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Returning 35 results for 'blocks breaking dragon creatures return'.
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Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
The Dragon Queen’s Return Even as Ansalon healed, a new threat grew. The Dragon Queen Takhisis—known as Tiamat on other worlds—was banished from Krynn over a thousand years ago. Since then, she had
waited patiently, plotting her return. Unbeknownst to the other gods, she planted a piece of the kingpriest’s ruined temple at Neraka—hidden in the volcanic Taman Busuk region. There it grew into a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
The Dragon Queen’s Return Even as Ansalon healed, a new threat grew. The Dragon Queen Takhisis—known as Tiamat on other worlds—was banished from Krynn over a thousand years ago. Since then, she had
waited patiently, plotting her return. Unbeknownst to the other gods, she planted a piece of the kingpriest’s ruined temple at Neraka—hidden in the volcanic Taman Busuk region. There it grew into a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
The Dragon Queen’s Return Even as Ansalon healed, a new threat grew. The Dragon Queen Takhisis—known as Tiamat on other worlds—was banished from Krynn over a thousand years ago. Since then, she had
waited patiently, plotting her return. Unbeknownst to the other gods, she planted a piece of the kingpriest’s ruined temple at Neraka—hidden in the volcanic Taman Busuk region. There it grew into a
Magic Items
Dungeon Master’s Guide
91–93
Warrior Veteran
94–96
Wyvern
97–00
The card drawer
*Stat blocks for these creatures (except the card drawer) appear in the Monster Manual.
This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 − 1 cards.
The
Monsters
Monster Manual
Bright Light instead create Dim Light, and creatures there have Advantage on Dexterity (Stealth) checks.
If the dragon dies or moves its lair elsewhere, these effects end immediately.NecroticShadow Stealth. While in Dim Light or Darkness, the dragon takes the Hide action.
Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
Monsters
Monster Manual
Bright Light instead create Dim Light, and creatures there have Advantage on Dexterity (Stealth) checks.
If the dragon dies or moves its lair elsewhere, these effects end immediately.NecroticShadow Stealth. While in Dim Light or Darkness, the dragon takes the Hide action.
Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
Spells
Player’s Handbook
affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can’t perceive you unless they have a special ability that lets them perceive things on the
Ethereal Plane.
You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see
Spells
Player’s Handbook
it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such
spells.
Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6.
Spells
Player’s Handbook
Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive or interact with you
unless a feature gives them the ability to do so.
When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied
Spells
Player’s Handbook
returning to your living body (and ending the spell) or attempting to possess a Humanoid’s body.
You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded
take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it
Spells
Player’s Handbook
).
As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can
this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones
Monsters
Monster Manual
). Otherwise, the hag drops to 1 Hit Point and teleports to a harmless demiplane, and it can’t return to the plane it left for 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Spiteful
lairs frequently change or exhibit bewildering features.
The region containing an arch-hag’s lair is altered by its presence, creating the following effects:
Lapsus Linguae. Creatures
Magic Items
Dungeon Master’s Guide
a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for
weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must
Magic Items
Dungeon Master’s Guide
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
Movement. The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.
Actions
Multiattack. The
Monsters
Forgotten Realms: Adventures in Faerûn
dragon and its allies in that area have Disadvantage on saving throws to avoid or end the Charmed condition.
Time Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Necrotic
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Time-Warping Breath.
Rend. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
Monsters
Forgotten Realms: Adventures in Faerûn
of ancient empires.
The region containing an adult or ancient spirit dragon’s lair is changed by its presence, creating the following effects:
Enchanted Acoustics. Creatures within 1 mile of
the lair have Advantage on Charisma (Performance) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid
Monsters
Forgotten Realms: Adventures in Faerûn
containing an adult or ancient spirit dragon’s lair is changed by its presence, creating the following effects:
Enchanted Acoustics. Creatures within 1 mile of the lair have Advantage on Charisma
(Performance) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid or end the Charmed condition.
Time
Magic Items
Forgotten Realms: Adventures in Faerûn
number of creatures conducting the ritual. During the ritual, you and any assistants must work without interruption, resting no more than 8 hours per day. If you are a Dragon, the cost of supplies and
This heavy tome is bound in dragonhide and reinforced with thick bands of cold iron. The original copies were made by wyrmspeakers of the Cult of the Dragon and bear that cult’s symbol on their
Monsters
Forgotten Realms: Adventures in Faerûn
empires.
