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Returning 35 results for 'bonding before diffusing creature refuses'.
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binding before diffusing creature reduces
booming before diffusing creature reduces
blinding before diffusing creature reduces
blinding before diffusing creature resumes
boring before diffusing creature reduces
Monsters
Eberron: Rising from the Last War
Bonding. The hawk can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the hawk bonds
with a different creature or until the bonded creature dies. While bonded, the hawk and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.
Keen Sight
Monsters
Eberron: Rising from the Last War
Bonding. The steed can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the steed bonds
with a different creature or until the bonded creature dies. While bonded, the steed and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.Hooves
Monsters
Eberron: Rising from the Last War
Bonding. The hound can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the hound bonds
with a different creature or until the bonded creature dies. While bonded, the hound and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.
Keen
Monsters
Guildmasters’ Guide to Ravnica
Bonding. The felidar can magically bond with one creature it can see, right after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the felidar bonds
with a different creature or until the bonded creature dies. This bond has the following effects:
The felidar and the bonded creature can communicate telepathically with each other at a distance of up
Circle of Power
Legacy
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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
Equipment
carried by another creature. They continue pointing their nose at that item for 1 minute or until you shut the cage door. After pointing at a magic item, the rat refuses to do so again until they consume a piece of cheese worth at least 10 gp.
Monsters
Vecna: Eve of Ruin
False Appearance. If the mirror shade is within 5 feet of a reflective surface—such as a mirror, glass pane, or still water—it has advantage on its initiative roll. If a creature hasn
’t observed the mirror shade move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the mirror shade isn’t the creature’s own reflection
Gynosphinx
Legacy
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Monsters
Basic Rules (2014)
Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the
finishes a short or long rest:
The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.
The effects of time are altered such
Monsters
Guildmasters’ Guide to Ravnica
Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the
finishes a short or long rest:
The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.
The effects of time are altered such that
Androsphinx
Legacy
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Monsters
Basic Rules (2014)
Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the
long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.
First Roar. Each creature
Monsters
Guildmasters’ Guide to Ravnica
. Isperia is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom (Insight) checks made to ascertain her intentions or
, clairvoyance, counterspell, dispel magic, tongues
4th level (3 slots): divination, locate creature
5th level (2 slots): dispel evil and good, scrying
6th level (1 slot): word of recall
7th level (1
Monsters
Lost Laboratory of Kwalish
Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the
following magical effects; the sphinx can’t use an effect again until it finishes a short or long rest:
The flow of time is altered such that every creature in the lair must reroll initiative
Monsters
The Wild Beyond the Witchlight
"} piercing damage. If the target is a creature that is Large or bigger, it takes an extra 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing
"} slashing damage when used with two hands. If the target is a creature that is Large or bigger, it takes an extra 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"+1 Longsword
Monsters
Fizban's Treasury of Dragons
object. The shard can cause the object to fly using the shard’s own flying speed, use its senses, speak verbally or telepathically, cast spells, and use its legendary actions.
If a creature
wears or carries the inhabited object, the shard can grant the creature the following benefits:
Each of the creature’s attacks deals an extra 1d8;{"diceNotation":"1d8", "rollType":"roll
Monsters
Vecna: Eve of Ruin
Vecna, Afterthought is a Dagger, +2;+2 Dagger.
Undying. If Vecna is slain, his soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for itself after 1d100
is a creature, it is afflicted by entropic magic, taking 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Afterthought", "rollDamageType":"necrotic"} necrotic damage at the start of
Monsters
Fizban's Treasury of Dragons
", "rollAction":"Breath Weapon"}. The dragon uses one of the following breath weapons:
Dream Breath. The dragon exhales mist in a 90-foot cone. Each creature in that area must succeed on a DC 14
Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Moonlight Breath. The dragon exhales a beam of
Young Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
", "rollAction":"Nightmare Breath"}. The dragon exhales a cloud of spores in a 30-foot cone. Each creature in that area must make a DC 14 Wisdom saving throw. On a failed save, the creature takes 22 (4d10
creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Making their lairs
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Trade Talk Thessalar’s fixation on monster design provides an opportunity for bonding with any character with insight into that topic—or who can fake it well enough, either using suitable roleplaying
and player ingenuity, or a successful DC 16 Charisma (Persuasion) check. Suggesting a new design for a magical creature (ideally one combining the aspects of two or more existing creatures in some particularly deadly way) can grant advantage on checks made to interact with the artificer.
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.
Monsters
Quests from the Infinite Staircase
retains its name, alignment, and personality. The creature also inherits Nafas’s palace and all it contains.
