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Returning 35 results for 'being blur diffusing creatures relative'.
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Monsters
Strixhaven: A Curriculum of Chaos
Relative Density. The fractal can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Relative Density
Monsters
Guildmasters’ Guide to Ravnica
","rollDamageType":"psychic"} psychic damage)
3/day each: blur, confusion, mirror image
1/day each: modify memory, Rary's telepathic bond
Legendary Resistance (3/Day). If Lazav fails a saving throw, he can
equipment he is wearing or carrying isn't transformed.
Psychic Defenses. Unless Lazav is incapacitated, he is immune to magic that allows other creatures to read his thoughts, determine whether he is
Monsters
Mordenkainen Presents: Monsters of the Multiverse
lacks meaning.
To other creatures, a quickling seems blindingly fast, vanishing into an indistinct blur when it moves. Its cruel laughter is a burst of rapid staccato sounds, its speech a shrill
Air and Darkness, the dread ruler of the Gloaming Court. Once lazy, egotistical folk, the creatures that would become the quicklings were late in answering the queen’s summons one time too many
Monsters
Quests from the Infinite Staircase
the Gardener or a creature within 30 feet of the Gardener takes damage from a spell, the Gardener chooses up to 5 creatures within 30 feet of themself. The Gardener and the chosen creatures have
back into the ground, freeing all creatures grappled by it, when the Gardener uses this lair action again or when the Gardener dies.
Regional Effects
The Eternal Garden has the following features
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as
and other magical effects.
Telepathic Hub. The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those
Monsters
Van Richten’s Guide to Ravenloft
): blur, flaming sphere
3rd level (1 slot): fireball
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The priest dies if it
but force, radiant, and psychic, and it is vulnerable to radiant damage. It can also move through creatures and objects as if they were difficult terrain, but it takes 5 (1d10);{"diceNotation":"1d10
Monsters
Eberron: Rising from the Last War
missile, shield, sleep
2nd level (3 slots): blur, detect thoughts, mirror image
3rd level (3 slots): animate dead, counterspell, fireball, fly, lightning bolt
4th level (3 slots): blight, confusion
.
Frightening Presence (Costs 2 Actions). Illmarrow targets up to three creatures she can see within 30 feet of her. Each target must succeed on a DC 20 Wisdom saving throw or be frightened for 1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
it outside the range of some creatures’ darkvision. The stone giants have never noticed it for this reason. The castle looks small enough to fit in a 20-foot-cube, and it floats at the center of an
invisible 40-foot-radius sphere of transmutation magic that shrinks all creatures and objects in its area to one-twelfth their normal size. A 6-foot-tall person becomes a 6-inch-tall person, for example
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
eggs as mundane birds do. They can manipulate objects with their beaks and feet. Eblis try to sway other creatures into doing their bidding, and their plots are self-serving. They live to destroy
creatures that offend them and delight in luring humanoids to an unexpected death. Eblis also like to collect treasure, which they sometimes use to reward those who serve them. They build crude huts and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
eggs as mundane birds do. They can manipulate objects with their beaks and feet. Eblis try to sway other creatures into doing their bidding, and their plots are self-serving. They live to destroy
creatures that offend them and delight in luring humanoids to an unexpected death. Eblis also like to collect treasure, which they sometimes use to reward those who serve them. They build crude huts and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
it outside the range of some creatures’ darkvision. The stone giants have never noticed it for this reason. The castle looks small enough to fit in a 20-foot-cube, and it floats at the center of an
invisible 40-foot-radius sphere of transmutation magic that shrinks all creatures and objects in its area to one-twelfth their normal size. A 6-foot-tall person becomes a 6-inch-tall person, for example
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
it outside the range of some creatures’ darkvision. The stone giants have never noticed it for this reason. The castle looks small enough to fit in a 20-foot-cube, and it floats at the center of an
invisible 40-foot-radius sphere of transmutation magic that shrinks all creatures and objects in its area to one-twelfth their normal size. A 6-foot-tall person becomes a 6-inch-tall person, for example
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
eggs as mundane birds do. They can manipulate objects with their beaks and feet. Eblis try to sway other creatures into doing their bidding, and their plots are self-serving. They live to destroy
creatures that offend them and delight in luring humanoids to an unexpected death. Eblis also like to collect treasure, which they sometimes use to reward those who serve them. They build crude huts and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Rear Platform A railing on the car’s rearmost platform prevents creatures from stumbling over the edge and into the dizzying blur of mechanical arms that retrieve the trailing railway tracks. A bronze ladder welded to the car provides access to its roof.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Rear Platform A railing on the car’s rearmost platform prevents creatures from stumbling over the edge and into the dizzying blur of mechanical arms that retrieve the trailing railway tracks. A bronze ladder welded to the car provides access to its roof.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Rear Platform A railing on the car’s rearmost platform prevents creatures from stumbling over the edge and into the dizzying blur of mechanical arms that retrieve the trailing railway tracks. A bronze ladder welded to the car provides access to its roof.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Tall Tales Some folks are content to merely listen to stories of giants and other enormous peoples and creatures. For others, these tall tales become the basis of their entire adventuring career
provides ideas for legends of—or encounters with—giant creatures that may have inspired your character to begin adventuring. Tall Tales d6 Tall Tale Connection 1 You stumbled into a giant castle in
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Tall Tales Some folks are content to merely listen to stories of giants and other enormous peoples and creatures. For others, these tall tales become the basis of their entire adventuring career
provides ideas for legends of—or encounters with—giant creatures that may have inspired your character to begin adventuring. Tall Tales d6 Tall Tale Connection 1 You stumbled into a giant castle in
