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Returning 35 results for 'blows being diffusing channel recently'.
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Monsters
Vecna: Eve of Ruin
and other shapeshifting creatures. In response, the Moon card spawned the first moonlight guardian.
A moonlight guardian’s body is infused with magical moonlight that the creature can channel
into its blows. It can also unleash searing blasts of lunar energy that can expose shapeshifters by forcing them into their true forms.Poison, RadiantBludgeoning, Piercing, and Slashing from Nonmagical Attacks
Geryon (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
see.
Sound the Horn (1/Day). As an action Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs to appear in unoccupied spaces
of Geryon until the end of its next turn.
Swift Sting (Costs 2 Actions). Geryon attacks with his stinger.
Teleport. Geryon uses his Teleport action.Geryon's Lair
Geryon has recently reclaimed his
Geryon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the passages of this place, scattering the ice devil;ice devils
minotaur;minotaurs.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs to appear in unoccupied spaces
Monsters
Mordenkainen Presents: Monsters of the Multiverse
replacement for both.Geryon’s Lair
Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the
allows him to summon enslaved minotaurs.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs
Monsters
Mordenkainen Presents: Monsters of the Multiverse
teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4
competent replacement for both.Geryon’s Lair
Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams
Monk
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
, knocking their blows aside and sending them reeling, until at last she stands alone. Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he
’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Path of the Zealot Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of
of the Gods 6th Fanatical Focus 10th Zealous Presence 14th Rage beyond Death Divine Fury Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Path of the Zealot Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of
of the Gods 6th Fanatical Focus 10th Zealous Presence 14th Rage beyond Death Divine Fury Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Path of the Zealot Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of
of the Gods 6th Fanatical Focus 10th Zealous Presence 14th Rage beyond Death Divine Fury Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Appendix B: Gods of the Multiverse Religion is an important part of life in the worlds of the D&D multiverse. When gods walk the world, clerics channel divine power, evil cults perform dark
to appease Talos when a severe storm blows in—all in the same day. Many people have a favorite among the gods, one whose ideals and teachings they make their own. And a few people dedicate themselves
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Appendix B: Gods of the Multiverse Religion is an important part of life in the worlds of the D&D multiverse. When gods walk the world, clerics channel divine power, evil cults perform sacrifices in
appease Talos when a severe storm blows in—all in the same day. Many people have a favorite among the gods, one whose ideals and teachings they make their own. And a few people dedicate themselves
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Appendix B: Gods of the Multiverse Religion is an important part of life in the worlds of the D&D multiverse. When gods walk the world, clerics channel divine power, evil cults perform sacrifices in
appease Talos when a severe storm blows in—all in the same day. Many people have a favorite among the gods, one whose ideals and teachings they make their own. And a few people dedicate themselves
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Appendix B: Gods of the Multiverse Religion is an important part of life in the worlds of the D&D multiverse. When gods walk the world, clerics channel divine power, evil cults perform dark
to appease Talos when a severe storm blows in—all in the same day. Many people have a favorite among the gods, one whose ideals and teachings they make their own. And a few people dedicate themselves
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Appendix B: Gods of the Multiverse Religion is an important part of life in the worlds of the D&D multiverse. When gods walk the world, clerics channel divine power, evil cults perform sacrifices in
appease Talos when a severe storm blows in—all in the same day. Many people have a favorite among the gods, one whose ideals and teachings they make their own. And a few people dedicate themselves
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Appendix B: Gods of the Multiverse Religion is an important part of life in the worlds of the D&D multiverse. When gods walk the world, clerics channel divine power, evil cults perform dark
to appease Talos when a severe storm blows in—all in the same day. Many people have a favorite among the gods, one whose ideals and teachings they make their own. And a few people dedicate themselves
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
moonlight guardian’s body is infused with magical moonlight that the creature can channel into its blows. It can also unleash searing blasts of lunar energy that can expose shapeshifters by forcing them into
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
moonlight guardian’s body is infused with magical moonlight that the creature can channel into its blows. It can also unleash searing blasts of lunar energy that can expose shapeshifters by forcing them into
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
moonlight guardian’s body is infused with magical moonlight that the creature can channel into its blows. It can also unleash searing blasts of lunar energy that can expose shapeshifters by forcing them into
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with dwarves and gnomes to channel and bind that energy into a
resettled the area, and Phandalin is now a rough-and-tumble frontier town. Recently, a trio of dwarves—the Rockseeker brothers—discovered the entrance to Wave Echo Cave, and they intend to reopen the mines
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with dwarves and gnomes to channel and bind that energy into a