If the creature refuses, Nafas gains a new body in 1d10;{"diceNotation":"1d10", "rollType
Nafas drops to 0 hit points, his body disintegrates into a whirl of multiversal dust that surrounds one creature responsible for his demise. That creature then hears Nafas’s last wish: for the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
speak
Challenge 1/8 (25 XP)
Bonding. The hawk can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond
)
Bonding. The hound can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the hound bonds with
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
disrespect from a smaller creature. 8 The giant addresses smaller creatures in a tone that drips with condescension and refuses to take them seriously.
flattery. 2 The giant refuses to bend over, sit, or kneel in the presence of smaller creatures. 3 The giant ignores the names of smaller creatures, referring to them with generic labels (such as “human” or
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
kraken is defeated, Thassa sends her champions to collect the beast’s heart so they might resurrect the creature. Characters might then face off against Thassa’s champions while they attempt this
, but Meletis refuses to give up its navy. How can Thassa be appeased?
2 During a divine conflict, one of the gods’ weapons tumbles into the sea. Thassa refuses to return the godly weapon, claiming
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
condition for 24 hours. A creature charmed in this way refuses to leave Dreamer’s Reach and wants to use one of the site’s properties the next time the creature sleeps. Each time a creature succeeds on or fails this saving throw, the save DC permanently increases by 1 for that creature.
Dreamer’s Reach Magic A creature who falls asleep or uses a feature such as an elf’s Trance trait at Dreamer’s Reach can call upon the magic of the place while sleeping, activating one of the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
can’t speak
Challenge 5 (1,800 XP)
Bonding. The felidar can magically bond with one creature it can see, right after spending at least 1 hour observing that creature while within 30 feet of it. The
Felidar A felidar is a celestial creature whose nature reflects an inherent devotion to law and order. It resembles an enormous cat with two pairs of downward-sloping horns and prominent teeth. Its
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
eyes in a deep vault, while new eyes grow in strange places on their own bodies. 2 A cult of Dyrrn the Corrupter seeks to transcend humanity by bonding with aberrations and symbionts. 3 A cult of
Kyrzin, the daelkyr Prince of Slime, keeps a gibbering mouther in the basement and feeds their elders to this creature, believing their voices can still be heard in the whispers of the beast. 4 A cult of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
characters met, you can suggest the following options. Bonding Event. Some bonding event (such as a wedding, a festival, or a funeral) brings the characters together, whereupon they quickly discover a
politically powerful person (an aristocrat or even a sovereign), or a magical creature like a sphinx or a dragon. Shared History. The characters grew up in the same place and have known one another for
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
.
2 Nylea refuses to turn winter into spring unless Karametra agrees to abolish agriculture and yield all cropland back to the forest.
3 When tensions between Akros and Setessa peak, Nylea
? Could it have harmed Nylea? Or did she leave with the creature—and if so, did she do that to protect the creature, or to protect Theros?
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Mirror Shade When the spirit of a malevolent trickster or callous rogue refuses to enter the afterlife, the spirit sometimes becomes a mirror shade instead. Mirror shades are incorporeal Undead that
its initiative roll. If a creature hasn’t observed the mirror shade move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the mirror shade isn’t the
Kobold
Legacy
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Species
Volo's Guide to Monsters
, designed to collapse under the weight of any creature heavier than a kobold. On occasion, the route through a kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might
erect a railing or a wall that prevents them from falling off the edge — high enough to protect a kobold but low enough to serve as a tripping hazard for a larger creature.
Those of other humanoid
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
suggestions of the sort of quests these artifacts might inspire. Weapons of the Gods Adventures d6 Plot
1 Steal a god’s weapon to lay low one of that god’s servants—a creature that can only be
from a divine champion who needed it but refuses to return it.
4 Destroy a god’s weapon and channel the energy released to create a new magic item or work a miracle.
5 Reforge a god’s
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
refuses to do so. Alignment. Lawful good. Personality Trait. “As long as I have the strength in my bones to fight evil, that is what I will do.” Ideal. “One who stands idle as evil remains unchecked is no
. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. If the target is a creature that is Large or bigger, it takes an extra 5 (1d10) piercing damage.
+1 Longsword. Melee Weapon Attack
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, happier, more natural state.
2 A gynosphinx possesses magic that can stop a rampaging monster, but refuses to share it for fear that it might be misused.
3 A former agent (spy) of Kruphix knows
Kruphix’s Monsters table. Kruphix’s Monsters Challenge Creature Source
1/4 Blink dog MM
1/2 Cockatrice MM
2 Nothic MM
3 Phase spider MM
6 Invisible stalker MM
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.
Magic Weapons. The sphinx’s weapon attacks are magical.
Spellcasting. The sphinx is a 12th
roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the mountain begins to fall down around you. “Flee!” yells Harshnag. “Your fate lies elsewhere!”
Harshnag’s desecration of the statue of Annam dooms the temple. On initiative count 0, each creature
in area 6 must make a DC 20 Dexterity saving throw, taking 21 (6d6) bludgeoning damage from falling debris on a failed save, or half as much damage on a successful one. Harshnag refuses to leave and






