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Returning 35 results for 'being breaks diffusing contiguous returns'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 Strength
returns to the space where it began this movement.
Slimy Organs. This creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Whenever this creature suffers a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Return to Worms. When the mage is reduced to 0 hit points, it breaks apart into a swarm of insects (see the Monster Manual) in the same space. Unless the swarm is destroyed, the mage reforms from it
the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
participate. Soon after the ritual’s completion, a welcome rain begins falling, and the heat wave breaks. The locals are overjoyed and host a celebration for the characters. Within a few days, the region’s weather returns to normal, thanks to the characters’ daring.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
participate. Soon after the ritual’s completion, a welcome rain begins falling, and the heat wave breaks. The locals are overjoyed and host a celebration for the characters. Within a few days, the region’s weather returns to normal, thanks to the characters’ daring.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
participate. Soon after the ritual’s completion, a welcome rain begins falling, and the heat wave breaks. The locals are overjoyed and host a celebration for the characters. Within a few days, the region’s weather returns to normal, thanks to the characters’ daring.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in an opalescent film like the skin of a bubble. Any further damage to the corpse breaks the spell. 8 The creature instantly returns to life with 1 hit point, as though affected by a revivify spell.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in an opalescent film like the skin of a bubble. Any further damage to the corpse breaks the spell. 8 The creature instantly returns to life with 1 hit point, as though affected by a revivify spell.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in an opalescent film like the skin of a bubble. Any further damage to the corpse breaks the spell. 8 The creature instantly returns to life with 1 hit point, as though affected by a revivify spell.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and allowed to retreat here in mist form, Keresta returns to this sarcophagus and remains here, paralyzed in vampire form for 1 hour. At the end of the hour, she regains 1 hit point and is no longer
paralyzed. She waits here until her Regeneration trait returns her to full hit points, then gathers her forces (including Umbraxakar) and sets out to destroy any enemies still in Vanrakdoom. Treasure
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and allowed to retreat here in mist form, Keresta returns to this sarcophagus and remains here, paralyzed in vampire form for 1 hour. At the end of the hour, she regains 1 hit point and is no longer
paralyzed. She waits here until her Regeneration trait returns her to full hit points, then gathers her forces (including Umbraxakar) and sets out to destroy any enemies still in Vanrakdoom. Treasure
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and allowed to retreat here in mist form, Keresta returns to this sarcophagus and remains here, paralyzed in vampire form for 1 hour. At the end of the hour, she regains 1 hit point and is no longer
paralyzed. She waits here until her Regeneration trait returns her to full hit points, then gathers her forces (including Umbraxakar) and sets out to destroy any enemies still in Vanrakdoom. Treasure
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
darkness where the shadows hunger. As a shadow drains its victim’s strength and physical form, the victim’s shadow darkens and begins to move of its own volition. In death, the creature’s shadow breaks free
, becoming a new undead shadow hungry for more life to consume. If a creature from which a shadow has been created somehow returns to life, its undead shadow senses the return. The shadow might seek
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
darkness where the shadows hunger. As a shadow drains its victim’s strength and physical form, the victim’s shadow darkens and begins to move of its own volition. In death, the creature’s shadow breaks free
, becoming a new undead shadow hungry for more life to consume. If a creature from which a shadow has been created somehow returns to life, its undead shadow senses the return. The shadow might seek
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
darkness where the shadows hunger. As a shadow drains its victim’s strength and physical form, the victim’s shadow darkens and begins to move of its own volition. In death, the creature’s shadow breaks free
, becoming a new undead shadow hungry for more life to consume. If a creature from which a shadow has been created somehow returns to life, its undead shadow senses the return. The shadow might seek
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
slaad, enters the area of the boundary circle, or breaks any part of the circle or pentagram by sweeping or brushing away the salt, the slaad is freed. Hungry for carnage, the creature vents its rage
head that bobs toward you. A croaking voice sounds out in your mind: “Nangnang will help you now.”
If the spirit successfully inhabits the character, give the player Nangnang’s card (see appendix F). If the attempt fails, the spirit returns to the egg and waits for another character to touch it.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
slaad, enters the area of the boundary circle, or breaks any part of the circle or pentagram by sweeping or brushing away the salt, the slaad is freed. Hungry for carnage, the creature vents its rage
head that bobs toward you. A croaking voice sounds out in your mind: “Nangnang will help you now.”
If the spirit successfully inhabits the character, give the player Nangnang’s card (see appendix F). If the attempt fails, the spirit returns to the egg and waits for another character to touch it.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
slaad, enters the area of the boundary circle, or breaks any part of the circle or pentagram by sweeping or brushing away the salt, the slaad is freed. Hungry for carnage, the creature vents its rage
head that bobs toward you. A croaking voice sounds out in your mind: “Nangnang will help you now.”
