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Returning 35 results for 'bones books diffusing conjures reaction'.
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Monsters
Bigby Presents: Glory of the Giants
Hill Rebuff reaction.
The object bearing the rune has AC 15; 20 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but
giant conjures three stone balls connected by lines of magical force and throws them at one creature it can see within 60 feet of itself. The target must make a DC 16 Dexterity saving throw. On a
Monsters
Dragonlance: Shadow of the Dragon Queen
tongues to spread his lies. However, Caradoc is tethered to his scorched bones, which collect dust in Dargaard Keep. He can leave the accursed castle while possessing the body of a Humanoid, but he
himself. The target must succeed on a DC 15 Wisdom saving throw, or the target must immediately use its reaction to make a melee attack against another creature of Caradoc’s choice (wasting its reaction if there are no other creatures within reach).
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
creature within 30 feet of it that it can see. The target must succeed on a DC 16 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no
creatures are within reach, or the target can’t take a reaction, it takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Commanding Spores", "rollDamageType":"psychic"} psychic
Monsters
Bigby Presents: Glory of the Giants
action and Poisoning Rebuke reaction.
The object bearing the blood rune has AC 15; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end
Gloom (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Creeping Gloom"}. The fomorian momentarily conjures grasping darkness in a 30-foot-radius sphere centered on a point it
Monsters
Planescape: Adventures in the Multiverse
Gray Wastes of Hades. Their gray, desiccated skin stretches over their bones, and their heads resemble horned equine skulls with ember-like eyes. Sages endlessly debate the nature of baernaloths, and
the Books of Keeping—ancient tomes detailing the true names of the first yugoloths—report no mention of baernaloths within. Some posit that these enigmatic yugoloths were created by a
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
around a creature within 30 feet of it that it can see. The target must succeed on a DC 19 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If
no creatures are within reach, or the target can’t take a reaction, it takes 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Commanding Spores", "rollDamageType":"psychic
Monsters
Planescape: Adventures in the Multiverse
the effect on itself after it succeeds on three of these saves.
Time Gate (1/Day). The dragon conjures a 20-foot-diameter, circular portal in the space between its horns or in an unoccupied space it
affected creature can move or take an action on its turn, not both. The creature also can’t take a reaction or a bonus action.
Timeline Divergence. The dragon chooses a space it can fit into
Wizard
Legacy
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Classes
Basic Rules (2014)
circle, bringing a whiff of brimstone from the otherworldly plane beyond.
Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call
Monsters
The Book of Many Things
filling books, scrolls, tablets, or stranger archives—such as magical crystals that hold captured memories or the voices of those long dead. You can use this lair and the lair actions described for
until the creature is freed by the Greater Restoration spell or other magic.
A creature can use its reaction, if available, to shut its eyes to avoid the saving throw. If the creature does so, it has the blinded condition until the end of its next turn.
Backgrounds
Tomb of Annihilation
An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who
1
Ever since I was a child, I’ve heard stories about a lost city. I aim to find it, learn its secrets, and earn my place in the history books.
2
I want to find my mentor, who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
features are as follows: Ceiling. The ceiling is arched and 30 feet high.
Skulls and Bones. Old skulls and bones (the remains of dead adventurers and monsters) have been swept into alcoves along the
hall’s southern stretch.
Vision. Any character who opens a door leading west or east experiences one of the shadow dragon’s visions.
If the bones are disturbed, a giant spectral mouth with fangs
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
features are as follows: Ceiling. The ceiling is arched and 30 feet high.
Skulls and Bones. Old skulls and bones (the remains of dead adventurers and monsters) have been swept into alcoves along the
hall’s southern stretch.
Vision. Any character who opens a door leading west or east experiences one of the shadow dragon’s visions.
If the bones are disturbed, a giant spectral mouth with fangs
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
features are as follows: Ceiling. The ceiling is arched and 30 feet high.
Skulls and Bones. Old skulls and bones (the remains of dead adventurers and monsters) have been swept into alcoves along the
hall’s southern stretch.
Vision. Any character who opens a door leading west or east experiences one of the shadow dragon’s visions.
If the bones are disturbed, a giant spectral mouth with fangs
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
hill rune inscribed on a rock or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Stone Avalanche action and Hill Rebuff reaction.
The
, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 9 (2d8) thunder damage.
Stone Bolas. The giant conjures three stone balls connected by lines of magical force and throws them at
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
hill rune inscribed on a rock or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Stone Avalanche action and Hill Rebuff reaction.
The
, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 9 (2d8) thunder damage.
