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Returning 35 results for 'belong being diffusing creatures resort'.
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Spells
Player’s Handbook
of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present.
The spell is blocked by 1 foot of stone
Monsters
Fizban's Treasury of Dragons
one. When the dragonborn uses this action, it can choose up to three creatures in the cone. These creatures take no damage from the radiance and instead regain 22 (4d10);{"diceNotation":"4d10
","rollType":"heal","rollAction":"Radiant Breath"} hit points each.Often called platinum knights, dragonborn champions of Bahamut might belong to an order that exists to protect the world from evil—and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Oinoloths solve thorny problems by killing everyone involved. They are typically hired as a last resort when a siege has gone on too long or an army has proven too strong to overcome. Once summoned, oinoloths
stalk the killing field, poisoning the ground and sickening creatures they encounter. Sometimes they might be hired to lift the very plagues they spread, but the price for such work is high, and the
classes
Xanathar's Guide to Everything
The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any
person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their
classes
Xanathar's Guide to Everything
The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any
person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their
Valindra Shadowmantle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Tomb of Annihilation
wants to “imprison” the Soulmonger; that way, its unique magic can be studied while it’s safely quarantined from the world. She argues that destroying it should be a last resort
initiative count 20 on the next round or until the lich or the target is no longer in the lich’s lair.
The lich calls forth the spirits of creatures that died in its lair. These apparitions
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
appreciation for the finer things!
— Volo
Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and
.
Beast Masters and Slave Drivers
Goblins know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
; Elminster
The serpent creatures known as yuan-ti are all that remains of an ancient, decadent human empire. Ages ago their dark gods taught them profane, cannibalistic rituals to mix their flesh
interest of maintaining the strength of their personal bloodline.
The yuan-ti have abandoned their humanity and consider non-serpentine humanoids to be lesser creatures, barely more civilized than
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Mind Flayer Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious
masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near. In eons past, illithids
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
House Freth Three drow mages have infiltrated Arcturiadoom in the hope of securing powerful magic to conquer other levels of Undermountain. These drow belong to House Freth (see level 12). They avoid
humanoids. (Creatures that aren’t humanoids are unaffected.) These traps are marked P on map 14. The hobgoblins are aware of these traps and do their best to avoid them. A polymorph trap is marked by a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
House Freth Three drow mages have infiltrated Arcturiadoom in the hope of securing powerful magic to conquer other levels of Undermountain. These drow belong to House Freth (see level 12). They avoid
humanoids. (Creatures that aren’t humanoids are unaffected.) These traps are marked P on map 14. The hobgoblins are aware of these traps and do their best to avoid them. A polymorph trap is marked by a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Mind Flayer Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious
masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near. In eons past, illithids
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
House Freth Three drow mages have infiltrated Arcturiadoom in the hope of securing powerful magic to conquer other levels of Undermountain. These drow belong to House Freth (see level 12). They avoid
humanoids. (Creatures that aren’t humanoids are unaffected.) These traps are marked P on map 14. The hobgoblins are aware of these traps and do their best to avoid them. A polymorph trap is marked by a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Mind Flayer Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious
masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near. In eons past, illithids
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
approach, three humanoid heads stick out of the holes, each covered in putrid flesh and gnashing on an iron bit bolted to a chain bridle.
The gnashing heads belong to three zombies that are chained to a
33 or more can lift the door. The zombies attack any creatures they can reach. Withers and his tomb dwarves replace destroyed zombies within 24 hours.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Moonstar). The man’s eyes brim with madness as he levels a longsword with a radiant blade at the character and screams, “What have we to fear from darkness, you and I? Undermountain is where we belong. It
vampires and other creatures of the night. Umbraxakar’s Projection. If the hilt of the sun blade is picked up, Umbraxakar’s smoky projection forms in the middle of the room (see “Visions of Umbraxakar”). It can’t leave the area.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
approach, three humanoid heads stick out of the holes, each covered in putrid flesh and gnashing on an iron bit bolted to a chain bridle.
