories and behaves like that creature, but with occasional lapses. An observer familiar with the digested creature can recognize the discrepancies with a
it dies, when the bodytaker plant that created it dies, or when the bodytaker plant dismisses it (no action required).
Unusual Nature. The podling doesn’t require sleep.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
podling has the digested creature’s memories and behaves like that creature, but with occasional lapses. An observer familiar with the digested creature can recognize the discrepancies with a
it dies, when the bodytaker plant that created it dies, or when the bodytaker plant dismisses it (no action required).
Unusual Nature. The podling doesn’t require sleep.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
impossible, because a DC 70 Strength check is required. A staircase of ice leads from the tower’s ground floor to a higher chamber, the walls and ceiling of which gleam and glitter: Jewels are everywhere in
to a loud whisper signals an end to danger.
Anchor. The castle holds position on the ground or in the air. The castle remains stationary despite winds, storms, and so on.
Calm. The thunderclouds
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
impossible, because a DC 70 Strength check is required. A staircase of ice leads from the tower’s ground floor to a higher chamber, the walls and ceiling of which gleam and glitter: Jewels are everywhere in
to a loud whisper signals an end to danger.
Anchor. The castle holds position on the ground or in the air. The castle remains stationary despite winds, storms, and so on.
Calm. The thunderclouds
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
impossible, because a DC 70 Strength check is required. A staircase of ice leads from the tower’s ground floor to a higher chamber, the walls and ceiling of which gleam and glitter: Jewels are everywhere in
to a loud whisper signals an end to danger.
Anchor. The castle holds position on the ground or in the air. The castle remains stationary despite winds, storms, and so on.
Calm. The thunderclouds
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
impossible, because a DC 70 Strength check is required. A staircase of ice leads from the tower’s ground floor to a higher chamber, the walls and ceiling of which gleam and glitter: Jewels are everywhere in
to a loud whisper signals an end to danger.
Anchor. The castle holds position on the ground or in the air. The castle remains stationary despite winds, storms, and so on.
Calm. The thunderclouds
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
podling has the digested creature’s memories and behaves like that creature, but with occasional lapses. An observer familiar with the digested creature can recognize the discrepancies with a
it dies, when the bodytaker plant that created it dies, or when the bodytaker plant dismisses it (no action required).
Unusual Nature. The podling doesn’t require sleep.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
impossible, because a DC 70 Strength check is required. A staircase of ice leads from the tower’s ground floor to a higher chamber, the walls and ceiling of which gleam and glitter: Jewels are everywhere in
to a loud whisper signals an end to danger.
Anchor. The castle holds position on the ground or in the air. The castle remains stationary despite winds, storms, and so on.
Calm. The thunderclouds
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
impossible, because a DC 70 Strength check is required. A staircase of ice leads from the tower’s ground floor to a higher chamber, the walls and ceiling of which gleam and glitter: Jewels are everywhere in
to a loud whisper signals an end to danger.
Anchor. The castle holds position on the ground or in the air. The castle remains stationary despite winds, storms, and so on.