The region containing an adult or ancient spirit dragon’s lair is changed by its presence, creating the following effects:
Enchanted Acoustics. Creatures within 1 mile of the lair have
Advantage on Charisma (Performance) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid or end the
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +12
Breath", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition until the end of the dragon’s next turn. Success: Half damage only.Legendary Action Uses: 3 (4 in
Monsters
Forgotten Realms: Adventures in Faerûn
that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and fungi within 1 mile of the dragon’s lair grow faster and cover a
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 11 (2d6 + 4);{"diceNotation":"2d6
Monsters
Forgotten Realms: Adventures in Faerûn
finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and fungi within 1 mile of the dragon’s lair grow faster and cover
until the end of the dragon’s next turn. Success: Half damage only.Deep dragon wyrmlings are lithe with a narrow frame and flexible wings. They slip through crevasses in the Underdark, from which
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +9
", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition until the end of the dragon’s next turn. Success: Half damage only.Legendary Action Uses: 3 (4 in Lair
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
Success: Sammaster can’t take this action again until the start of his next turn.Lich Founder of a Dracolich Cult
Sammaster founded and led the Cult of the Dragon, a secret, evil organization
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
’t take this action again until the start of his next turn.Lich Founder of a Dracolich Cult
Sammaster founded and led the Cult of the Dragon, a secret, evil organization dedicated to
Monsters
Astarion's Book of Hungers
, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form
sap the body and mind. Creatures (excluding the vampire and its allies) that finish a Short or Long Rest while within 1 mile of the lair make a DC 15 Wisdom saving throw. On a failed save, a creature
Monsters
Fizban's Treasury of Dragons
underwater doesn't grant resistance against this damage.Dragon turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the
Monster Manual is a typical adult, at least a century old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Rending Bite","rollDamageType":"psychic"} psychic damage if the target is frightened. This attack ignores damage resistance.
Mind-Breaking Howl (Recharge 4–6);{"diceNotation":"1d6","rollType
":"recharge","rollAction":"Mind-Breaking Howl"}. The howler emits a keening howl in a 60-foot cone. Each creature in that area must succeed on a DC 13 Wisdom saving throw or take 16 (3d10);{"diceNotation
Monsters
Dragonlance: Shadow of the Dragon Queen
damage these weapons deal depends on the specific army. The stat blocks presented here represent Red Dragon Army troops with weapons infused by the fire of red dragons. You can represent followers of
Draconic Devotion. While the officer can see a Dragon that isn’t hostile to it, the officer has advantage on attack rolls.Multiattack. The officer makes two Vicious Lance attacks and uses
Monsters
Fizban's Treasury of Dragons
turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the Monster Manual is a typical adult, at least a century
old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used
Monsters
Fizban's Treasury of Dragons
voracious, consuming any other dragon eggs in the vicinity if they can. A hatchling matures into an Egg Hunter Adult;adult about twenty days after breaking free from its dragon egg.
Egg Hunters
Egg
);{"diceNotation":"4d6+3","rollType":"damage","rollAction":"Egg Tooth","rollDamageType":"piercing"} piercing damage if the target is an object.A dragon egg drained by an egg hunter is filled with 1d6
Monsters
Fizban's Treasury of Dragons
quartz that was once the abode of an ancient crystal dragon is found deserted, with no clue as to whether its master will return or whether some other creature has claimed it.
2
Prismatic shards
decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the area—and might take control of the pass unless the dragon can be convinced to return.
6
Monsters
Dragonlance: Shadow of the Dragon Queen
the specific army. The stat blocks presented here represent Red Dragon Army troops with weapons infused by the fire of red dragons. You can represent followers of other chromatic dragons by changing the fire damage to match the damage type associated with those dragons’ breath weapons.
Draconic Devotion. While the soldier can see a Dragon that isn’t hostile to it, the soldier has advantage on attack rolls.Multiattack. The soldier makes two Longsword or Javelin attacks
Magic Items
Phandelver and Below: The Shattered Obelisk
This ring has 6 charges. While you wear it, you can expend 1 of its charges to project your voice to be heard clearly by all creatures within 1 mile of yourself, regardless of intervening noise, for
1 minute. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks this projection. If you project your voice while speaking a language the listening
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
form labyrinthine passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful






