Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bodies blast diffusing contact refuse'.
Other Suggestions:
bodies beast diffusing conduct rebuke
bodies beast diffusing constant refuse
bodies beast diffusing contacts rebuke
bodies blade diffusing conduct rebuke
bodies beast diffusing content rebuke
magic-items
A Blast Disk holds destructive arcane power. A typical Blast Disk is about nine inches in diameter and one inch thick, made from layers of different metal; dragonshards are embedded in the surface of
identify the spell effect contained within the disk.
There are three elements to a Blast Disk: the trigger, the payload, and the charge. Each effect is selected at the time it is created.
Trigger. A
magic-items
A Blast Disk holds destructive arcane power. A typical Blast Disk is about nine inches in diameter and one inch thick, made from layers of different metal; dragonshards are embedded in the surface of
identify the spell effect contained within the disk.
There are three elements to a Blast Disk: the trigger, the payload, and the charge. Each effect is selected at the time it is created.
Trigger. A
magic-items
A Blast Disk holds destructive arcane power. A typical Blast Disk is about nine inches in diameter and one inch thick, made from layers of different metal; dragonshards are embedded in the surface of
identify the spell effect contained within the disk.
There are three elements to a Blast Disk: the trigger, the payload, and the charge. Each effect is selected at the time it is created.
Trigger. A
magic-items
A Blast Disk holds destructive arcane power. A typical Blast Disk is about nine inches in diameter and one inch thick, made from layers of different metal; dragonshards are embedded in the surface of
identify the spell effect contained within the disk.
There are three elements to a Blast Disk: the trigger, the payload, and the charge. Each effect is selected at the time it is created.
Trigger. A
Monsters
Spelljammer: Adventures in Space
, living off droppings and discarded refuse. They can enter the air envelopes of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties
Monsters
Storm King's Thunder
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact
location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Cold Aura. Any creature that starts its turn within 5 feet of
Monsters
The Book of Many Things
Comet’s Voice (1/Day). The hierophant can cast Contact Other Plane, using Charisma as the spellcasting ability.
Magic Resistance. The hierophant has advantage on saving throws against spells
attacks or three Comet Blast attacks.
Herald’s Axe. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Herald's Axe"} to hit, reach 5 ft., one target. Hit: 11
Warlock of the Great Old One
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
following warlock spells:
Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp
1st–5th level (3 5th-level slots): armor of Agathys, arms of
Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch
Whispering Aura. At the start of each of the
Monsters
Spelljammer: Adventures in Space
refuse. They can enter the air envelopes of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties—brown and gray&mdash
Monsters
Storm King's Thunder
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact
location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType
Monsters
Vecna: Eve of Ruin
trait is bestowed by her Robe of the Archmagi.)
Special Equipment. Tasha wears a Robe of the Archmagi.Multiattack. Tasha makes two Caustic Blast attacks and uses Psychic Whip once.
Caustic Blast
. Melee or Ranged Spell Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Caustic Blast"} to hit, reach 5 ft. or range 120 ft., one target. Hit: 21 (6d4 + 6);{"diceNotation":"6d4
Monsters
Vecna: Eve of Ruin
, without needing to make an ability check.
Web Sense. When in contact with a web, the kakkuu knows the exact location of any other creature in contact with the same web.
Web Walker. The kakkuu ignores
combine the worst attributes of wolves and spiders, spyder-fiends scuttle about with bloated, spiderlike bodies and gnash with wolflike heads. Spyder-fiends are usually coated with gore, as brutal killing
Monsters
Infernal Machine Rebuild
spells:
Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp
1st–5th level (3 5th-level slots): armor of Agathys, arms of Hadar
, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch
Whispering Aura. At the start of each of Stolos's
Monsters
Spelljammer: Adventures in Space
always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes of these bodies, so that as
Monsters
Phandelver and Below: The Shattered Obelisk
Mental Burst. When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a DC 13 Intelligence saving throw or take 5 (2d4
often struggle to handle the turbulent psychic energy within their minds and bodies. Those psionic goblins who learn how to safely tap into this psychic power are formidable forces in combat. Psionic
Monsters
Infernal Machine Rebuild
","rollAction":"Cold Breath"}. The ettin’s left head exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 45 (10d8);{"diceNotation":"10d8
Demogorgon’s heads.
Much like the true Demogorgon, the ettin’s two heads constantly clash and refuse to speak directly with one another, instead relaying messages through their assigned
Monsters
Vecna: Eve of Ruin
ceilings, without needing to make an ability check.
Web Sense. When in contact with a web, the quavilithku knows the exact location of any other creature in contact with the same web.
Web Walker. The
beasts that combine the worst attributes of wolves and spiders, spyder-fiends scuttle about with bloated, spiderlike bodies and gnash with wolflike heads. Spyder-fiends are usually coated with gore, as
Monsters
Vecna: Eve of Ruin
, without needing to make an ability check.
