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Returning 35 results for 'being been diffusing creature routes'.
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Monsters
Forgotten Realms: Adventures in Faerûn
":"recharge", "rollAction":"Nightmare Breath"}. Wisdom Saving Throw: DC 20, each creature in a 90-foot Cone. Failure: 44 (8d10);{"diceNotation":"8d10", "rollType":"damage", "rollAction":"Nightmare
Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Pounce
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
Classes
Van Richten’s Guide to Ravenloft
You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such
firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.
Beings of this
Classes
Van Richten’s Guide to Ravenloft
You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such
firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.
Beings of this
Monsters
Mordenkainen Presents: Monsters of the Multiverse
False Appearance. If the trapper is motionless on a floor, wall, or ceiling at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the trapper
move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the trapper isn’t part of the floor, wall, or ceiling.
Spider Climb. The trapper can climb
Monsters
Mordenkainen Presents: Monsters of the Multiverse
combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the alkilith move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern
that the alkilith isn’t ordinary slime or fungus.
Foment Confusion. Any creature that isn’t a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom
Monsters
Icewind Dale: Rime of the Frostmaiden
;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5);{"diceNotation":"2d10+5","rollType":"damage","rollAction":"Bite","rollDamageType
a creature that prowls the far reaches of Icewind Dale, known as Oyaminartok the Winter Walker. She can take the form of either a polar bear or a hulking, bipedal shape obscured by wind and blowing
Monsters
Mordenkainen's Fiendish Folio Volume 1
blindheim's eyes in a 15-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or take 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Radiant Blast
have a fascination with tales and objects from the surface world, particularly plants and other natural items. They gather in the depths of the Underdark near routes used by merchants and other brave
races
couriers, ensuring that their knowledge of routes and geography remains current.
Tarandus herds are large and communal, sharing duties such as child-rearing and foraging. They maintain strong ties between
temporary companions.
Tarandus Traits
Creature Type: HumanoidSize: Medium (about 7–8 feet tall)Speed: 35 feet
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.
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.
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.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone. Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures
become aware of their presence and plot alternate routes around their lairs. When prey is scarce in the Underdark, gricks venture aboveground to hunt in the wilderness, lurking in trees or on cliff
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone. Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures
become aware of their presence and plot alternate routes around their lairs. When prey is scarce in the Underdark, gricks venture aboveground to hunt in the wilderness, lurking in trees or on cliff
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone. Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures
become aware of their presence and plot alternate routes around their lairs. When prey is scarce in the Underdark, gricks venture aboveground to hunt in the wilderness, lurking in trees or on cliff
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Brass Dragon Lairs Brass dragons usually dwell in secret caves and canyons near well-traveled routes. The area containing an adult or ancient brass dragon’s lair is altered by its presence, creating
creature that drinks such water gains 2d4 Temporary Hit Points, and the dragon is immediately aware of the creature’s presence. If the dragon dies or moves its lair elsewhere, these effects end immediately.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Brass Dragon Lairs Brass dragons usually dwell in secret caves and canyons near well-traveled routes. The area containing an adult or ancient brass dragon’s lair is altered by its presence, creating
creature that drinks such water gains 2d4 Temporary Hit Points, and the dragon is immediately aware of the creature’s presence. If the dragon dies or moves its lair elsewhere, these effects end immediately.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Brass Dragon Lairs Brass dragons usually dwell in secret caves and canyons near well-traveled routes. The area containing an adult or ancient brass dragon’s lair is altered by its presence, creating
creature that drinks such water gains 2d4 Temporary Hit Points, and the dragon is immediately aware of the creature’s presence. If the dragon dies or moves its lair elsewhere, these effects end immediately.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
inn: the venerable, popular, and several-times-expanded Watchful Knight. The inn was originally named for an inoperative helmed horror that stood in the common room, but the creature mysteriously
vanished years ago. The innkeeper went missing shortly thereafter. In recent years, bodyguards and mercenaries formerly active in Waterdeep and along the Heartlands trade routes retired to Beliard, and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
inn: the venerable, popular, and several-times-expanded Watchful Knight. The inn was originally named for an inoperative helmed horror that stood in the common room, but the creature mysteriously
vanished years ago. The innkeeper went missing shortly thereafter. In recent years, bodyguards and mercenaries formerly active in Waterdeep and along the Heartlands trade routes retired to Beliard, and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
