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Returning 35 results for 'blowing been diffusing class rooted'.
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Imprisonment
Legacy
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Spells
Basic Rules (2014)
chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.
The special component for this
a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.
A dispel magic spell can end
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Bombard Bombards are built by giff. The major feature of each ship is an enormous cannon that fires massive cannon balls capable of blowing other ships to smithereens. (The cannon is included in the
deck is used to load the cannon balls on board. A bombard can float and sail on water, but it can’t land safely on the ground (its keel would cause it to roll on its side). Bombard Summary Armor Class
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Bombard Bombards are built by giff. The major feature of each ship is an enormous cannon that fires massive cannon balls capable of blowing other ships to smithereens. (The cannon is included in the
deck is used to load the cannon balls on board. A bombard can float and sail on water, but it can’t land safely on the ground (its keel would cause it to roll on its side). Bombard Summary Armor Class
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Bombard Bombards are built by giff. The major feature of each ship is an enormous cannon that fires massive cannon balls capable of blowing other ships to smithereens. (The cannon is included in the
deck is used to load the cannon balls on board. A bombard can float and sail on water, but it can’t land safely on the ground (its keel would cause it to roll on its side). Bombard Summary Armor Class
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Twig Blight Twig blights can root in soil, which they do when living prey are scarce. While rooted, they resemble woody shrubs. When it pulls its roots free of the ground to move, a twig blight’s
fire. Twig Blight
Small plant, neutral evil
Armor Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
Speed 20 ft.
STR
6 (−2)
DEX
13 (+1)
CON
12 (+1)
INT
4 (−3
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Twig Blight Twig blights can root in soil, which they do when living prey are scarce. While rooted, they resemble woody shrubs. When it pulls its roots free of the ground to move, a twig blight’s
fire. Twig Blight
Small plant, neutral evil
Armor Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
Speed 20 ft.
STR
6 (−2)
DEX
13 (+1)
CON
12 (+1)
INT
4 (−3
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Twig Blight Twig blights can root in soil, which they do when living prey are scarce. While rooted, they resemble woody shrubs. When it pulls its roots free of the ground to move, a twig blight’s
fire. Twig Blight
Small plant, neutral evil
Armor Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
Speed 20 ft.
STR
6 (−2)
DEX
13 (+1)
CON
12 (+1)
INT
4 (−3
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
themselves at any time and use their roots to shamble awkwardly across the ground, but flying is their preferred mode of travel. Yggdrasti
Gargantuan Plant, Unaligned
Armor Class 15 (natural
another.
False Appearance. If the yggdrasti is motionless and rooted in the ground at the start of combat, it looks just like a dead tree and has advantage on its initiative roll. Moreover, if a
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
themselves at any time and use their roots to shamble awkwardly across the ground, but flying is their preferred mode of travel. Yggdrasti
Gargantuan Plant, Unaligned
Armor Class 15 (natural
another.
False Appearance. If the yggdrasti is motionless and rooted in the ground at the start of combat, it looks just like a dead tree and has advantage on its initiative roll. Moreover, if a
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
themselves at any time and use their roots to shamble awkwardly across the ground, but flying is their preferred mode of travel. Yggdrasti
Gargantuan Plant, Unaligned
Armor Class 15 (natural
another.
False Appearance. If the yggdrasti is motionless and rooted in the ground at the start of combat, it looks just like a dead tree and has advantage on its initiative roll. Moreover, if a
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
clumps. A needle blight lashes out with these needles or launches them as an aerial assault that can punch through armor and flesh. Needle Blight
Medium plant, neutral evil
Armor Class 12 (natural
can root in soil and resemble woody shrubs while rooted. When it pulls its roots free of the ground to move, a twig blight’s branches twist together to form a humanoid-looking body with a head and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
it could be rooted in the way you feel about the world and your role in it. Secrets d6 Secret 1 An imp offers you counsel. You try to ignore the creature, but sometimes its advice is helpful. 2
up serving, choose a Divine Domain that is appropriate for it, and if it doesn’t have a holy symbol, work with your DM to design one.
