Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'being borders diffusing creature roiling'.
Other Suggestions:
being border diffusing creature rolling
being borders diffusing creature rolling
being burdens diffusing creature rolling
being brokers defusing creature rolling
being border diffusing creature riding
Monsters
Mythic Odysseys of Theros
Aggressive. As a bonus action, the cerberus can move up to its speed toward a hostile creature that it can see.
Multiheaded. The cerberus can’t be surprised, and it has advantage on saving
throws against being knocked unconscious.
Pack Tactics. The cerberus has advantage on an attack roll against a creature if at least one of the cerberus’s allies is within 5 feet of the creature
Monsters
Planescape: Adventures in the Multiverse
":"recharge", "rollAction":"Planar Exhalation"}. The incarnate exhales concentrated energy native to its plane in a 60-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a
failed save, a creature takes 52 (8d12);{"diceNotation":"8d12", "rollType":"damage", "rollAction":"Planar Exhalation (Necrotic)", "rollDamageType":"necrotic"} necrotic damage if the incarnate is a
Circle of Power
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
Troglodyte
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks made to hide.
Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must
succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1
Monsters
Mythic Odysseys of Theros
Gatekeeper's Aura. Any creature that starts its turn within 10 feet of the phylaskia must make a DC 15 Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24
hours. On a failed save, the creature has disadvantage on saving throws and its speed is halved until the start of its next turn.
Undead Fortitude. If damage reduces the phylaskia to 0 hit points, it
Monsters
Acquisitions Incorporated
","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained. The chaos quadrapod can grapple no
more than two targets at a time.
Chaos Cloud (Recharges after a Short or Long Rest). The chaos quadrapod shoots forth a knot of roiling ethereal light that explodes at a point it can see within 60
Monsters
Planescape: Adventures in the Multiverse
", "rollAction":"Planar Exhalation"}. The incarnate exhales concentrated energy native to its plane in a 60-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a
failed save, a creature takes 52 (8d12);{"diceNotation":"8d12", "rollType":"damage", "rollAction":"Planar Exhalation (Radiant)", "rollDamageType":"radiant"} necrotic damage if the incarnate is a Fiend or
Monsters
Mythic Odysseys of Theros
Aura of Erebos. Any creature that starts its turn within 10 feet of the giant must succeed on a DC 18 Constitution saving throw, or it takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage
","rollAction":"Aura of Erebos","rollDamageType":"necrotic"} necrotic damage and can’t regain hit points until the start of its next turn. On a successful saving throw, the creature is immune to the
Monsters
Mythic Odysseys of Theros
Aggressive. As a bonus action, the cerberus can move up to its speed toward a hostile creature that it can see.
Multiheaded. The cerberus can’t be surprised, and it has advantage on saving
throws against being knocked unconscious.
Pack Tactics. The cerberus has advantage on an attack roll against a creature if at least one of the cerberus’s allies is within 5 feet of the creature
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
", "rollAction":"", "rollDamageType":"radiant"} radiant damage. If the target is a Medium or smaller creature, it must succeed on a DC 19 Strength saving throw or have the prone condition.
Radiant
. When a creature marked by the archon’s Radiant Lance ends its turn within 120 feet of the archon, the archon teleports to an unoccupied space it can see within 5 feet of the creature.
Haunting
Magic Items
Strixhaven: A Curriculum of Chaos
Roiling green mist fills this glass orb, which the exiled Strixhaven mage Murgaxor once used in foul magical experiments. Murgaxor’s spirit has infused the orb, which he uses to spread a
, and a Charisma of 16, as well as hearing and darkvision out to a range of 30 feet.
The orb can speak, read, and understand Common, and it can communicate telepathically with any creature touching it
Monsters
Strixhaven: A Curriculum of Chaos
"}. Momentary warps in reality appear at three different points the Oracle can see within 120 feet of her. Each creature in a 20-foot-radius sphere centered on each point must make a DC 18 Strength
saving throw. On a failed save, a creature takes 33 (6d10);{"diceNotation":"6d10", "rollType":"damage", "rollAction":"Paradoxy", "rollDamageType":"force"} force damage and is pulled up to 15 feet in a
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
creature takes 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Calescent Aura", "rollDamageType":"fire"} fire damage and is frightened of Ember until the start of its next turn
", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Firestorm Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Firestorm Breath"}. Ember exhales roiling
Monsters
Mythic Odysseys of Theros
: 30 (4d10 + 8);{"diceNotation":"4d10+8","rollType":"damage","rollAction":"Rock","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength
territory across Theros, drawing strength from aspects of the world itself—from ancient stone and roiling flames to the depths of the seas and skies. Unlike many creatures of legend, most giants owe
races
Mordenkainen Presents: Monsters of the Multiverse
Githzerai migrated to the Everchanging Chaos of Limbo after the ancient schism that split their ancestors from their cousins, githyanki. Limbo is a roiling maelstrom of matter and energy, collapsing
and reforming without purpose or direction, until a creature exerts deliberate will to stabilize it. Through their potent psionic power, githzerai carved a home for themselves amid the chaos. As the
Monsters
Fizban's Treasury of Dragons
Attack: +15;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Tentacle"} to hit, reach 15 ft., one creature. Hit: 12 (1d8 + 8);{"diceNotation":"1d8+8","rollType":"damage","rollAction":"Tentacle
(Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Tadpole Brine Breath"}. The dragon exhales brine in a 120-foot line that is 15 feet wide. Each creature in that area must make a DC 22
Monsters
Keys from the Golden Vault
tattoo across her back, filling a 20-foot-radius sphere centered on her. Each other creature in that area must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 13 (3d8
. When a creature Prisoner 13 can see within 60 feet of herself ends its turn, Prisoner 13 makes one Tattooed Strike attack or uses River Tattoo. She can then move up to her speed without provoking
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Aura of Overwhelming Splendor. The high fae radiates dazzling and mollifying magic. Each creature of the high fae’s choice that starts its turn within 5 feet of the high fae must succeed on a
DC 19 Wisdom saving throw or have the charmed condition until the start of its next turn. While charmed, the creature also has the incapacitated condition.
Legendary Resistance (3/Day). If the high
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->Van Richten’s Guide to Ravenloft
others on a whim. If a domain’s borders are closed, supernatural agitation is obvious to any who approach the Mists. This takes the form of roiling disturbances within the haze, menacing silhouettes
talisman also reach the same destination. A Mist talisman is no help to a creature imprisoned within a domain’s closed borders. If the borders of the destination domain are closed, roll on the Wandering
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
others on a whim. If a domain’s borders are closed, supernatural agitation is obvious to any who approach the Mists. This takes the form of roiling disturbances within the haze, menacing silhouettes
talisman also reach the same destination. A Mist talisman is no help to a creature imprisoned within a domain’s closed borders. If the borders of the destination domain are closed, roll on the Wandering
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
others on a whim. If a domain’s borders are closed, supernatural agitation is obvious to any who approach the Mists. This takes the form of roiling disturbances within the haze, menacing silhouettes
talisman also reach the same destination. A Mist talisman is no help to a creature imprisoned within a domain’s closed borders. If the borders of the destination domain are closed, roll on the Wandering
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
scour Pandesmos. Rumors claim that the chaos of Limbo leaks into Pandemonium through the Ruinous Sea; others say that the Elemental Chaos touches Pandemonium in this roiling expanse. Either way, the
Ruinous Sea is inimical to all but the strange and powerful chaos krakens that inhabit it. Swimming the Ruinous Sea Despite their ephemeral appearance, the Ruinous Sea’s roiling clouds are viscous and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
scour Pandesmos. Rumors claim that the chaos of Limbo leaks into Pandemonium through the Ruinous Sea; others say that the Elemental Chaos touches Pandemonium in this roiling expanse. Either way, the
Ruinous Sea is inimical to all but the strange and powerful chaos krakens that inhabit it. Swimming the Ruinous Sea Despite their ephemeral appearance, the Ruinous Sea’s roiling clouds are viscous and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
scour Pandesmos. Rumors claim that the chaos of Limbo leaks into Pandemonium through the Ruinous Sea; others say that the Elemental Chaos touches Pandemonium in this roiling expanse. Either way, the
Ruinous Sea is inimical to all but the strange and powerful chaos krakens that inhabit it. Swimming the Ruinous Sea Despite their ephemeral appearance, the Ruinous Sea’s roiling clouds are viscous and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
creature that reveals themself to be lying about who they are. In her guise as duchess, Saidra dons a bird-like mask and fashionable scarlet gowns. As the Red Death, she is nothing more than a
crimson-tinged shadow. Closing the Borders. When Duchess Saidra wants to close the borders of her domain, the Mists don’t rise. Rather, those who try to leave find themselves roaming the lands of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
creature that reveals themself to be lying about who they are. In her guise as duchess, Saidra dons a bird-like mask and fashionable scarlet gowns. As the Red Death, she is nothing more than a
crimson-tinged shadow. Closing the Borders. When Duchess Saidra wants to close the borders of her domain, the Mists don’t rise. Rather, those who try to leave find themselves roaming the lands of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
creature that reveals themself to be lying about who they are. In her guise as duchess, Saidra dons a bird-like mask and fashionable scarlet gowns. As the Red Death, she is nothing more than a
crimson-tinged shadow. Closing the Borders. When Duchess Saidra wants to close the borders of her domain, the Mists don’t rise. Rather, those who try to leave find themselves roaming the lands of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Githzerai Githzerai migrated to the Everchanging Chaos of Limbo after the ancient schism that split their ancestors from their cousins, githyanki. Limbo is a roiling maelstrom of matter and energy
, collapsing and reforming without purpose or direction, until a creature exerts deliberate will to stabilize it. Through their potent psionic power, githzerai carved a home for themselves amid the chaos
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Githzerai Githzerai migrated to the Everchanging Chaos of Limbo after the ancient schism that split their ancestors from their cousins, githyanki. Limbo is a roiling maelstrom of matter and energy
, collapsing and reforming without purpose or direction, until a creature exerts deliberate will to stabilize it. Through their potent psionic power, githzerai carved a home for themselves amid the chaos
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Githzerai Githzerai migrated to the Everchanging Chaos of Limbo after the ancient schism that split their ancestors from their cousins, githyanki. Limbo is a roiling maelstrom of matter and energy
, collapsing and reforming without purpose or direction, until a creature exerts deliberate will to stabilize it. Through their potent psionic power, githzerai carved a home for themselves amid the chaos
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
their might. These expressions of a plane’s power are called planar incarnates, and they appear as roiling energies with features distinct to the plane that created it. They protect their home from
planes they originate upon. Those from the Lower Planes might appear as roiling waves of fiendish flames or other sinister forms, while those from the Upper Planes often appear as blooms of light and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
their might. These expressions of a plane’s power are called planar incarnates, and they appear as roiling energies with features distinct to the plane that created it. They protect their home from
planes they originate upon. Those from the Lower Planes might appear as roiling waves of fiendish flames or other sinister forms, while those from the Upper Planes often appear as blooms of light and