resettled the area, and Phandalin is now a rough-and-tumble frontier town. Recently, a trio of dwarves—the Rockseeker brothers—discovered the entrance to Wave Echo Cave, and they intend to reopen the mines
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with dwarves and gnomes to channel and bind that energy into a
resettled the area, and Phandalin is now a rough-and-tumble frontier town. Recently, a trio of dwarves—the Rockseeker brothers—discovered the entrance to Wave Echo Cave, and they intend to reopen the mines
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
recently excavated tunnel leads to Xeluan’s tomb and is guarded at all times, as described below: Ten members of the town guard stand watch atop giant blocks of stone that were once part of a great
might dwell here at your discretion. Once the characters near the fountain, the caverns narrow into a small underwater channel the characters must swim through, as detailed in area X6. If the characters use this route, they enter the tomb soaking wet.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
recently excavated tunnel leads to Xeluan’s tomb and is guarded at all times, as described below: Ten members of the town guard stand watch atop giant blocks of stone that were once part of a great
might dwell here at your discretion. Once the characters near the fountain, the caverns narrow into a small underwater channel the characters must swim through, as detailed in area X6. If the characters use this route, they enter the tomb soaking wet.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
recently excavated tunnel leads to Xeluan’s tomb and is guarded at all times, as described below: Ten members of the town guard stand watch atop giant blocks of stone that were once part of a great
might dwell here at your discretion. Once the characters near the fountain, the caverns narrow into a small underwater channel the characters must swim through, as detailed in area X6. If the characters use this route, they enter the tomb soaking wet.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
travel. They seldom work to improve their lairs, but when they do, it is often to channel wind currents to create effects the dragon finds pleasing. The labyrinthine tunnels and the mirror-like icy
area must succeed on a DC 15 Constitution saving throw or be blinded until initiative count 20 on the next round. Whirling Wind. A strong wind blows in a 30-foot-radius sphere centered on the dragon
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
travel. They seldom work to improve their lairs, but when they do, it is often to channel wind currents to create effects the dragon finds pleasing. The labyrinthine tunnels and the mirror-like icy
area must succeed on a DC 15 Constitution saving throw or be blinded until initiative count 20 on the next round. Whirling Wind. A strong wind blows in a 30-foot-radius sphere centered on the dragon
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
travel. They seldom work to improve their lairs, but when they do, it is often to channel wind currents to create effects the dragon finds pleasing. The labyrinthine tunnels and the mirror-like icy
area must succeed on a DC 15 Constitution saving throw or be blinded until initiative count 20 on the next round. Whirling Wind. A strong wind blows in a 30-foot-radius sphere centered on the dragon
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in the armchairs are three darkling elders (see appendix C) who read to pass the time. Endelyn recently informed them that she’s expecting visitors, so the elders aren’t surprised to see the characters
paper and placed it atop the highest shelf in the library. The paper becomes visible and blows off the shelf if Endelyn dies, which can happen only during an eclipse. If the characters enter this room
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in the armchairs are three darkling elders (see appendix C) who read to pass the time. Endelyn recently informed them that she’s expecting visitors, so the elders aren’t surprised to see the characters
paper and placed it atop the highest shelf in the library. The paper becomes visible and blows off the shelf if Endelyn dies, which can happen only during an eclipse. If the characters enter this room
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in the armchairs are three darkling elders (see appendix C) who read to pass the time. Endelyn recently informed them that she’s expecting visitors, so the elders aren’t surprised to see the characters
paper and placed it atop the highest shelf in the library. The paper becomes visible and blows off the shelf if Endelyn dies, which can happen only during an eclipse. If the characters enter this room
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the passages of this place, scattering the ice devils and
action that allows him to summon enslaved minotaurs.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4 minotaurs to appear in unoccupied spaces of his choice within 600 feet of him
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
). Geryon makes one Stinger attack.
Geryon’s Lair Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the icy center of Stygia. He roams the passages, spitting
rolled from the damage.
Variant: Sound the Horn Geryon can have an action that allows him to summon minotaurs. Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4 minotaurs (see the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
). Geryon makes one Stinger attack.
Geryon’s Lair Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the icy center of Stygia. He roams the passages, spitting
rolled from the damage.
Variant: Sound the Horn Geryon can have an action that allows him to summon minotaurs. Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4 minotaurs (see the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
). Geryon makes one Stinger attack.
Geryon’s Lair Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the icy center of Stygia. He roams the passages, spitting
rolled from the damage.
Variant: Sound the Horn Geryon can have an action that allows him to summon minotaurs. Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4 minotaurs (see the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the passages of this place, scattering the ice devils and
action that allows him to summon enslaved minotaurs.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4 minotaurs to appear in unoccupied spaces of his choice within 600 feet of him






