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Returning 15 results for 'being before devour constantly replaces'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
mobs, constantly searching for intruders to surround and devour. These Fiends protect the Abyss from non-demons. When they spot any interlopers, they gather in a crowd and surge forward, emitting a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
duplicates), targeting one to three creatures it can see within 120 feet of it:
1: Devour Magic Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose
can survive on meat but prefers to sustain itself with power drained from magic objects. If starved of magic for several weeks, it is forced back to its home plane, so it constantly seeks new items
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
endless consumption, always looking for the next thing to possess or devour.
2 I am rarely satisfied with what I have. I envy others’ lives and belongings.
3 I’m constantly calculating my
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes. Opportunity Attacks In a fight, everyone is constantly watching for a chance to
attack replaces one of them. The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes. Opportunity Attacks In a fight, everyone is constantly watching for a chance to
action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your grapple must be no more than one
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Rutterkin The rutterkins, a breed of warped demon, roam the Abyss in mobs that constantly search for intruders to surround and devour. Abyssal Defenders. Rutterkins protect the Abyss from non-demons
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, greenish creature strongly resembling a troll. It’s given to fits of mindless destruction and is constantly paranoid about the plots and ambitions of other deities.
Among trolls, Vaprak is believed to
devour those on the brink of death, but only if the troll is already cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body, no matter
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
survive on meat but prefers to sustain itself with power drained from magic objects. If starved of magic for several weeks, it is forced back to its home plane, so it constantly seeks new items to drain. A
:
Devour Magic Ray. The target must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth’s next turn. If the object is a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
did. Nowadays, red dragon lairs and dwarven strongholds are far enough apart that the dwarves don’t have to worry constantly about being attacked. But occasionally, a young red dragon sets out to
workers and now seek to capture them rather than devour them. Giants don’t launch direct attacks on dwarven strongholds except under extraordinary circumstances. Their size is a great disadvantage in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
for several weeks, it is forced back to its home plane, so it constantly seeks new items to drain. A gauth might employ creatures to serve it by bringing it items that provide it with sustenance
to three targets it can see within 120 feet of it:
1. Devour Magic Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
system known as Tyrant’s Spiral. These gas-filled caverns change constantly, trapping the modrons in an ever-contorting circle that exposes them to the same grim visions over and over again. Tyrant’s
the rocks. The beholders fight to the death while arguing between themselves whether to devour or to petrify the interlopers. Pit. The pit is bottomless. Any creature that falls into it plummets for
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
powers of ice and cold. To gain the frigid power of elemental water, the shiver removes one eye and replaces it with a frosty white orb that can blast foes with an icy ray. When the orb isn’t in use, the
shiver covers its magical eye with an eye patch. Even when hidden, the orb’s magical power makes itself felt — a one-eyed shiver has ice-cold blood and is constantly surrounded by an aura of thin, cold
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
contains a large chicken coop as well as muddy stalls that hold 2d4 boars and 2d4 yaks (use the elk statistics). The boars devour food waste and provide meat, while the yaks provide wool and serve as
-foot-diameter, circular platform made from oak beams held together by iron bands and rivets. The platform ascends and descends the shaft constantly, powered by a wooden water wheel located behind an
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
sometimes called the Ghostwood for two reasons. First, its proximity to the Ice Mountains leaves it constantly shrouded in cold mists. Second, undead are known to haunt the Vordrorn Forest, particularly
tribe, nor does he disclose his tribal affiliation for fear of being delivered back to the tribe. If the characters offer Orok food, he takes it and scuttles back to his “den” to devour it. He also
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the characters kill this group of monsters and leave the dungeon without defeating Hellenrae, within 1d3 days she replaces these guards with six duergar. The duergar also arrive if the characters kill
, powerful claws, and four eye sockets — but two of its eyes have been put out, and its claws are bronze blades. The creature bellows and thrashes in rage, constantly testing the bars and clawing at the






