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Returning 35 results for 'being beast down composed rock'.
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Magic Items
Dungeon Master’s Guide
composed of rubble, rocks, or dirt isn’t Difficult Terrain for you. In addition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter
through which you pass. If you end your turn in solid earth or rock, you are shunted out to the nearest unoccupied space you last occupied.
Ring of Elemental Command (Fire);Fire. You know Ignan, and you
Magic Items
Basic Rules (2014)
17.
You can expend 2 of the ring's charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were
acid damage.
You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.
You
Monsters
Icewind Dale: Rime of the Frostmaiden
. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall tunnel in its wake.
Unusual Nature. The tomb tapper doesn't require air or
, hairless warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for
Cloud Giant Smiling One
Legacy
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Monsters
Volo's Guide to Monsters
attack roll.
Rock. Ranged Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Rock"} to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8);{"diceNotation":"4d10+8","rollType
":"damage","rollAction":"Rock","rollDamageType":"bludgeoning"} bludgeoning damage. The attack deals an extra 14 (4d6);{"diceNotation":"4d6","rollType":"roll","rollAction":"Rock"} damage if the giant
Monsters
Princes of the Apocalypse
difficult terrain composed of anything made from earth or stone as if it were normal terrain. He can move through solid earth and rock as if it were difficult terrain. If he ends his turn there, he is
Ring of Elemental Command
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and
solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.
You can cast the following spells from
Species
Spelljammer: Adventures in Space
internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and
constrict to produce sound.
When plasmoids sleep, they lose their rigidity and spread out and are thus sometimes mistaken for a rock or some other feature of the environment.
Creating Your Character
When
Monsters
Icewind Dale: Rime of the Frostmaiden
and headed toward the Sea of Moving Ice, hoping to find a tome called The Codicil of White, a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that
Zelennor, watches over the wizard’s frozen remains. It uses the weasel stat block in the Monster Manual but is a fey instead of a beast. If Zelennor is reduced to 0 hit points, Nass’s
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
tunnel exits into this sinkhole is the wight Naergoth Bladelord (area 4), and he believes the tunnel is still blocked. The sinkhole is 30 feet deep. The sides are steep but composed of rough volcanic
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
tunnel exits into this sinkhole is the wight Naergoth Bladelord (area 4), and he believes the tunnel is still blocked. The sinkhole is 30 feet deep. The sides are steep but composed of rough volcanic
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
lava. A ruined palace lies a few hundred feet from the edge of the steaming abyss.
The cliffs surrounding Omu are 100–150 feet high and composed of crumbling rock. Thick jungle hugs the clifftops
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ape Ape
Medium beast, unaligned
Armor Class 12
Hit Points 19 (3d8 + 6)
Speed 30 ft., climb 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
6 (−2)
WIS
. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Ape Giant Ape
Huge beast, unaligned
Armor Class 12
Hit Points 157 (15d12 + 60)
Speed 40 ft., climb 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
18 (+4)
INT
7 (−2
attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.
Goblin
Legacy
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Species
Volo's Guide to Monsters
.
Beast Masters and Slave Drivers
Goblins know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god
goblin tribe has to nobility is the caste of lashers — families of goblins trained in the ways of battle, and also possessed of key skills such as strategy, trap-building, beast taming, mining
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and
to produce sound. When plasmoids sleep, they lose their rigidity and spread out and are thus sometimes mistaken for a rock or some other feature of the environment.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for nonhuman
spellcasting creatures. Tomb tappers can dig through earth and rock with their claws or use their metal sledgehammers to shatter rock when needed. They absorb water through their skin and crush rock with
Species
Spelljammer: Adventures in Space
Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.
