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Returning 35 results for 'blast being diffusing constant retract'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
attack.
Retract (Costs 2 Actions). The zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is restrained. The next time it takes a legendary
, armored reptile. A zaratan’s steps trigger shock waves severe enough to level structures. It expresses its rage through trumpeting calls and the occasional boulder or blast of debris it spews from
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Damage and Healing Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Damage and Healing Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Damage and Healing Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Damage and Healing Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Damage and Healing Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Damage and Healing Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
motivates the slaves of drow. If you’re lucky, you’ll only feel normal shackles and the occasional whip or light spell-blast. A bit less luck or more malice, and the serpent-headed whips of the
drow in their refuge. The constant fear of punishment, from one’s mistress or another, more powerful drow, keeps most slaves obedient, even when they aren’t directly supervised. The great cavern of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
motivates the slaves of drow. If you’re lucky, you’ll only feel normal shackles and the occasional whip or light spell-blast. A bit less luck or more malice, and the serpent-headed whips of the
drow in their refuge. The constant fear of punishment, from one’s mistress or another, more powerful drow, keeps most slaves obedient, even when they aren’t directly supervised. The great cavern of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
motivates the slaves of drow. If you’re lucky, you’ll only feel normal shackles and the occasional whip or light spell-blast. A bit less luck or more malice, and the serpent-headed whips of the
drow in their refuge. The constant fear of punishment, from one’s mistress or another, more powerful drow, keeps most slaves obedient, even when they aren’t directly supervised. The great cavern of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of all yuan-ti, nightmare speakers revel in torturing prisoners, leaving them in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. A nightmare speaker has a
when it finishes a short or long rest. It knows the following warlock spells:
Cantrip (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of all yuan-ti, nightmare speakers revel in torturing prisoners, leaving them in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. A nightmare speaker has a
when it finishes a short or long rest. It knows the following warlock spells:
Cantrip (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of all yuan-ti, nightmare speakers revel in torturing prisoners, leaving them in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. A nightmare speaker has a
when it finishes a short or long rest. It knows the following warlock spells:
Cantrip (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
structures. It expresses its rage through trumpeting calls and the occasional boulder or blast of debris it spews from its cavernous maw. If seriously injured, a zaratan retracts its appendages to
.
Move. The zaratan moves up to its speed.
Spit (Costs 2 Actions). The zaratan makes one Spit Rock attack.
Retract (Costs 2 Actions). The zaratan retracts into its shell. Until it takes its
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
through its trumpeting calls and the occasional boulder or blast of debris it spews from its cavernous maw. If seriously injured, the zaratan slowly retracts its appendages to gain shelter beneath its
its turn.
Stomp. The zaratan makes one stomp attack.
Move. The zaratan moves up to its speed.
Spit (Costs 2 Actions). The zaratan uses Spit Rock.
Retract (Costs 2 Actions). The zaratan retracts
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
structures. It expresses its rage through trumpeting calls and the occasional boulder or blast of debris it spews from its cavernous maw. If seriously injured, a zaratan retracts its appendages to
.
Move. The zaratan moves up to its speed.
Spit (Costs 2 Actions). The zaratan makes one Spit Rock attack.
Retract (Costs 2 Actions). The zaratan retracts into its shell. Until it takes its
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
through its trumpeting calls and the occasional boulder or blast of debris it spews from its cavernous maw. If seriously injured, the zaratan slowly retracts its appendages to gain shelter beneath its
its turn.
Stomp. The zaratan makes one stomp attack.
Move. The zaratan moves up to its speed.
Spit (Costs 2 Actions). The zaratan uses Spit Rock.
Retract (Costs 2 Actions). The zaratan retracts
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
fourth word you speak.
3 You have a second set of ears that emerge and retract whenever you are actively listening.
4 You can’t bear to touch anything valuable without wearing gloves.
5
the face with eldritch blast are just as valuable for corporate espionage as for tomb raiding. How you present yourself to the world at large is often a subtle reflection of your patron. Being a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
fourth word you speak.
3 You have a second set of ears that emerge and retract whenever you are actively listening.
4 You can’t bear to touch anything valuable without wearing gloves.
5
the face with eldritch blast are just as valuable for corporate espionage as for tomb raiding. How you present yourself to the world at large is often a subtle reflection of your patron. Being a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
fourth word you speak.
3 You have a second set of ears that emerge and retract whenever you are actively listening.
4 You can’t bear to touch anything valuable without wearing gloves.
5
the face with eldritch blast are just as valuable for corporate espionage as for tomb raiding. How you present yourself to the world at large is often a subtle reflection of your patron. Being a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
structures. It expresses its rage through trumpeting calls and the occasional boulder or blast of debris it spews from its cavernous maw. If seriously injured, a zaratan retracts its appendages to
.
Move. The zaratan moves up to its speed.