The cleric’s class features often refer to your deity. If you
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
it could be rooted in the way you feel about the world and your role in it. Secrets d6 Secret 1 An imp offers you counsel. You try to ignore the creature, but sometimes its advice is helpful. 2
up serving, choose a Divine Domain that is appropriate for it, and if it doesn’t have a holy symbol, work with your DM to design one.
The cleric’s class features often refer to your deity. If you
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
it could be rooted in the way you feel about the world and your role in it. Secrets d6 Secret 1 An imp offers you counsel. You try to ignore the creature, but sometimes its advice is helpful. 2
up serving, choose a Divine Domain that is appropriate for it, and if it doesn’t have a holy symbol, work with your DM to design one.
The cleric’s class features often refer to your deity. If you
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
their ancestors’ passion for artistry, but instead of carving stone, they view their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels
hardly fair to the giants who still survive and thrive in the world, heirs of tremendous glory.
—Bigby
Dust Hulk Large Elemental, Typically Chaotic Neutral
Armor Class 16 (natural armor)
Hit
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
their ancestors’ passion for artistry, but instead of carving stone, they view their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels
hardly fair to the giants who still survive and thrive in the world, heirs of tremendous glory.
—Bigby
Dust Hulk Large Elemental, Typically Chaotic Neutral
Armor Class 16 (natural armor)
Hit
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
clumps. A needle blight lashes out with these needles or launches them as an aerial assault that can punch through armor and flesh. Needle Blight
Medium plant, neutral evil
Armor Class 12 (natural
can root in soil and resemble woody shrubs while rooted. When it pulls its roots free of the ground to move, a twig blight’s branches twist together to form a humanoid-looking body with a head and
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
clumps. A needle blight lashes out with these needles or launches them as an aerial assault that can punch through armor and flesh. Needle Blight
Medium plant, neutral evil
Armor Class 12 (natural
can root in soil and resemble woody shrubs while rooted. When it pulls its roots free of the ground to move, a twig blight’s branches twist together to form a humanoid-looking body with a head and
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
their ancestors’ passion for artistry, but instead of carving stone, they view their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels
hardly fair to the giants who still survive and thrive in the world, heirs of tremendous glory.
—Bigby
Dust Hulk Large Elemental, Typically Chaotic Neutral
Armor Class 16 (natural armor)
Hit
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. When they spot any interlopers, they gather in a crowd and surge forward, emitting a wave of fear in advance of their attacks that leaves their victims terrified and rooted in place. Warping Plague
fiend (demon), chaotic evil
Armor Class 12
Hit Points 37 (5d8 + 15)
Speed 20 ft.
STR
14(+2)
DEX
15(+2)
CON
17(+3)
INT
5(−3)
WIS
12(+1)
CHA
6(−2
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Storm Giant Quintessent
Huge Giant, Typically Chaotic Good
Armor Class 12
Hit Points 230 (20d12 + 100)
Speed 50 ft., fly 50 ft. (hover), swim 50 ft.
STR
29 (+9)
DEX
14 (+2
succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
soft wind blowing through palm trees, to watch a frog croaking on a lily pad, or to stand in a crowded marketplace. Tortle
Medium humanoid (tortle), lawful good
Armor Class 17 (natural)
Hit Points
take reactions, and the only action it can take is a bonus action to emerge.
Tortle Druid
Medium humanoid (tortle), lawful neutral
Armor Class 17 (natural)
Hit Points 33 (6d8 + 6)
Speed 30
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
soft wind blowing through palm trees, to watch a frog croaking on a lily pad, or to stand in a crowded marketplace. Tortle
Medium humanoid (tortle), lawful good
Armor Class 17 (natural)
Hit Points
take reactions, and the only action it can take is a bonus action to emerge.