Calm. The thunderclouds
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
from his people. Although Derendil behaves like the highborn prince he believes himself to be, he responds to stress — and particularly threats — like a quaggoth: violently tearing foes limb from limb
of the adventurers have met. The aquatic hermit is a calm and peaceful presence. He is aware of his people’s well-deserved reputation for madness, and claims to have spent a lifetime in contemplation
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
from his people. Although Derendil behaves like the highborn prince he believes himself to be, he responds to stress — and particularly threats — like a quaggoth: violently tearing foes limb from limb
of the adventurers have met. The aquatic hermit is a calm and peaceful presence. He is aware of his people’s well-deserved reputation for madness, and claims to have spent a lifetime in contemplation
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
from his people. Although Derendil behaves like the highborn prince he believes himself to be, he responds to stress — and particularly threats — like a quaggoth: violently tearing foes limb from limb
of the adventurers have met. The aquatic hermit is a calm and peaceful presence. He is aware of his people’s well-deserved reputation for madness, and claims to have spent a lifetime in contemplation
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
manifest zone linked to Fernia, the Sea of Fire, the area is Lightly Obscured by clouds choked with ash, and fire behaves oddly (see the “Fernia Manifest Zone” sidebar). Fernia Manifest Zone
Fernia
, tries to grab at you. Make a DC 13 Dexterity saving throw. On a failed save, you have the Grappled condition (escape DC 10). A character that takes the Influence action to calm the deck hand can make
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
manifest zone linked to Fernia, the Sea of Fire, the area is Lightly Obscured by clouds choked with ash, and fire behaves oddly (see the “Fernia Manifest Zone” sidebar). Fernia Manifest Zone
Fernia
, tries to grab at you. Make a DC 13 Dexterity saving throw. On a failed save, you have the Grappled condition (escape DC 10). A character that takes the Influence action to calm the deck hand can make
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
manifest zone linked to Fernia, the Sea of Fire, the area is Lightly Obscured by clouds choked with ash, and fire behaves oddly (see the “Fernia Manifest Zone” sidebar). Fernia Manifest Zone
Fernia
, tries to grab at you. Make a DC 13 Dexterity saving throw. On a failed save, you have the Grappled condition (escape DC 10). A character that takes the Influence action to calm the deck hand can make
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
captained by Ortimay Swift and Dark (CG female rock gnome bandit captain with darkvision out to a range of 60 feet), who is both clever and calm. The first mate is Grig Ruddell (N male Illuskan human
dinosaurs directly to the desired warehouse for easier loading and unloading. A large ship can easily block a canal, so good traffic management is required; that’s one of the harbormaster’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
captained by Ortimay Swift and Dark (CG female rock gnome bandit captain with darkvision out to a range of 60 feet), who is both clever and calm. The first mate is Grig Ruddell (N male Illuskan human
dinosaurs directly to the desired warehouse for easier loading and unloading. A large ship can easily block a canal, so good traffic management is required; that’s one of the harbormaster’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
captained by Ortimay Swift and Dark (CG female rock gnome bandit captain with darkvision out to a range of 60 feet), who is both clever and calm. The first mate is Grig Ruddell (N male Illuskan human
dinosaurs directly to the desired warehouse for easier loading and unloading. A large ship can easily block a canal, so good traffic management is required; that’s one of the harbormaster’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
3 Calm Emotions, Faerie Fire, Misty Step, Phantasmal Force, Sleep
5 Blink, Plant Growth
7 Dominate Beast, Greater Invisibility
9 Dominate Person, Seeming
Level 3: Steps of the
until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it. Level 14: Bewitching Magic Your patron grants you the ability to weave your magic
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
3 Calm Emotions, Faerie Fire, Misty Step, Phantasmal Force, Sleep
5 Blink, Plant Growth
7 Dominate Beast, Greater Invisibility
9 Dominate Person, Seeming
Level 3: Steps of the
until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it. Level 14: Bewitching Magic Your patron grants you the ability to weave your magic
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
3 Calm Emotions, Faerie Fire, Misty Step, Phantasmal Force, Sleep
5 Blink, Plant Growth
7 Dominate Beast, Greater Invisibility
9 Dominate Person, Seeming
Level 3: Steps of the
until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it. Level 14: Bewitching Magic Your patron grants you the ability to weave your magic
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
character convinces the guard to look for trouble elsewhere. If the check fails, the guard becomes hostile and behaves as described above, and the character can’t repeat the check on that particular
characters could pick the lock on the skylight to enter the building. Grappling hooks and ropes are required to scale the building. By the end of the gala, it is dark enough to allow characters to enter
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
character convinces the guard to look for trouble elsewhere. If the check fails, the guard becomes hostile and behaves as described above, and the character can’t repeat the check on that particular
characters could pick the lock on the skylight to enter the building. Grappling hooks and ropes are required to scale the building. By the end of the gala, it is dark enough to allow characters to enter
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Lolth. As the drow ultimately discovered, the goddess found this arrangement unacceptable. The creation process required cooperation between magical disciplines. Drow wizards and warlocks used arcane
them behaves like ants, obeying a queen – and her queen is Lolth. And Lolth is all temper and cruel whim.
— Elminster
Communal Spiders. Chitines and choldriths resemble spiders, but they behave