An
Humanoid type. A race option presented here tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(transmutation)
Mold earth (transmutation)
Primal savagery (transmutation)
Shape water (transmutation)
Thunderclap (evocation)
1st Level
Absorb elements (abjuration)
Beast bond (divination)
Earth
)
Elemental bane (transmutation)
Guardian of nature (transmutation)
Watery sphere (conjuration)
5th Level
Control winds (transmutation)
Maelstrom (evocation)
Transmute rock (transmutation
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
know Auran, you have Resistance to Lightning damage, and you have a Fly Speed equal to your Speed and can hover. Earth. You know Terran, and you have Resistance to Acid damage. Terrain composed of rubble
, rocks, or dirt isn’t Difficult Terrain for you. In addition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter through which you pass
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
know Auran, you have Resistance to Lightning damage, and you have a Fly Speed equal to your Speed and can hover. Earth. You know Terran, and you have Resistance to Acid damage. Terrain composed of rubble
, rocks, or dirt isn’t Difficult Terrain for you. In addition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter through which you pass
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
M2. Monastery Grounds At the surface level of the floating rock island, the monastery is laid out as a large campus composed of sharp-angled buildings. These jut out of the ground like massive
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(transmutation)
Thunderclap
(evocation)
1st Level Absorb elements
(abjuration)
Beast bond
(divination)
Ice knife
(conjuration)
Earth tremor
(evocation)
2nd Level
(transmutation)
Maelstrom
(evocation)
Transmute rock
(transmutation)
6th Level Bones of the earth
(transmutation)
Investiture of flame
(transmutation)
Investiture of ice
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
whistle. Wyllow’s displacer beast companion, Crissann, is named after a human mercenary whom the elf befriended many years ago. Before this friendship could blossom into a romance, Halaster intervened and
pities him, for the Mad Mage too appears to be trapped in a prison of his own making. Wyllow believes he is no longer human, but an immortal entity composed of pure magic. Thus, she has given up any
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
resemble Halaster (see “Stonecloaks”) stand east of the two columns of rock that support the 20-foot-high ceiling of this otherwise empty cave. Characters who enter the area through the northwest tunnel
can’t see the golems right away because the rock columns provide total cover. The golems are hostile toward any creature that doesn’t look like Halaster. A character disguised as Halaster can make a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
spotted amid tended groves and gardens. Any beast described in this source or in the Monster Manual can roam the rubblebelts. The Gruul can bring out the fury in these beasts, turning them into
hill giants, stone giants, cyclopes, ogres, ettins, and fomorians among their number, and one clan — the Bolrac clan — is composed entirely of such brutes. Hydras Once a hydra chooses a lair and
Kobold
Legacy
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Species
Volo's Guide to Monsters
roles that protect and sustain the tribe. The strongest kobolds are trained to be hunters and warriors, the most clever are crafters and strategists, the toughest are miners and beast-wranglers, and so
rock outcroppings, creating warrens above the water line.
Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Zaratan When a zaratan is summoned from the Elemental Plane of Earth, the ground rises up to take the shape of what looks like a hulking, armored reptile, its shell composed of the landscape from
. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) bludgeoning damage.
Spit Rock. Ranged Weapon Attack: +17 to hit, range 120 ft./240 ft., one target. Hit: 31 (6d8 + 10
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, steers a flight of birds in the gate-town’s dense, heliotropic canopy. Faunel attracts its share of non-Beast visitors who seek the fruits of nature. Travelers gather in Camp Greenbriar, a tented outpost
, creating one or more of the following effects in and around the gate-town: Awakened Beasts. Beasts in Faunel are more intelligent than their worldly counterparts. At the DM’s discretion, any given Beast
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
her meal. As long as the characters keep their distance, the White Wyrm ignores them. Awakened Beast The frost druids of Icewind Dale use awaken spells to imbue native beasts with an Intelligence
score of 10 and the ability to speak Common or Druidic. The druids use these awakened beasts as spies and messengers. Roll a d8 and consult the Awakened Beast Encounter table to determine what kind of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Command. You can expend 2 of the ring’s charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were
acid damage. You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. You can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Command. You can expend 2 of the ring’s charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were
acid damage. You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. You can
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
package of shriveled frankfurters 49–50 Tin hat that telepathically broadcasts the wearer’s surface thoughts to creatures within 10 feet of it 51–52 Chalky moon rock 53–54 Collar that, when placed on a
Medium or smaller Beast, translates its cries into Common 55–56 Bottle of expired medicine for treating dizziness 57–58 Tiny speaker that plays a catchy tune in an unknown language 59–60 Handheld tool
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
30. The Guardian Beast This oddly shaped room is decorated in a cat motif. The center of the southeastern wall is carved to resemble the face of a snarling tiger with hollow eyes. Near the center of
the bracelet of rock magic, described in appendix A). Its first choice of targets is always the weakest member of the party. If the werejaguar is reduced to 0 hit points, it reverts to human form and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
streets and buildings composed of gray stone bricks. Other noteworthy features are summarized in the sections that follow. Bridges Bridges made of wood and metal span the magma lake at various points
While most districts sit 150 feet above the magma lake, two do not. The Overlook, built into a rock formation at the center of the cavern, sits 170 feet above the magma. Cavemouth is 120 feet above the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
contribution to the natural carving is the staff, which he formed out of the rock. 8c. Acid Tentacles The gargoyles and golems in area 8a won’t enter this empty cavern, the ceiling of which is a rough 15
gold.
Halaster placed Haungharassk here, setting up the trap in area 8c both to confine the creature and to prevent others from killing it. The giant snail is an unaligned Huge beast with AC 6, 52