Stone Bolas. The giant conjures three stone balls connected by lines of magical force and throws them at
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
hill rune inscribed on a rock or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Stone Avalanche action and Hill Rebuff reaction.
The
, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 9 (2d8) thunder damage.
Stone Bolas. The giant conjures three stone balls connected by lines of magical force and throws them at
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
open cave is strewn with the bones of small birds, reptiles, and wild dogs.
The animal bones are the remains of Murgaxor’s and Y’demi’s past meals. T3B. Southwest Entrance Books and scroll cases are
Hall of Wisdom (T3a-T3e) This winding network of tunnels and alcoves holds Murgaxor’s collection of books, scrolls, and curios, which are heaped on shelves and in niches along the cave walls. This
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
open cave is strewn with the bones of small birds, reptiles, and wild dogs.
The animal bones are the remains of Murgaxor’s and Y’demi’s past meals. T3B. Southwest Entrance Books and scroll cases are
Hall of Wisdom (T3a-T3e) This winding network of tunnels and alcoves holds Murgaxor’s collection of books, scrolls, and curios, which are heaped on shelves and in niches along the cave walls. This
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
open cave is strewn with the bones of small birds, reptiles, and wild dogs.
The animal bones are the remains of Murgaxor’s and Y’demi’s past meals. T3B. Southwest Entrance Books and scroll cases are
Hall of Wisdom (T3a-T3e) This winding network of tunnels and alcoves holds Murgaxor’s collection of books, scrolls, and curios, which are heaped on shelves and in niches along the cave walls. This
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
). The spell ends early if the dragon uses this lair action again or if the dragon dies. Mossy Sludge. The dragon conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor
legendary deep dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects: Preservation of Knowledge. Books, letters, and any other physical forms of writing within 6
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
). The spell ends early if the dragon uses this lair action again or if the dragon dies. Mossy Sludge. The dragon conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor
legendary deep dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects: Preservation of Knowledge. Books, letters, and any other physical forms of writing within 6
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
). The spell ends early if the dragon uses this lair action again or if the dragon dies. Mossy Sludge. The dragon conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor
legendary deep dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects: Preservation of Knowledge. Books, letters, and any other physical forms of writing within 6
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Lich’s Study Ezzat the lich spends much of his time in this dusty, cobweb-filled room, poring over books that claim to shed light on Halaster’s mastery of Undermountain. The lich’s neutral evil
.
Books. The room is cluttered with stacks of books, most of them caked with dust (see “Books” below).
Desk and Chair. A path between the books leads from the door to an old desk and chair by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Lich’s Study Ezzat the lich spends much of his time in this dusty, cobweb-filled room, poring over books that claim to shed light on Halaster’s mastery of Undermountain. The lich’s neutral evil
.
Books. The room is cluttered with stacks of books, most of them caked with dust (see “Books” below).
Desk and Chair. A path between the books leads from the door to an old desk and chair by the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
tables displaying good-luck charms, odd animal bones, and vials advertising various remedies. At the rear of the shop, a human woman with raven hair and a dark dress with feathered, winglike sleeves
stands behind a counter heaped with open books. She looks up from her reading, eyes you with disinterest, then goes back to her book.
The shopkeeper here is Wyhan (lawful evil, human mage), a black
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
tables displaying good-luck charms, odd animal bones, and vials advertising various remedies. At the rear of the shop, a human woman with raven hair and a dark dress with feathered, winglike sleeves
stands behind a counter heaped with open books. She looks up from her reading, eyes you with disinterest, then goes back to her book.
The shopkeeper here is Wyhan (lawful evil, human mage), a black
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Lich’s Study Ezzat the lich spends much of his time in this dusty, cobweb-filled room, poring over books that claim to shed light on Halaster’s mastery of Undermountain. The lich’s neutral evil
.
Books. The room is cluttered with stacks of books, most of them caked with dust (see “Books” below).
Desk and Chair. A path between the books leads from the door to an old desk and chair by the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
tables displaying good-luck charms, odd animal bones, and vials advertising various remedies. At the rear of the shop, a human woman with raven hair and a dark dress with feathered, winglike sleeves
stands behind a counter heaped with open books. She looks up from her reading, eyes you with disinterest, then goes back to her book.
The shopkeeper here is Wyhan (lawful evil, human mage), a black
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
quarters contain a collection of carved tablets, as well as actual books and scrolls found nowhere else in the library. Ustova’s quarters feature a collection of musical instruments and divination tools
, including crystal orbs, bags of bones, and a large mithral basin. Ulthar lives on a lower level that he claims is “near the bottom of the library,” though such a distinction is meaningless given how






