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Returning 35 results for 'blending being diffusing creature retreats'.
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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
Monsters
Spelljammer: Adventures in Space
":"to hit","rollAction":"Frightful Bite"} to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3);{"diceNotation":"1d10+3","rollType":"damage","rollAction":"Frightful Bite","rollDamageType":"piercing
"} piercing damage, and each creature within 10 feet of the feyr that can see it must succeed on a DC 13 Wisdom saving throw or be frightened of the feyr until the end of the feyr’s next turn
Monsters
Strixhaven: A Curriculum of Chaos
", "rollType":"to hit", "rollAction":"Psychic Knife"} to hit, reach 5 ft. or range 30 ft., one creature. Hit: 21 (5d6 + 4);{"diceNotation":"5d6+4", "rollType":"damage", "rollAction":"Psychic Knife
will: disguise self, silent image
2/day: charm person
1/day: suggestionOriq recruiters are subtle mages who infiltrate Strixhaven in service to their order. They are adept at blending in, watching
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"damage", "rollAction":"Bite", "rollDamageType":"lightning"} lightning damage.
Lightning Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the
. If detected, it sends electrical shocks through the ground toward pursuers while it retreats.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed
Monsters
Curse of Strahd
Mimicry. The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chattering. A creature that hears the sounds can tell they are imitations with a
everyone else. Although skilled at blending into society, they keep mostly to themselves, respect local laws, and strive to do good whenever possible.
In their human and hybrid forms, wereravens favor
Monsters
Princes of the Apocalypse
shunted into the nearest space he last occupied.
Legendary Resistance (2/Day). If Marlos fails a saving throw, he can choose to succeed instead.
Petrifying Gaze. When a creature that can see Marlos&rsquo
;s eyes starts its turn within 30 feet of him, Marlos can force it to make a DC 14 Constitution saving throw if Marlos isn’t incapacitated and can see the creature. If the saving throw fails by
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"piercing"} piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random effect (roll a d6;{"diceNotation":"1d6", "rollType
":"roll", "rollAction":"Bite (Random Effect)"}):
1–2: Confusion. On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"damage", "rollAction":"Harpoon", "rollDamageType":"piercing"} piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature’s speed isn&rsquo
;t reduced, but it can move only in directions that bring it closer to the clockwork. A creature takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Harpoon", "rollDamageType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"bludgeoning"} bludgeoning damage, and if the target is Large or smaller, it is knocked prone.Intercept Attack. In response to another creature within 5 feet of it being hit by an
attack roll, the clockwork gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the clockwork must be able to see the creature and the
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->Tasha’s Cauldron of Everything
Magic Tattoos Blending magic and artistry with ink and needles, magic tattoos imbue their bearers with wondrous abilities. Magic tattoos are initially bound to magic needles, which transfer their
magic to a creature. Once inscribed on a creature’s body, damage or injury doesn’t impair the tattoo’s function, even if the tattoo is defaced. When applying a magic tattoo, a creature can customize the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Magic Tattoos Blending magic and artistry with ink and needles, magic tattoos imbue their bearers with wondrous abilities. Magic tattoos are initially bound to magic needles, which transfer their
magic to a creature. Once inscribed on a creature’s body, damage or injury doesn’t impair the tattoo’s function, even if the tattoo is defaced. When applying a magic tattoo, a creature can customize the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
surface clear. A gray ooze lurks in the pool’s shallows, blending perfectly with the dark, wet stone. It feeds on the waste dumped into the pool, along with the occasional creature that finds its way
malevolent. In addition to attacking any creature in the pool, the ooze surges up to 10 feet out of the pool to attack creatures at its edge. When it does so, creatures within 30 feet of the ooze telepathically sense a voice cry out, “Flesh for the Faceless Lord!”
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
surface clear. A gray ooze lurks in the pool’s shallows, blending perfectly with the dark, wet stone. It feeds on the waste dumped into the pool, along with the occasional creature that finds its way
malevolent. In addition to attacking any creature in the pool, the ooze surges up to 10 feet out of the pool to attack creatures at its edge. When it does so, creatures within 30 feet of the ooze telepathically sense a voice cry out, “Flesh for the Faceless Lord!”
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Gricks The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its
nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone. Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Gricks The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its
nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone. Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
surface clear. A gray ooze lurks in the pool’s shallows, blending perfectly with the dark, wet stone. It feeds on the waste dumped into the pool, along with the occasional creature that finds its way
malevolent. In addition to attacking any creature in the pool, the ooze surges up to 10 feet out of the pool to attack creatures at its edge. When it does so, creatures within 30 feet of the ooze telepathically sense a voice cry out, “Flesh for the Faceless Lord!”
