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Returning 35 results for 'being being devourer can refuse'.
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Monsters
Monster Manual
intellect devourer can see within 5 feet. Failure: 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Devour Intellect", "rollDamageType":"Psychic"} Psychic damage, and the target has the
can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies unless its brain is restored before the end of the intellect devourer’s next turn.Psychic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Unusual Nature. A devourer doesn’t require air, drink, or sleep.Multiattack. The devourer makes two Claw attacks and can use either Imprison Soul or Soul Rend, if available.
Claw. Melee Weapon
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
Devourer
Legacy
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Monsters
Volo's Guide to Monsters
Multiattack. The devourer makes two claw attacks and can use either Imprison Soul or Soul Rend.
Claw. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Claw"} to
":"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
Intellect Devourer
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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
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 this magic or
Monsters
Guildmasters’ Guide to Ravnica
Aggressive. As a bonus action, the anarch can move up to its speed toward a hostile creature it can see.
Siege Monster. The anarch deals double damage to objects and structures.Spiked Club. Melee
, from the hide armor they wear to the weapons they wield. As they pick through the refuse of the rubblebelts, they sometimes come across magic items and other valuable treasures.
Monsters
Spelljammer: Adventures in Space
, living off droppings and discarded refuse. They can enter the air envelopes of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties
-like scavengers that fly through space, feeding on whatever they can fit in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids
Monsters
The Wild Beyond the Witchlight
Brave. Alagarthas has advantage on saving throws against being frightened.
Fey Ancestry. Alagarthas has advantage on saving throws against being charmed, and magic can’t put him to
bludgeoning damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, Alagarthas can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet
Monsters
Baldur’s Gate: Descent into Avernus
one creature he can see within 60 feet of him. The target must make a DC 15 Constitution saving throw, taking 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Withering Gaze
Elturel. He sees his cause as a noble one — fighting the demons whose chaos marks the end of all things. But his mind is broken and filled with hatred for those who refuse to follow his commands.Necrotic, PoisonBludgeoning, Piercing, and Slashing from Nonmagical AttacksRadiant
Monsters
Eberron: Rising from the Last War
All-Around Vision. The quori can't be surprised while it isn't incapacitated.
Incorporeal Movement. The quori can move through other creatures and objects as if they were difficult terrain. It takes
quori's spellcasting ability is Charisma (spell save DC 21, +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the
Monsters
Spelljammer: Adventures in Space
refuse. They can enter the air envelopes of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties—brown and gray&mdash
space, feeding on whatever they can fit in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded
Monsters
Icewind Dale: Rime of the Frostmaiden
Mountain Born. Aruk is acclimated to high altitude, including elevations above 20,000 feet.
Powerful Build. Aruk counts as one size larger when determining his carrying capacity and the weight he can
mountain strongholds inhabited by goliaths. The former is home to the Skytower (Akannathi) clan, the latter to the Wyrmdoom (Thuunlakalaga) clan. The two groups refuse to get along, and competition between
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
after 3 (1d6);{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Days"} days, with all its hit points restored.
Incorporeal Movement. The foresworn can move through other creatures and objects as
weaponry, a foresworn maintains the martial prowess it had in life and can call on magic and its fallen brethren for aid.
Like revenant;revenants, foresworn fixate on a singular purpose, and they
Monsters
Icewind Dale: Rime of the Frostmaiden
the weight it can push, drag, or lift.Multiattack. The goliath makes two attacks with its greataxe or hurls two javelins.
Greataxe. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit
Shelter and Wyrmdoom Crag are two mountain strongholds inhabited by goliaths. The former is home to the Skytower (Akannathi) clan, the latter to the Wyrmdoom (Thuunlakalaga) clan. The two groups refuse
Monsters
Icewind Dale: Rime of the Frostmaiden
innate spellcasting ability is Wisdom (spell save DC 13). She can innately cast the following spells, requiring no material components:
At will: druidcraft, mending, poison spray (see “Actions” below)
3
attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Poison Spray (Cantrip). Grandolpha extends her hand toward a creature she can see within 10 feet of her and projects a puff of
Unicorn
Legacy
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Monsters
Basic Rules (2014)
unicorn’s innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:
At will: detect evil and good, druidcraft, pass
itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.The unicorn
Monsters
Spelljammer: Adventures in Space
always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes of these bodies, so that as
succeed on a DC 13 Dexterity saving throw or be swallowed by the scavver. The scavver can have one creature swallowed at a time.
