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Returning 35 results for 'being bad diffusing creature roughly'.
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Magic Items
Dungeon Master’s Guide
This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of
item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the
Spells
Player’s Handbook
creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM
You attempt to reshape another creature’s memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a
Magic Items
Dungeon Master’s Guide
Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color
;Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect
Monsters
Astarion's Book of Hungers
"} Bludgeoning damage.
Fiery Eruption. Dexterity Saving Throw: DC 11, each creature in a 5-foot Emanation originating from the icon. Failure: 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction
hand outstretched in welcome.
5
Six crows perched atop each other in a roughly humanoid shape.
6
A horned fiend that bears an uncanny resemblance to one of the characters.
The only
Monsters
Baldur’s Gate: Descent into Avernus
Bad Flier. The abyssal chicken falls at the end of a turn if it’s airborne and the only thing holding it aloft is its flying speed.Multiattack. The abyssal chicken makes two attacks: one with
its bite and one with its claws.
Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2);{"diceNotation
Circle of Power
Legacy
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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
The Wild Beyond the Witchlight
Constructs, Elementals, Plants, or Undead. Each other creature in the area must make a DC 10 Wisdom saving throw. On a failed save, the creature is incapacitated and its speed is halved, both 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.Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They
Drawmij's Instant Summons
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Spells
Player’s Handbook (2014)
transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. Dispel magic or a similar effect successfully applied to the sapphire ends this spell’s effect.
sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.
If another creature is holding or carrying the item, crushing the sapphire doesn’t
Instant Summons
Legacy
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Spells
Basic Rules (2014)
the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.
Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect.
. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, crushing the sapphire doesn't transport
Magic Items
Waterdeep: Dragon Heist
smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots.
If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each
creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.
Casting dispel magic on smokepowder renders it permanently inert.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending
of a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might
Monsters
Mythic Odysseys of Theros
","rollAction":"Charge","rollDamageType":"piercing"} piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone
Medium or smaller creature. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Amphora","rollDamageType":"bludgeoning"} bludgeoning damage. If there is not already a creature
Monsters
Spelljammer: Adventures in Space
a blast of frost in a 30-foot cone. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, the creature takes 27 (6d8);{"diceNotation":"6d8","rollType":"damage
","rollAction":"Cold Breath","rollDamageType":"cold"} cold damage, and its speed is halved until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn
Monsters
Ghosts of Saltmarsh
disguise itself to resemble a humanoid of roughly similar size and shape for up to 1 hour. It can revert to its true form as a bonus action. This illusion does not hold up to close scrutiny.
Luring Song
constructs or undead, showing each creature achieving whatever it most desires. An affected creature must succeed on a DC 14 Wisdom saving throw or drop whatever it is holding and become paralyzed
Bag of Holding
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Magic Items
Basic Rules (2014)
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of
inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Equipment
A catapult munition roughly the size and weight of a cannonball.
The munition can be thrown up to 30 feet and explodes on impact. Any creature within a 15-foot-radius sphere centered on the point of
Cadaver Collector
Legacy
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Monsters
Mordenkainen’s Tome of Foes
cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats
back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home.
Sweeping the Dead
Monsters
The Wild Beyond the Witchlight
Mimicry. Each campestri in the swarm can mimic any voice or song it has heard, albeit in a nasal falsetto.
Swarm. The swarm can occupy another creature’s space and vice versa, and the
fewer.
Spores (1/Day). A 20-foot radius of spores extends from the swarm. These spores can go around corners, and they have no effect on Constructs, Elementals, Plants, or Undead. Each other creature
Monsters
Spelljammer: Adventures in Space
":"1d6","rollType":"recharge","rollAction":"Cold Breath"}. The dragon exhales a blast of frost in a 15-foot cone. Each creature in the cone must make a DC 13 Constitution saving throw. On a failed
save, the creature takes 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Cold Breath","rollDamageType":"cold"} cold damage, and its speed is halved until the end of its next turn. On a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the creature has such a feared reputation that stories about it are ingrained in the popular culture. Any rumor of a catoblepas taking up residence nearby is taken to be a bad omen, even if the rumor is
Stench. Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"damage", "rollAction":"Crushing Hug", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target is grappled (escape DC 15 if it is a Large or smaller creature. Until the grapple ends, the target
can’t make attacks while grappling a creature in this way.