Web Sense. When in contact with a web, the raklupis knows the exact location of any other creature in contact with the same web.
Web Walker. The raklupis
of wolves and spiders, spyder-fiends scuttle about with bloated, spiderlike bodies and gnash with wolflike heads. Spyder-fiends are usually coated with gore, as brutal killing is their favorite
Gloom Weaver
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
:
Cantrips (at will): chill touch (3d8;{"diceNotation":"3d8","rollType":"roll"} damage), eldritch blast (3 beams, +4 bonus to each damage roll), minor illusion, prestidigitation
1st−5th level (3 5th-level
slots): armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch boltMultiattack. The gloom weaver makes two spear attacks
Monk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
exhales and a blast of fire roars from his mouth, engulfing his foes. Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky
. Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of
Monsters
Princes of the Apocalypse
has advantage on saving throws against spells and other magical effects.Multiattack. Imix makes two slam attacks or two flame blast attacks.
Slam. Melee Weapon Attack: +12;{"diceNotation":"1d20+12
damage plus 18 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Slam","rollDamageType":"fire"} fire damage.
Flame Blast. Ranged Spell Attack: +12;{"diceNotation":"1d20+12","rollType
Monsters
Spelljammer: Adventures in Space
in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes
of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties—brown and gray—rarely rise above the level of nuisances. The
Monsters
Vecna: Eve of Ruin
, without needing to make an ability check.
Web Sense. When in contact with a web, the phisarazu knows the exact location of any other creature in contact with the same web.
Web Walker. The phisarazu
on guard duty.
Spyder-Fiends
Demonic beasts that combine the worst attributes of wolves and spiders, spyder-fiends scuttle about with bloated, spiderlike bodies and gnash with wolflike heads
races
The Ruinbound are mutants that can be born to any humanoid species that has contact with the Daelkyr or their minions. A Ruinbound is born with a personal symbiont—an unnatural entity bound to
protruding from your shoulder could grant you Guidance as it studies the situation and telepathically advises you—or it might blast your enemies with a Mind Sliver.
Ruinbound Mutations
Monsters
Van Richten’s Guide to Ravenloft
":"Poisonous Limb","rollDamageType":"poison"} poison damage and be poisoned until the end of its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex
Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage
Monsters
Van Richten’s Guide to Ravenloft
turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15
Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a
Monsters
Van Richten’s Guide to Ravenloft
Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15
Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a
Monsters
Fizban's Treasury of Dragons
’s next turn. Any creature in physical contact with a heated object at the start of its turn must make a DC 14 Constitution saving throw. On a failed save, the creature takes 9 (2d8
. Their breath weapon, a blast of heat, is believed to be an echo of long-lost Sardior's breath.
Dragonborn Champions
The connection between dragonborn and their draconic ancestors manifests in a
Monsters
Van Richten’s Guide to Ravenloft
":"poison"} poison damage and be poisoned until the end of its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in
a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic
Monsters
Van Richten’s Guide to Ravenloft
its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must
make a DC 15 Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as
Monsters
Icewind Dale: Rime of the Frostmaiden
frostbite to ravage the exposed parts of their bodies, with only their faith in the Frostmaiden keeping them alive.
Chardalyn Weapons. A chardalyn berserker wields one or more weapons made wholly or
creep over them, but it passes quickly.
Chardalyn Madness. Prolonged contact with the demonic magic imprinted on the chardalyn has afflicted the berserker with a form of madness, causing the berserker
Monsters
Mordenkainen Presents: Monsters of the Multiverse
). The tempest releases a blast of thunder and wind in a line that is 300 feet long and 20 feet wide. Objects in that area take 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollDamageType
DC 19 Dexterity saving throw or take the same damage and be knocked prone.Terrifying storms manifest in the bodies of elder tempests. Beings carved from clouds, wind, rain, and lightning, elder
Monsters
Phandelver and Below: The Shattered Obelisk
Mental Burst. When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a DC 13 Intelligence saving throw or take 10 (4d4
goblins often struggle to handle the turbulent psychic energy within their minds and bodies. Those psionic goblins who learn how to safely tap into this psychic power are formidable forces in combat
Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
","rollDamageType":"psychic"} psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6
","rollType":"recharge","rollAction":"Mind Blast"}. The elder brain magically emits psychic energy. Creatures of the elder brain’s choice within 60 feet of it must succeed on a DC 18 Intelligence
Monsters
Mordenkainen Presents: Monsters of the Multiverse
mission of every barghest, implanted in it by the General of Gehenna, is to consume souls. It eats these souls by devouring the bodies of those it kills, preferring goblinoids.
A barghest hungers for the
opportunity arises, until they reach adulthood and are capable of seeking out stronger prey. A barghest avoids contact with large, open fires.
Any conflagration larger than its body acts as a gateway to