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Magic Tattoos Blending magic and artistry with ink and needles, magic tattoos imbue their bearers with wondrous abilities. Magic tattoos are initially bound to magic needles, which transfer their
magic to a creature. Once inscribed on a creature’s body, damage or injury doesn’t impair the tattoo’s function, even if the tattoo is defaced. When applying a magic tattoo, a creature can customize the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Gricks The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its
nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone. Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
paralyzes its prey, it retreats into its lair with the prey to feed. In the Chute. The cramped quarters of the tunnel impose disadvantage on weapon attack rolls. Also, a creature in the chute struck by the
47. Spider in Hiding Creature. In a web-covered opening in the wall of the steeply inclined chute, 30 feet above the where the lower end meets the ceiling of area 45, lurks a giant spider. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
paralyzes its prey, it retreats into its lair with the prey to feed. In the Chute. The cramped quarters of the tunnel impose disadvantage on weapon attack rolls. Also, a creature in the chute struck by the
47. Spider in Hiding Creature. In a web-covered opening in the wall of the steeply inclined chute, 30 feet above the where the lower end meets the ceiling of area 45, lurks a giant spider. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
paralyzes its prey, it retreats into its lair with the prey to feed. In the Chute. The cramped quarters of the tunnel impose disadvantage on weapon attack rolls. Also, a creature in the chute struck by the
47. Spider in Hiding Creature. In a web-covered opening in the wall of the steeply inclined chute, 30 feet above the where the lower end meets the ceiling of area 45, lurks a giant spider. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the earth. Stone giants have rugged features and skin with patterns and hues similar to the rock common near their homes. This makes them adept at blending in with their stony surroundings despite
damage.
Boulder. Ranged Attack Roll: +9, range 60/240 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Reactions
Deflect Missile
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the earth. Stone giants have rugged features and skin with patterns and hues similar to the rock common near their homes. This makes them adept at blending in with their stony surroundings despite
damage.
Boulder. Ranged Attack Roll: +9, range 60/240 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Reactions
Deflect Missile
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the earth. Stone giants have rugged features and skin with patterns and hues similar to the rock common near their homes. This makes them adept at blending in with their stony surroundings despite
damage.
Boulder. Ranged Attack Roll: +9, range 60/240 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Reactions
Deflect Missile
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
it is detected, the bronze scout deters pursuers by sending electrical shocks through the ground while it retreats to safety. Bronze Scout
Medium construct, unaligned
Armor Class 13
Hit Points
(1d4 + 3) piercing damage plus 3 (1d6) lightning damage.
Lightning Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the bronze scout must make
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
retreats to area 7a to alert their allies. 6b. Severed Heads Double Door. Embedded in the east wall is a stone double door sealed with Qualith door locks (see “Qualith Door Locks”). Unless it is held open
Wisdom (Perception) check is required to detect the creature. The flumph has the same helpful disposition and information as the rest of its kin on this level (see area 4).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
retreats to area 7a to alert their allies. 6b. Severed Heads Double Door. Embedded in the east wall is a stone double door sealed with Qualith door locks (see “Qualith Door Locks”). Unless it is held open
Wisdom (Perception) check is required to detect the creature. The flumph has the same helpful disposition and information as the rest of its kin on this level (see area 4).
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
it is detected, the bronze scout deters pursuers by sending electrical shocks through the ground while it retreats to safety. Bronze Scout
Medium construct, unaligned
Armor Class 13
Hit Points
(1d4 + 3) piercing damage plus 3 (1d6) lightning damage.
Lightning Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the bronze scout must make
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
it is detected, the bronze scout deters pursuers by sending electrical shocks through the ground while it retreats to safety. Bronze Scout
Medium construct, unaligned
Armor Class 13
Hit Points
(1d4 + 3) piercing damage plus 3 (1d6) lightning damage.
Lightning Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the bronze scout must make
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
retreats to area 7a to alert their allies. 6b. Severed Heads Double Door. Embedded in the east wall is a stone double door sealed with Qualith door locks (see “Qualith Door Locks”). Unless it is held open
Wisdom (Perception) check is required to detect the creature. The flumph has the same helpful disposition and information as the rest of its kin on this level (see area 4).
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
spelljamming ship tries to enter the ship’s air envelope and stow away, remaining secluded and invisible until it finds a sleeping victim it can attack. It retreats rather than allows itself to perish in a
and one Tentacle attack.
Frightful Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage, and each creature within 10 feet of the feyr that can see it
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
spelljamming ship tries to enter the ship’s air envelope and stow away, remaining secluded and invisible until it finds a sleeping victim it can attack. It retreats rather than allows itself to perish in a
and one Tentacle attack.
Frightful Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage, and each creature within 10 feet of the feyr that can see it






