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Returning 35 results for 'being before devourer creature renowned'.
Monsters
Monster Manual
Detect Intelligence. The intellect devourer magically senses the location of any creature within 300 feet of itself that has an Intelligence score of 3 or higher, regardless of interposing
Stunned condition until the end of the intellect devourer’s next turn.
Steal Body. Intelligence Saving Throw: DC 12, one Small or Medium creature within 5 feet that has the Incapacitated
Monsters
Eberron: Forge of the Artificer
", "rollType":"damage", "rollAction":"Thunderbolt", "rollDamageType":"Thunder"} Thunder damage. Critical Hit: The creature also has the Deafened condition for 1 minute.
Spellcasting. The scion casts
the sea and sky.</p>
<p>Members of the Hurricane Harvest believe that the Mark of Storm is not a gift of the Sovereign Host, as others in their house teach, but the sign of the Devourer
Monsters
Mordenkainen Presents: Monsters of the Multiverse
chooses a living Humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer’s ribcage and imprisoned there. While imprisoned in this way, the
creature is restrained and has disadvantage on death saving throws. If the creature dies while imprisoned, the devourer regains 25 hit points and immediately recharges Soul Rend. Additionally, at the
Devourer
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
":"damage","rollAction":"Claw","rollDamageType":"necrotic"} necrotic damage.
Imprison Soul. The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature
is teleported inside the devourer's ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25
Intellect Devourer
Legacy
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Monsters
Monster Manual (2014)
Detect Sentience. The intellect devourer 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 is protected by a mind blank spell.Multiattack. The intellect devourer makes one attack with its claws and uses Devour Intellect.
Claws. Melee Weapon Attack: +4;{"diceNotation":"1d20+4
Monsters
Ghosts of Saltmarsh
minutes.Comfortable on land or in water, these brilliantly colored snakes are renowned for their potent and hallucinogenic venom. They are most often found in coastal caves. In the abandoned chambers
of the hermitage in Tammeraut’s Fate, these giant serpents feed on any creature that crosses their path.
Spells
Acquisitions Incorporated
Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the
spell’s material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollAction":"Menacing Blows"} damage when he hits a target with a weapon attack. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be frightened until the start of Gunvald's next
Bear King cuts an impressive figure and is renowned for his size and strength. He tries to be honorable, but he is often merciless and doesn't change his mind easily. He has trouble relating to Ten
Monsters
Eberron: Rising from the Last War
","rollType":"damage","rollAction":"Soul Binding","rollDamageType":"necrotic"} necrotic damage. A creature reduced to 0 hit points from this attack dies and has its soul imprisoned in one of the quori's
-foot-radius sphere centered on a point it can see within 60 feet of it. Each creature in that area must make a DC 21 Wisdom saving throw. On a failure, a creature takes 45 (10d8);{"diceNotation":"10d8
races
Canisars are proud, fox-like humanoids, renowned for their fierce sense of kinship. They are famously described by others as having wits as sharp as their teeth. Their thick fur hides powerful
. Each canisar travels with stories and relics of their ancestors, and gives gifts to their friends and family throughout the year during different canisar festivals.
Canisar Traits
Creature Type: HumanoidSize: Small (about 3–4 ft. tall)Speed: 30 ft., burrow 10 ft.
Monsters
Spelljammer: Adventures in Space
within 5 feet of a Large or smaller creature, that creature must succeed on a DC 16 Strength saving throw or take 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Headfirst Charge
bomb and throws it at a point up to 60 feet away, where it explodes. Each creature within a 10-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 18 (4d8
Monsters
Spelljammer: Adventures in Space
only at the end of another creature’s turn. The giff regains spent legendary actions at the start of its turn.
Move. The giff moves up to its speed without provoking opportunity attack
;opportunity attacks.
Rallying Cry. The giff ends the frightened condition on itself and each creature of its choice that it can see within 30 feet of it.
Weapon of Choice (2 Actions). The giff makes two
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Firearms Knowledge.The giff’s mastery of its weapons enables it to ignore the loading property of muskets and pistols.
Headfirst Charge. The giff can try to knock a creature over; if the giff
moves at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 14 Strength saving throw or take 7 (2d6);{"diceNotation":"2d6
Monsters
Keys from the Golden Vault
Whispers of Azzagrat. Each creature in a 15-foot cube originating from Sythian must make a DC 14 Wisdom saving throw. On a failed save, a creature takes 18 (4d8);{"diceNotation":"4d8", "rollType":"damage
", "rollAction":"Whispers of Azzagrat", "rollDamageType":"psychic"} psychic damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and
Monsters
Eberron: Rising from the Last War
Alien Mind. If a creature tries to read Dyrrn’s thoughts or deals psychic damage to it, that creature must succeed on a DC 23 Intelligence saving throw or be stunned for 1 minute. The stunned
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Resistance (3/Day). If Dyrrn fails a saving throw, it can choose to succeed
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Firearms Knowledge.The giff’s mastery of its weapons enables it to ignore the loading property of muskets and pistols.
Headfirst Charge. The giff can try to knock a creature over; if the giff
moves at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 14 Strength saving throw or take 7 (2d6);{"diceNotation":"2d6
Giff
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Headfirst Charge. The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed
);{"diceNotation":"1d10+2","rollType":"damage","rollAction":"Pistol","rollDamageType":"piercing"} piercing damage.
Fragmentation Grenade (1/day). The giff throws a grenade up to 60 feet. Each creature within
Monsters
Fizban's Treasury of Dragons
a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.
Tail. Melee Weapon
","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6
Monsters
Fizban's Treasury of Dragons
a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.
Tail. Melee Weapon
","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6
Magic Items
Acquisitions Incorporated
created by a renowned clockwork mage known only as Lottie. She crafted the relic as a means of tapping into the power of the planes, and to channel the divination and foretelling powers of the stars
to an individual component, a creature must hold the component to make use of its features. A creature can also attune to the orrery and all the components installed in it. Attuning to an installed
Monsters
Fizban's Treasury of Dragons
a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.
Tail. Melee Weapon
","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6
Monsters
Fizban's Treasury of Dragons
a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.
Tail. Melee Weapon
","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6
Monsters
Fizban's Treasury of Dragons
a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.
Tail. Melee Weapon
","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
) slashing damage.
Devour Intellect. The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against
evil and good. If it wins the contest, the intellect devourer magically consumes the target’s brain, teleports into the target’s skull, and takes control of the target’s body. While inside a creature
Magic Items
Guildmasters’ Guide to Ravnica
.
When you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a creature. If there isn’t
enough space for the creature, the keyrune doesn’t transform. See the Monster Manual for the creature’s stat block — the name of which is given in bold in the keyrune’s
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
into an 8-foot-tall, desiccated biped with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the
body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
such a demon into an 8-foot-tall, desiccated humanoid with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate
body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Deep Speech but can’t speak; telepathy 60 ft.
CR 2 (XP 450; PB +2)
Traits
Detect Intelligence. The intellect devourer magically senses the location of any creature within 300 feet of itself that
: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage.
Devour Intellect. Intelligence Saving Throw: DC 12, one creature the intellect devourer can see within 5 feet. Failure: 11 (2d10) Psychic damage
Monsters
Fizban's Treasury of Dragons
–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw
includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple
Monsters
Fizban's Treasury of Dragons
","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 17 (5d6);{"diceNotation":"5d6","rollType":"damage
for adult or ancient dragon turtles. An ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
: Cells. Spaced along the corridor are ten cells with doors made of sturdy iron bars through which a Tiny creature could squeeze. Each cell door is fitted with a Qualith door lock (see “Qualith Door
what happened to him. If his death seems likely, Toru asks one of the characters to take his City Watch badge and return it to his father in Waterdeep. If this is done, Toru’s mother — a renowned
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
squares contain deep puddles of muddy water. Hidden within each puddle is a spring-loaded bear trap. A creature that has a passive Perception score of 13 or higher spots a trap before accidentally stepping
in it. Any creature that steps into a trap’s square must make a DC 10 Dexterity saving throw. On a failed save, the creature takes 3 (1d6) slashing damage as the trap snaps shut around its ankle, and
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, wraiths, and Nightveil specters keep watch over secret Dimir territories. Dimir Creatures Challenge Creature Source 1/2 Shadow MM 1 Spy MM 1 Thought spy GGR 2 Grick MM 2 Intellect devourer MM 3
Monsters
Fizban's Treasury of Dragons
":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.
Steam Breath (Recharge 5
–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Cosmic Horror Monsters Challenge Creature Source
1/4 Kuo-toa MM
2 Intellect devourer MM
2 Pentadrone MM
3 Brain in a jar VGR
3 Githyanki warrior MM
3 Grell MM