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Tall Tales Some folks are content to merely listen to stories of giants and other enormous peoples and creatures. For others, these tall tales become the basis of their entire adventuring career
provides ideas for legends of—or encounters with—giant creatures that may have inspired your character to begin adventuring. Tall Tales d6 Tall Tale Connection 1 You stumbled into a giant castle in
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
summer, but weather conditions reflect the emotional tone of creatures in the garden. In times of danger, thunderstorms shake the sky. During times of melancholy or mourning, chill rain patters
Wisdom saving throw; Fey creatures and creatures with the Fey Ancestry trait automatically succeed on the saving throw. On a failed save, the creature remembers nothing of its time in the garden or the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
outdoor areas, creatures have disadvantage on Wisdom (Survival) checks made to navigate. Lightly Obscured. Mist perpetually shrouds outdoor areas, rendering them lightly obscured. Muddled Magic
. Creatures and objects within 1 mile of Mount Ironrot can’t be perceived through magical scrying sensors. Spells or magical effects that would reveal a creature’s or object’s location fail while that creature
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
summer, but weather conditions reflect the emotional tone of creatures in the garden. In times of danger, thunderstorms shake the sky. During times of melancholy or mourning, chill rain patters
Wisdom saving throw; Fey creatures and creatures with the Fey Ancestry trait automatically succeed on the saving throw. On a failed save, the creature remembers nothing of its time in the garden or the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
summer, but weather conditions reflect the emotional tone of creatures in the garden. In times of danger, thunderstorms shake the sky. During times of melancholy or mourning, chill rain patters
Wisdom saving throw; Fey creatures and creatures with the Fey Ancestry trait automatically succeed on the saving throw. On a failed save, the creature remembers nothing of its time in the garden or the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
outdoor areas, creatures have disadvantage on Wisdom (Survival) checks made to navigate. Lightly Obscured. Mist perpetually shrouds outdoor areas, rendering them lightly obscured. Muddled Magic
. Creatures and objects within 1 mile of Mount Ironrot can’t be perceived through magical scrying sensors. Spells or magical effects that would reveal a creature’s or object’s location fail while that creature
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
outdoor areas, creatures have disadvantage on Wisdom (Survival) checks made to navigate. Lightly Obscured. Mist perpetually shrouds outdoor areas, rendering them lightly obscured. Muddled Magic
. Creatures and objects within 1 mile of Mount Ironrot can’t be perceived through magical scrying sensors. Spells or magical effects that would reveal a creature’s or object’s location fail while that creature
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Deep gnomes are often encountered in the company of creatures from the Elemental Plane of Earth. Some svirfneblin can summon such creatures. Earth creatures guard svirfneblin settlements, especially
11). It can innately cast the following spells, requiring no material components:
At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self
Actions
War Pick. Melee
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
a talent for learning and memorizing details. Thus, ambitious kenku can excel as superb spies and scouts. A kenku who learns of clever schemes and plans devised by other creatures can put them to use
. Others strike out on their own in search of the secrets of flight, to master magic, or to uncover the secret of their curse and find a method to break it.
Kenku adventurers, despite their relative
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
that each square is 30 feet. You don’t need to be precise about creatures’ positions, just their distance from each other. Dice as Range Counters. Do away with the grid and put miniatures in their
relative positions, using dice next to each miniature to show how far they’ve traveled. You can use percentile dice (or three d10s, with each die representing a digit in a three-digit number, if the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Deep gnomes are often encountered in the company of creatures from the Elemental Plane of Earth. Some svirfneblin can summon such creatures. Earth creatures guard svirfneblin settlements, especially
11). It can innately cast the following spells, requiring no material components:
At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self
Actions
War Pick. Melee
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Deep gnomes are often encountered in the company of creatures from the Elemental Plane of Earth. Some svirfneblin can summon such creatures. Earth creatures guard svirfneblin settlements, especially
11). It can innately cast the following spells, requiring no material components:
At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self
Actions
War Pick. Melee
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
that each square is 30 feet. You don’t need to be precise about creatures’ positions, just their distance from each other. Dice as Range Counters. Do away with the grid and put miniatures in their
relative positions, using dice next to each miniature to show how far they’ve traveled. You can use percentile dice (or three d10s, with each die representing a digit in a three-digit number, if the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
that each square is 30 feet. You don’t need to be precise about creatures’ positions, just their distance from each other. Dice as Range Counters. Do away with the grid and put miniatures in their
relative positions, using dice next to each miniature to show how far they’ve traveled. You can use percentile dice (or three d10s, with each die representing a digit in a three-digit number, if the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a
number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
suffer disease or injury beyond Bonecarver’s limited healing ability are quarantined here in the relative warmth of the caves. The coughing villager is named Mend-nets (tribal warrior). Mend-nets is
from the tunnel leading to the trolls’ lair (area 12). He tells the characters that the creatures of the caves have been warned of their presence, but the only chambers he knows anything about besides this one are areas 1, 3, and 7.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, animating a handful of these creatures. Since then, he’s managed to dupe a pair of kraken priests into bringing a young kraken into the coral mountain, where they might “nurture it into maturity in
relative seclusion.” Gar’s intent, of course, is to use the blood from the young creature in a much larger ritual, to animate what will certainly be a terrifying army of undead to assault the coastline