Spellcasting. The hag casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
3/day each
Monsters
Bigby Presents: Glory of the Giants
Death Burst. When the rime hulk dies, it explodes in a 10-foot-radius sphere of frigid air and frost centered on itself. Each creature in that area must succeed on a DC 15 Constitution saving throw
any Medium or smaller creature. Each time the rime hulk enters another creature’s space for the first time during this move, that creature must make a DC 15 Constitution saving throw. On a failed
Blue Slaad (control gem variant)
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Monsters
Monster Manual (2014)
the transformation.As a slaad emerges from the Spawning Stone, the stone magically implants a fragment of itself in the slaad's brain. This fragment takes the form of a magic gem roughly the size and
shape of a human child's fist. The gem is the same color as the slaad. Another creature can use magic to draw forth a slaad's gem and use it to subjugate the slaad. The slaad must obey whoever
races
travelling, observing and creating maps that guide others along safe paths.
All tarandus possess antlers that rise roughly a foot above their heads. Their dark-red noses can emit a gentle glow
temporary companions.
Tarandus Traits
Creature Type: HumanoidSize: Medium (about 7–8 feet tall)Speed: 35 feet
Monsters
Candlekeep Mysteries
be changed.Energy Drain (True Form Only). Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Energy Drain"} to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2
Ethereal Plane to give the gingwatzim its true 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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik’s allies is within 5 feet of the creature and the ally isn’t incapacitated
span of an adult kruthik is roughly seven years.
Adult kruthiks grow spiky protrusions on their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws.
Kruthiks
Astral Dreadnought
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Monsters
Mordenkainen’s Tome of Foes
be banished or otherwise transported out of the Astral Plane.
Demiplanar Donjon. Any creature or object that the astral dreadnought swallows is transported to a demiplane that can be entered by no
other means except a wish spell or this creature's Donjon Visit ability. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. The demiplane
Monsters
Spelljammer: Adventures in Space
hit, reach 30 ft., one target. Hit: 18 (3d6 + 8);{"diceNotation":"3d6+8","rollType":"damage","rollAction":"Tentacle","rollDamageType":"force"} force damage, and if the target is a creature, it is
whispers in a 60-foot-radius sphere centered on itself. Each creature in the sphere that isn’t an Aberration must make a DC 21 Wisdom saving throw, taking 33 (6d10);{"diceNotation":"6d10","rollType
Monsters
Spelljammer: Adventures in Space
Spelljammer Overload. If the leech is reduced to 0 hit points while attached to a ship that has a spelljamming helm, the creature attuned to that helm must make a DC 13 Constitution saving throw. On
a failed save, the creature takes 10 (4d4);{"diceNotation":"4d4","rollType":"damage","rollAction":"Spelljammer Overload","rollDamageType":"psychic"} psychic damage and is incapacitated for 1 minute
Magic Items
Storm King's Thunder
This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it’s on your person
finish a short or long rest.
Frost Friend. You have resistance to fire damage.
Icy Mantle. As an action, you can touch yourself or another creature with water on your finger. The water creates an icy
Monsters
Icewind Dale: Rime of the Frostmaiden
Detect Sentience. The brain can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature
, drink, or sleep.Chill Touch (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Chill Touch"} to hit, range 120 ft., one creature. Hit: 13 (3d8);{"diceNotation
Gray Slaad (control gem variant)
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Monsters
Monster Manual (2014)
fragment of itself in the slaad’s brain. This fragment takes the form of a magic gem roughly the size and shape of a human child’s fist. The gem is the same color as the slaad. Another
creature can use magic to draw forth a slaad’s gem and use it to subjugate the slaad. The slaad must obey whoever possesses its gem. If a slaad’s gem is destroyed, the slaad can no longer be
Death Slaad (control gem variant)
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Monsters
Monster Manual (2014)
, the stone magically implants a fragment of itself in the slaad's brain. This fragment takes the form of a magic gem roughly the size and shape of a human child's fist. The gem is the same color as the
slaad. Another creature can use magic to draw forth a slaad's gem and use it to subjugate the slaad. The slaad must obey whoever possesses its gem. If a slaad's gem is destroyed, the slaad can no
Green Slaad (control gem variant)
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Monsters
Monster Manual (2014)
fragment of itself in the slaad's brain. This fragment takes the form of a magic gem roughly the size and shape of a human child's fist. The gem is the same color as the slaad. Another creature can use
Red Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
stone magically implants a fragment of itself in the slaad's brain. This fragment takes the form of a magic gem roughly the size and shape of a human child's fist. The gem is the same color as the
slaad. Another creature can use magic to draw forth a slaad's gem and use it to subjugate the slaad. The slaad must obey whoever possesses its gem. If a slaad's gem is destroyed, the slaad can no longer