If the spirit successfully inhabits the character, give the player Nangnang’s card (see appendix F). If the attempt fails, the spirit returns to the egg and waits for another character to touch it.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
and remains there until salvaged. Once the glabrezu has taken three turns, Bazelsteen returns and scares the demon away if it hasn’t been defeated by then. If the bathysphere’s chain breaks, Bazelsteen
one of its pincers to try to snip through the bathysphere’s rusty chain, doing so with a successful DC 20 Strength check. If the chain breaks, the bathysphere falls to the bottom of the River Styx
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
and remains there until salvaged. Once the glabrezu has taken three turns, Bazelsteen returns and scares the demon away if it hasn’t been defeated by then. If the bathysphere’s chain breaks, Bazelsteen
one of its pincers to try to snip through the bathysphere’s rusty chain, doing so with a successful DC 20 Strength check. If the chain breaks, the bathysphere falls to the bottom of the River Styx
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
and remains there until salvaged. Once the glabrezu has taken three turns, Bazelsteen returns and scares the demon away if it hasn’t been defeated by then. If the bathysphere’s chain breaks, Bazelsteen
one of its pincers to try to snip through the bathysphere’s rusty chain, doing so with a successful DC 20 Strength check. If the chain breaks, the bathysphere falls to the bottom of the River Styx
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
each hour the characters spend in the Dark Duchess, there is a 20 percent chance that Arveiaturace returns to the ship. Because she can see only out to a range of 60 feet, the dragon must get close to
Meltharond to ready his spells. If she suspects that intruders are still aboard the vessel but hiding in places she can’t reach, she breaks through walls to get at them. The characters are no match
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
each hour the characters spend in the Dark Duchess, there is a 20 percent chance that Arveiaturace returns to the ship. Because she can see only out to a range of 60 feet, the dragon must get close to
Meltharond to ready his spells. If she suspects that intruders are still aboard the vessel but hiding in places she can’t reach, she breaks through walls to get at them. The characters are no match
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
each hour the characters spend in the Dark Duchess, there is a 20 percent chance that Arveiaturace returns to the ship. Because she can see only out to a range of 60 feet, the dragon must get close to
Meltharond to ready his spells. If she suspects that intruders are still aboard the vessel but hiding in places she can’t reach, she breaks through walls to get at them. The characters are no match
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
returns. It is convenient for humanoids to understand a mind flayer colony by thinking of it as a single individual — the elder brain — directing a number of subservient, remote minds, which are the
. One nasty, suspicious mind.
— Elminster
Renegade Illithids Sometimes a mind flayer that’s away from its colony breaks free from the elder brain. Perhaps it ran into a situation where its bonds of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
returns. It is convenient for humanoids to understand a mind flayer colony by thinking of it as a single individual — the elder brain — directing a number of subservient, remote minds, which are the
. One nasty, suspicious mind.
— Elminster
Renegade Illithids Sometimes a mind flayer that’s away from its colony breaks free from the elder brain. Perhaps it ran into a situation where its bonds of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
returns. It is convenient for humanoids to understand a mind flayer colony by thinking of it as a single individual — the elder brain — directing a number of subservient, remote minds, which are the
. One nasty, suspicious mind.
— Elminster
Renegade Illithids Sometimes a mind flayer that’s away from its colony breaks free from the elder brain. Perhaps it ran into a situation where its bonds of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the first time on a turn or ends its turn there, that creature must make the same save. A restrained creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained
to 20 feet through spaces no more than an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and returns to the space where
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the first time on a turn or ends its turn there, that creature must make the same save. A restrained creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained
to 20 feet through spaces no more than an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and returns to the space where
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the first time on a turn or ends its turn there, that creature must make the same save. A restrained creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained
to 20 feet through spaces no more than an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and returns to the space where
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
painstaking process in the narrow space takes 5 minutes, and if the check fails by 5 or more, the sphere breaks at the end of the attempt. Sleep Gas. If the glass sphere breaks, it releases green, swirling
and the ring of protection he is wearing; see “Treasure.”) If either the mask or the pendant is forced back upon him before the 2 rounds elapse, he returns to death. If not, he then sits for 2 more
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
painstaking process in the narrow space takes 5 minutes, and if the check fails by 5 or more, the sphere breaks at the end of the attempt. Sleep Gas. If the glass sphere breaks, it releases green, swirling
and the ring of protection he is wearing; see “Treasure.”) If either the mask or the pendant is forced back upon him before the 2 rounds elapse, he returns to death. If not, he then sits for 2 more
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
painstaking process in the narrow space takes 5 minutes, and if the check fails by 5 or more, the sphere breaks at the end of the attempt. Sleep Gas. If the glass sphere breaks, it releases green, swirling
and the ring of protection he is wearing; see “Treasure.”) If either the mask or the pendant is forced back upon him before the 2 rounds elapse, he returns to death. If not, he then sits for 2 more
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
larger to fail the check causes the ice to crack and fall, releasing a dormant water weird. After the ice breaks, enough ice remains that characters can still climb it, but the DC of the check
filled with gold coins that lies in the muck at the bottom of Lac Dinneshere. If the deal is struck and the characters release her as promised, Maud returns to the lake to make good on her end of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
looking for a place to live in peace. 11 An enormous monster on display in a menagerie breaks free and goes on a rampage. 12 A coven of hags steals cherished memories from travelers. 13 A villain seeks
dragon’s lair, and the dragon wants to reclaim the lair. 3 An ancient hero returns from the dead to prepare the world for the return of an equally ancient monster. 4 An ancient Artifact has the power to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
larger to fail the check causes the ice to crack and fall, releasing a dormant water weird. After the ice breaks, enough ice remains that characters can still climb it, but the DC of the check
filled with gold coins that lies in the muck at the bottom of Lac Dinneshere. If the deal is struck and the characters release her as promised, Maud returns to the lake to make good on her end of the