inn: the venerable, popular, and several-times-expanded Watchful Knight. The inn was originally named for an inoperative helmed horror that stood in the common room, but the creature mysteriously
vanished years ago. The innkeeper went missing shortly thereafter. In recent years, bodyguards and mercenaries formerly active in Waterdeep and along the Heartlands trade routes retired to Beliard, and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Piercer Aberrant Counterfeit Stalactite Habitat: Underdark; Treasure: Individual Piercers resemble stalactites, but each has a toothy maw and a single eye. They hang from cavern ceilings along routes
frequented by denizens of the Underdark. Piercers might lurk for months at a time, waiting for any creature of their approximate size to pass underneath. When potential meals move below, piercers
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Piercer Aberrant Counterfeit Stalactite Habitat: Underdark; Treasure: Individual Piercers resemble stalactites, but each has a toothy maw and a single eye. They hang from cavern ceilings along routes
frequented by denizens of the Underdark. Piercers might lurk for months at a time, waiting for any creature of their approximate size to pass underneath. When potential meals move below, piercers
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Piercer Aberrant Counterfeit Stalactite Habitat: Underdark; Treasure: Individual Piercers resemble stalactites, but each has a toothy maw and a single eye. They hang from cavern ceilings along routes
frequented by denizens of the Underdark. Piercers might lurk for months at a time, waiting for any creature of their approximate size to pass underneath. When potential meals move below, piercers
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Infiltrating the Fortress Characters can enter Zariel’s flying fortress using any of the following routes. Rooftop Hatch Characters capable of flight can enter the flying fortress through an unlocked
out of the Styx and storing them in the cistern, any creature that enters the pipe or cistern for the first time on its turn or starts its turn in either location takes 16 (3d10) necrotic damage.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Infiltrating the Fortress Characters can enter Zariel’s flying fortress using any of the following routes. Rooftop Hatch Characters capable of flight can enter the flying fortress through an unlocked
out of the Styx and storing them in the cistern, any creature that enters the pipe or cistern for the first time on its turn or starts its turn in either location takes 16 (3d10) necrotic damage.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Infiltrating the Fortress Characters can enter Zariel’s flying fortress using any of the following routes. Rooftop Hatch Characters capable of flight can enter the flying fortress through an unlocked
out of the Styx and storing them in the cistern, any creature that enters the pipe or cistern for the first time on its turn or starts its turn in either location takes 16 (3d10) necrotic damage.
Monsters
Fizban's Treasury of Dragons
":"recharge", "rollAction":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 60-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw. On a failed save
, the creature takes 42 (12d6);{"diceNotation":"12d6", "rollType":"damage", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the
Monsters
Fizban's Treasury of Dragons
":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 90-foot cone. Each creature in that area must make a DC 22 Intelligence saving throw. On a failed save, the creature takes 56
(16d6);{"diceNotation":"16d6", "rollType":"damage", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the creature makes an attack
Compendium
- Sources->Dungeons & Dragons->Monster Manual
themselves and harming others. In the Abyss, glabrezus act as lone hunters or deceitful advisers to greater demons. Glabrezus seek routes to the Material Plane and relish being summoned by magic-users. They
target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from one of two pincers.
Pummel. Dexterity Saving Throw: DC 17, one creature Grappled by the glabrezu. Failure: 15
Compendium
- Sources->Dungeons & Dragons->Monster Manual
themselves and harming others. In the Abyss, glabrezus act as lone hunters or deceitful advisers to greater demons. Glabrezus seek routes to the Material Plane and relish being summoned by magic-users. They
target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from one of two pincers.
Pummel. Dexterity Saving Throw: DC 17, one creature Grappled by the glabrezu. Failure: 15
Compendium
- Sources->Dungeons & Dragons->Monster Manual
themselves and harming others. In the Abyss, glabrezus act as lone hunters or deceitful advisers to greater demons. Glabrezus seek routes to the Material Plane and relish being summoned by magic-users. They
target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from one of two pincers.
Pummel. Dexterity Saving Throw: DC 17, one creature Grappled by the glabrezu. Failure: 15
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Trapper A trapper is a manta-like creature that lurks in subterranean and natural environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its
halfling-sized meal once a week to remain sated. It is content to stay in one place, given a steady supply of food, and thus trappers are a threat along any well-traveled dungeon corridor and on routes
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Trapper A trapper is a manta-like creature that lurks in subterranean and natural environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its
halfling-sized meal once a week to remain sated. It is content to stay in one place, given a steady supply of food, and thus trappers are a threat along any well-traveled dungeon corridor and on routes
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Trapper A trapper is a manta-like creature that lurks in subterranean and natural environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its
halfling-sized meal once a week to remain sated. It is content to stay in one place, given a steady supply of food, and thus trappers are a threat along any well-traveled dungeon corridor and on routes






