Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 28 results for 'blast being did connected rites'.
Other Suggestions:
beast being did connected rules
beast being did connected rites
blade being did connected rites
beast being did connected races
Monsters
Phandelver and Below: The Shattered Obelisk
telepathic conversations with up to ten creatures at a time. The brain breaker can let those creatures telepathically hear each other while connected in this way.Multiattack. The brain breaker makes two
can have up to four targets grappled at a time.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind Blast"}. Creatures of the brain breaker’s choice within
Monsters
Phandelver and Below: The Shattered Obelisk
conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.Multiattack. The elder brain makes two Tentacle
four targets grappled at a time.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind Blast"}. Creatures of the elder brain’s choice within 60 feet of
Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.Tentacle. Melee Weapon Attack: +7;{"diceNotation
","rollDamageType":"psychic"} psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creatures telepathically hear each other while connected in this way.Tentacle. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Tentacle"} to hit, reach 30 ft., one
grapple ends. The elder brain can have up to four targets grappled at a time.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Mind Blast"}. Creatures of the elder brain
Backgrounds
Baldur’s Gate: Descent into Avernus
between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric&mdash
;performing sacred rites is not the same thing as channeling divine power.
Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. A foul haze perpetually shrouds the skies. Ambient light swells above the horizon in a grim mockery of a sunset, but the sky is bereft of celestial bodies. Searing gusts of wind blast across the
and destruction. Queen of Dragons. Tiamat is the five-headed progenitor of the chromatic dragons in some realms and embodies the vices of evil dragonkind. Her lair is located in Avernus, connected to numerous monuments and temples scattered across the hellscape.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
currently in Hollow to cover his tracks by razing the town, caving in the mine, and destroying any evidence of the rites that have taken place there. Meeting Itzmin Itzmin introduces himself as the owner of
thunderous blast from above. If they return to mine’s entrance, they find the cavern has collapsed, sealed by tons of impassable rubble. A character who is proficient with alchemist’s supplies or who
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or
folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus Cantrip When you choose this circle at 2nd level, you learn one
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or
folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus Cantrip When you choose this circle at 2nd level, you learn one
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, and at work. Her followers generally pray at midday, with the sounds of the city forming an appropriate backdrop to their rites, as industry itself is sacred to Ephara. Many aspects of city life and
culture fall under Ephara’s influence. Scholarship is closely connected to Ephara, as is art—particularly poetry, sculpture, and architecture. Ephara is also highly concerned with civic wisdom and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. In the ancient past, bonesingers oversaw the final rites when great bakunawa died, then infused the creatures’ bones into the magical bridges that unite Dayawlongon as one land. During the days of
. Personal names are varied and often reflect a characteristic that a ninuno connected to an individual or their family found desirable. However, some personal names are relics of colonization and have
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
connects Throne Hill to the southern slopes, site of several merchant princes’ villas. East of the harbor, the Hall of Gold gleams atop the city’s tallest hill, Mount Sibasa, which is connected by
carnivores or undead. A volunteer citizens’ brigade keeps watch for approaching danger. When residents of the outer wards hear the long blast of warning horns, day or night, they scramble for the safety
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
chambers are connected by vertical or steeply sloped tunnels that the beholder carves out of the surrounding stone, each passage barely large enough to admit the beholder’s body. Enemies that are too big
beholder’s control generally have their own living spaces in the lair. Because a beholder’s minions are typically not able to fly, many of these chambers are connected to others by staircases or gently
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
51–54 In a gorge 55–58 In a jungle 59–62 In a mountain pass 63–66 In a swamp 67–70 Beneath or on top of a mesa 71–74 In sea caves 75–78 In several connected mesas 79–82 On a mountain peak 83–86 On a
control the dungeon and conduct their rites there. Tomb. Tombs are magnets for treasure hunters, as well as monsters that hunger for the bones of the dead. Treasure Vault. Built to protect powerful
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
on saving throws against any effect that turns undead.
Actions
Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage.