The gnashing heads belong to three zombies that are chained to a
33 or more can lift the door. The zombies attack any creatures they can reach. Withers and his tomb dwarves replace destroyed zombies within 24 hours.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, regardless of their true heritage, and changed them into creatures that resembled their supposed progenitor. The other folk of Faerûn, unnerved by the appearance of these devil-beings, became
out of infernal politics. Since the ritual that spread the curse of Asmodeus a century ago, tieflings have been born on Faerûn that belong to other infernal bloodlines, but those that bear the mark of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Moonstar). The man’s eyes brim with madness as he levels a longsword with a radiant blade at the character and screams, “What have we to fear from darkness, you and I? Undermountain is where we belong. It
vampires and other creatures of the night. Umbraxakar’s Projection. If the hilt of the sun blade is picked up, Umbraxakar’s smoky projection forms in the middle of the room (see “Visions of Umbraxakar”). It can’t leave the area.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, regardless of their true heritage, and changed them into creatures that resembled their supposed progenitor. The other folk of Faerûn, unnerved by the appearance of these devil-beings, became
out of infernal politics. Since the ritual that spread the curse of Asmodeus a century ago, tieflings have been born on Faerûn that belong to other infernal bloodlines, but those that bear the mark of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, regardless of their true heritage, and changed them into creatures that resembled their supposed progenitor. The other folk of Faerûn, unnerved by the appearance of these devil-beings, became
out of infernal politics. Since the ritual that spread the curse of Asmodeus a century ago, tieflings have been born on Faerûn that belong to other infernal bloodlines, but those that bear the mark of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
approach, three humanoid heads stick out of the holes, each covered in putrid flesh and gnashing on an iron bit bolted to a chain bridle.
The gnashing heads belong to three zombies that are chained to a
33 or more can lift the door. The zombies attack any creatures they can reach. Withers and his tomb dwarves replace destroyed zombies within 24 hours.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Moonstar). The man’s eyes brim with madness as he levels a longsword with a radiant blade at the character and screams, “What have we to fear from darkness, you and I? Undermountain is where we belong. It
vampires and other creatures of the night. Umbraxakar’s Projection. If the hilt of the sun blade is picked up, Umbraxakar’s smoky projection forms in the middle of the room (see “Visions of Umbraxakar”). It can’t leave the area.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Oath of Redemption The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath
believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
nearest creatures. Roll a d20 for the shadows’ initiative, again with no modifier. Alternative Scenarios Some characters might want to resort to options other than direct ship-to-ship combat when the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Oath of Redemption The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath
believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Oath of Redemption The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath
believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
overwhelming — numbers. They crave power and regularly abuse whatever authority they obtain. Goblinoids. Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins
celebrate the few times they have the upper hand. They dance, caper with sheer joy when victory is theirs. Once their revels have ended, goblins delight in the torment of other creatures and embrace
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
overwhelming — numbers. They crave power and regularly abuse whatever authority they obtain. Goblinoids. Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins
celebrate the few times they have the upper hand. They dance, caper with sheer joy when victory is theirs. Once their revels have ended, goblins delight in the torment of other creatures and embrace
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
overwhelming — numbers. They crave power and regularly abuse whatever authority they obtain. Goblinoids. Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins
celebrate the few times they have the upper hand. They dance, caper with sheer joy when victory is theirs. Once their revels have ended, goblins delight in the torment of other creatures and embrace
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong
to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong
to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong
to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do. Goblinoids. Hobgoblins belong to a family of creatures
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
4. False Tomb Stone blocks standing against the western and eastern walls are carved with niches, inside which rest a dozen clay canopic jars containing desiccated organs. These organs belong to
have disturbed the tomb of Brysis of Khaem! Accursed are you, most miserable of creatures!” Each creature in the room, whether it hears the booming voice or not, must make a DC 15 Charisma saving