Tortle Druid
Medium humanoid (tortle), lawful neutral
Armor Class 17 (natural)
Hit Points 33 (6d8 + 6)
Speed 30
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. When they spot any interlopers, they gather in a crowd and surge forward, emitting a wave of fear in advance of their attacks that leaves their victims terrified and rooted in place. Warping Plague
fiend (demon), chaotic evil
Armor Class 12
Hit Points 37 (5d8 + 15)
Speed 20 ft.
STR
14(+2)
DEX
15(+2)
CON
17(+3)
INT
5(−3)
WIS
12(+1)
CHA
6(−2
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. When they spot any interlopers, they gather in a crowd and surge forward, emitting a wave of fear in advance of their attacks that leaves their victims terrified and rooted in place. Warping Plague
fiend (demon), chaotic evil
Armor Class 12
Hit Points 37 (5d8 + 15)
Speed 20 ft.
STR
14(+2)
DEX
15(+2)
CON
17(+3)
INT
5(−3)
WIS
12(+1)
CHA
6(−2
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
stat block here represents a warrior, especially the sort who travels far and wide. Tortle
Medium Humanoid, Any Alignment
Armor Class 17 (natural)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
soft wind blowing through trees, to watch a frog croaking on a lily pad, or to stand in a crowded marketplace. A tortle druid savors such things more than most, channeling the natural magic of the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
stat block here represents a warrior, especially the sort who travels far and wide. Tortle
Medium Humanoid, Any Alignment
Armor Class 17 (natural)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
soft wind blowing through trees, to watch a frog croaking on a lily pad, or to stand in a crowded marketplace. A tortle druid savors such things more than most, channeling the natural magic of the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
stat block here represents a warrior, especially the sort who travels far and wide. Tortle
Medium Humanoid, Any Alignment
Armor Class 17 (natural)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
soft wind blowing through trees, to watch a frog croaking on a lily pad, or to stand in a crowded marketplace. A tortle druid savors such things more than most, channeling the natural magic of the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Storm Giant Quintessent
Huge Giant, Typically Chaotic Good
Armor Class 12
Hit Points 230 (20d12 + 100)
Speed 50 ft., fly 50 ft. (hover), swim 50 ft.
STR
29 (+9)
DEX
14 (+2
succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Storm Giant Quintessent
Huge Giant, Typically Chaotic Good
Armor Class 12
Hit Points 230 (20d12 + 100)
Speed 50 ft., fly 50 ft. (hover), swim 50 ft.
STR
29 (+9)
DEX
14 (+2
succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
soft wind blowing through palm trees, to watch a frog croaking on a lily pad, or to stand in a crowded marketplace. Tortle
Medium humanoid (tortle), lawful good
Armor Class 17 (natural)
Hit Points
take reactions, and the only action it can take is a bonus action to emerge.
Tortle Druid
Medium humanoid (tortle), lawful neutral
Armor Class 17 (natural)
Hit Points 33 (6d8 + 6)
Speed 30
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
travel to get into or out of it. The special component for this version of the spell is a small mithral orb. Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is
actions or qualities and not based on intangibles such as level, class, or hit points. A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
redcap’s desire to kill is rooted in its will to survive. Redcaps don’t usually operate in groups, but in some circumstances they might be found in the employ of hags and evil mages. Also, some redcaps are
Evil
Armor Class 14 (natural armor)
Hit Points 45 (6d6 + 24)
Speed 25 ft.
STR
18 (+4)
DEX
13 (+1)
CON
18 (+4)
INT
10 (+0)
WIS
12 (+1)
CHA
9 (−1
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
travel to get into or out of it. The special component for this version of the spell is a small mithral orb. Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is
actions or qualities and not based on intangibles such as level, class, or hit points. A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
least once every three days, the redcap vanishes as if it had never been. A redcap’s desire to slay is rooted in its will to survive. Redcap
Small Fey, Chaotic Evil
Armor Class 13 (natural armor