Spit (Costs 2 Actions). The zaratan makes one Spit Rock attack.
Retract (Costs 2 Actions). The zaratan retracts into its shell. Until it takes its
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
through its trumpeting calls and the occasional boulder or blast of debris it spews from its cavernous maw. If seriously injured, the zaratan slowly retracts its appendages to gain shelter beneath its
its turn.
Stomp. The zaratan makes one stomp attack.
Move. The zaratan moves up to its speed.
Spit (Costs 2 Actions). The zaratan uses Spit Rock.
Retract (Costs 2 Actions). The zaratan retracts
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Attack of the Phaerimm Adventure for Level 3 Characters SAMUEL PERIN Phaerimm attacks on Conch were brutal and unanticipated,
leading to a constant state of fear and chaos in the city Situation. A
Netherese mage named Tyvern was conducting a time-travel experiment in a chamber in his workshop in Conch when phaerimm attacked the city. The interrupted experiment exploded in a blast of temporal
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Attack of the Phaerimm Adventure for Level 3 Characters SAMUEL PERIN Phaerimm attacks on Conch were brutal and unanticipated,
leading to a constant state of fear and chaos in the city Situation. A
Netherese mage named Tyvern was conducting a time-travel experiment in a chamber in his workshop in Conch when phaerimm attacked the city. The interrupted experiment exploded in a blast of temporal
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Attack of the Phaerimm Adventure for Level 3 Characters SAMUEL PERIN Phaerimm attacks on Conch were brutal and unanticipated,
leading to a constant state of fear and chaos in the city Situation. A
Netherese mage named Tyvern was conducting a time-travel experiment in a chamber in his workshop in Conch when phaerimm attacked the city. The interrupted experiment exploded in a blast of temporal
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
otherwise remaining inactive. A thrall-to-be is first rendered docile through psionic means. Using a low-power version of its Mind Blast ability, the mind flayer bombards the victim with energy that
ever since the gray dwarves revolted against them, but consider their brains a delicacy. Duergar serve as a constant reminder to the illithids that any creatures that serve them must be kept dimwitted
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
otherwise remaining inactive. A thrall-to-be is first rendered docile through psionic means. Using a low-power version of its Mind Blast ability, the mind flayer bombards the victim with energy that
ever since the gray dwarves revolted against them, but consider their brains a delicacy. Duergar serve as a constant reminder to the illithids that any creatures that serve them must be kept dimwitted
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
otherwise remaining inactive. A thrall-to-be is first rendered docile through psionic means. Using a low-power version of its Mind Blast ability, the mind flayer bombards the victim with energy that
ever since the gray dwarves revolted against them, but consider their brains a delicacy. Duergar serve as a constant reminder to the illithids that any creatures that serve them must be kept dimwitted
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
blast out of this cramped cell. The walls are scribed with relief carvings showing volcanoes setting cities ablaze. Rows of tiny holes are bored into the floor and the ten-foot-high ceiling. A human
stone button is set into one of the walls above the grate and is visible only to creatures under the rollers. When pressed, the button causes the rollers to stop turning and retract into the walls
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
blast out of this cramped cell. The walls are scribed with relief carvings showing volcanoes setting cities ablaze. Rows of tiny holes are bored into the floor and the ten-foot-high ceiling. A human
stone button is set into one of the walls above the grate and is visible only to creatures under the rollers. When pressed, the button causes the rollers to stop turning and retract into the walls
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
blast out of this cramped cell. The walls are scribed with relief carvings showing volcanoes setting cities ablaze. Rows of tiny holes are bored into the floor and the ten-foot-high ceiling. A human
stone button is set into one of the walls above the grate and is visible only to creatures under the rollers. When pressed, the button causes the rollers to stop turning and retract into the walls
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Hit: 16 (3d10) bludgeoning damage. Lighthouse Energy Blast. Magical power can be focused through a lighthouse beacon, requiring 1 round to gather energy and aim. The following round, the energy can be
transparent windows as strong as steel, and the ability to retract any rails or platforms upon which attacking foes could stand. Defensive features might impose conditions on enemies, or even deal damage
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
strange, angled structure, as though a squat tower tipped sideways and fell through the wall. Muddy knobs protrude and retract from its irregular surface in a slow, hypnotic motion. Near the structure, two
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
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Hit: 16 (3d10) bludgeoning damage. Lighthouse Energy Blast. Magical power can be focused through a lighthouse beacon, requiring 1 round to gather energy and aim. The following round, the energy can be
transparent windows as strong as steel, and the ability to retract any rails or platforms upon which attacking foes could stand. Defensive features might impose conditions on enemies, or even deal damage
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
strange, angled structure, as though a squat tower tipped sideways and fell through the wall. Muddy knobs protrude and retract from its irregular surface in a slow, hypnotic motion. Near the structure, two
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