Mind Blast (Recharge 5–6). The
Spellcasting (Psionics) traits, as well as the Tentacles, Extract Brain, and Mind Blast action options (all described below). So long as a mind flayer lich feeds captured souls to its phylactery, it
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(level 1–4, dangerous threat) The crossbow trap is a favorite of kobolds and other creatures that rely on traps to defend their lairs. It consists of a trip wire strung across a hallway and connected to a
) check reveals the pressure plate. A successful DC 20 Dexterity check using thieves’ tools disables it, and a check with a total of 5 or lower triggers the trap. Fiery Blast Simple trap (level 5–10
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
hear each other while connected in this way.
Actions
Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller
Blast (Recharge 5–6). Creatures of the elder brain’s choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, modify memory, plane shift (self only), wall of force
Thundering Blast (Recharge 5–6). Oshundo emits a wave of domineering energy in a 60-foot cone. Each creature in that area must succeed on a DC 16
who were once mind flayers. Each nothic has a fringe of tentacles beneath its single eye, telepathy to 120 feet, and the following action instead of Rotting Gaze: Mind Blast (Recharge 5–6). The nothic
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
perform rites designed to sink ships, cause terrible floods, or summon destructive rainstorms, seeking to make all who live nearby bow to the power of elemental water. Cult lairs usually feature great pools
slots, which it regains after finishing a short or long rest, and knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast, mage hand
1st level: armor of Agathys
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Rods. The two rods here create an electric circuit that activates something in the Briny Maze when connected. Lowarnizel believes it to be a doorway; Gossa worries that it’s an alarm. Endless Void. The
open the rear mindgate (between areas B14 and area B19) when connected, as described in the Briny Maze Features section. The rods are 6 feet apart, so a single Small or larger creature can touch them
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
explosive fruits overhead. The fruit lands near the base of the tree and bursts in a blast of woody shrapnel. Each creature within 20 feet of the fruit must make a DC 15 Dexterity saving throw, taking 21
rites. He was keeper of the tomes of Terbakar, the greatest library in all lands of the golden age.
“Nafik searched, too, for life eternal, and some say he sought to rob the pharaohs of their right
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
small beach with a dock. Expanded Tavern. The building adjacent to the tavern has been bought out and connected to it, allowing for more guest chambers, a larger common room, a larger kitchen, and
tower might teleport from place to place. Or doors within a tavern could be revealed as a magical portal connected to various locations in far-flung lands. The DM has final approval over the method
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
bolted to the wall across from some sort of large glass device hints at the horrid rites that must once have taken place here.
The wall murals can be deciphered with a successful DC 12 Wisdom
type of creature. With a successful DC 15 Intelligence (Nature) check, a character recognizes the hearts of three humanoids, a troll, and a dragon. Each canister is connected by a thin silver wire to
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
strewn across the floor. Murals showing humans laboring in the gardens decorate the walls of these three connected chambers.
Four Yuan-ti Malisons (Type 3) lair in these chambers, which once belonged
gardens for resources the merchant might exploit. But the naga in area G6 captured them and transformed them into their current forms through sinister rites and excruciating torture. The yuan-ti have no
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
north wall on the landing between two staircases, one leading up and the other leading down. The stony debris from the blast is frozen in midair outside the tower.
Characters who peer through the
was frozen in time. The horn was destroyed in the blast, which also dealt damage to Warduke and Kelek. (Those two were later released from temporal stasis by the Hourglass Coven and allowed to rest and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
behind the bed. An iron chandelier hangs from the ceiling over the center of the room, near the foot of the bed. A chain connected to the chandelier is snagged on an iron hook mounted to the east
it, fight over it, blast it with their fiery breath, and otherwise knock it around, much to Zalto’s delight. Duke Zalto is a fire giant, with the following changes: He has 221 hit points. He wears a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
twisted vision of its master. These realms are connected to the surface by tunnels and chasms, but they defy conventional geography. Passages to Belashyrra’s domain can be found in the Shadow Marches
initiative order.
Mind Blast (Costs 3 Actions). Dyrrn magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 23 Intelligence saving throw or take 30 (5d8 + 8
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
extracting and devouring its brain.
Mind Blast (Recharge 5–6). Qunbraxel magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or
fanatics commanded Qunbraxel to hurry with collecting the rest of the obelisk fragments. Qunbraxel guessed that the nearby fragment was somehow connected to the toppled tower that’s blocking the way to