A swallowed creature is blinded and restrained, has total cover
Monsters
Eberron: Rising from the Last War
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
damage, this trait doesn’t function at the start of its next turn. Dyrrn dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Teleport. As a bonus action, Dyrrn can
Monsters
The Wild Beyond the Witchlight
knocked prone. If the target is prone, Envy can make one attack with its claws against it as a bonus action.Bite. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Bite
commands, the lion is pleased and allows them to remain in its presence. Characters who fail to show it deference are instructed to leave the tower at once, and the lion attacks those who refuse.
Magic Items
Princes of the Apocalypse
. You gain the following benefits while you hold Drown:
You can speak Aquan fluently.
You have resistance to cold damage.
You can cast dominate monster (save DC 17) on a water elemental. Once you
have done so, Drown can’t be used this way again until the next dawn.
Tears of Endless Anguish. While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using
Monsters
Infernal Machine Rebuild
creature that it can see within 120 feet of it. That target must make a DC 14 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically
succeed on the save. If the target does so, it can’t see the ettin until the start of the ettin’s next turn. If the target looks at the ettin in the meantime, it must immediately make the save
Yuan-ti Malison (Type 3)
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Monsters
Monster Manual (2014)
Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn&rsquo
;t transformed. It doesn’t change form if it dies.
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can
Monsters
Spelljammer: Adventures in Space
in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes
must succeed on a DC 16 Dexterity saving throw or be swallowed by the scavver. The scavver can have one creature swallowed at a time.
A swallowed creature is blinded and restrained, has total cover
Magic Items
Wayfinder's Guide to Eberron
you and can speak, read, and understand any language it knows (see “Random Properties” below).
Life Support. Whenever you end your turn with 0 hit points, the docent can make a Wisdom
additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your senses.
Skills. The docent has a +7 bonus to
Monsters
Mythic Odysseys of Theros
they can to maximize the impending devastation.
Honor Among Fey. Hearkening back to some ages-old conflict, oreads refuse to knowingly destroy any land inhabited by another nymph. While they won't work
can innately cast the following spells, requiring no material components:
At will: fire bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching
Monsters
Phandelver and Below: The Shattered Obelisk
or Tentacle attacks. It can replace one of these attacks with Chitin Slam.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one
has the grappled condition (escape DC 15) and the restrained condition until this grapple ends. The mutate has two tentacles that can grapple one target each.
Chitin Slam. The mutate targets one
Monsters
Guildmasters’ Guide to Ravnica
traditionally called patriarchs, though they can be male or female. They are the oldest, wealthiest, and most influential oligarchs of the Orzhov Syndicate. They have been dead for centuries, but they refuse to
Council of Five. The ghost has a trait based on who it is, as shown below:
Enezesku: Enfeebling Ray. Enezesku’s Innate Spellcasting trait includes ray of enfeeblement, which he can cast at
Sorcerer
Legacy
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Classes
Basic Rules (2014)
otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power
apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s
Giff
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Monsters
Mordenkainen’s Tome of Foes
refuse to fight other giff, and will never agree to a contract unless it stipulates that they can sit out a battle rather than wage war against their kin. A giff prizes the reputation of its unit above its
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
Monsters
Planescape: Adventures in the Multiverse
Legendary Resistance (4/Day). If the baernaloth fails a saving throw, it can choose to succeed instead.
Magic Resistance. The baernaloth has advantage on saving throws against spells and other
magical effects.Multiattack. The baernaloth makes one Anguishing Bite attack and one Claw attack. It can also use Teleport.
Anguishing Bite. Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType
Backgrounds
Guildmasters’ Guide to Ravnica
coins
Feature: Undercity Paths
You know hidden, underground pathways that you can use to bypass crowds, obstacles, and observation as you move through the city. When you aren’t in combat, you
and companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. The paths of the undercity are haunted by dangers that rarely brave the
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water.Multiattack. The dragon turtle makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType
Monster Manual is a typical adult, at least a century old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5
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
devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 11 (1d12
old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
.
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
, it becomes a zombie. If it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time.
Soul Rend (Recharge 6). The devourer creates
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
120 ft.
Challenge 13 (10,000 XP) Proficiency Bonus +5
Unusual Nature. A devourer doesn’t require air, drink, or sleep.
Actions
Multiattack. The devourer makes two Claw attacks and can use
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. While imprisoned in this way






