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Returning 35 results for 'born brown diffusing creature realm'.
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Magic Items
Dungeon Master’s Guide
Owl
3
Mastiff
4
Goat
5
Giant Goat
6
Giant Boar
7
Lion
8
Brown Bear
Tan Bag of Tricks
1d8
Creature
1
Jackal
2
Ape
3
Baboon
4
Axe Beak
5
Black Bear
6
Giant Weasel
7
Giant Hyena
8
Tiger
the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the
Spells
Player’s Handbook
You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere
within it have the Blinded condition.
Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid
Monsters
Monster Manual
Restoration"} days, reviving with all its Hit Points in the Far Realm or another location chosen by the DM.
Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose
to succeed instead.
Mucus Cloud. While underwater, the aboleth is surrounded by mucus. Constitution Saving Throw: DC 14, each creature in a 5-foot Emanation originating from the aboleth at the end of
Magic Items
Dungeon Master’s Guide
time the area of effect is Heavily Obscured.
46–50
You cast Lightning Bolt. The Line created by the spell extends from you to the chosen point of origin.
51–55
The creature
–60
A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn’t under your control, acts as it normally would, and
Monsters
Forgotten Realms: Adventures in Faerûn
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Ruinous Breath"}. Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType":"damage
", "rollAction":"Ruinous Breath", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage.
Time-Warping Breath. Wisdom Saving Throw: DC 12, each creature that isn’t currently affected
Monsters
Lorwyn: First Light
"} Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Wild Magic Cataclysm (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Wild Magic
Cataclysm"}. Dexterity Saving Throw: DC 15, each creature in a 20-foot-radius Sphere centered on a point within 120 feet. Failure: 28 (8d6) damage (roll 1d4;{"diceNotation":"1d4", "rollType":"roll
Monsters
Forgotten Realms: Adventures in Faerûn
Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Ruinous Breath", "rollDamageType":"Necrotic"} Necrotic damage. Success
: Half damage.
Time-Warping Breath. Wisdom Saving Throw: DC 15, each creature that isn’t currently affected by this breath in a 30-foot Cone. Failure: The target’s Speed is halved, it can
Monsters
Forgotten Realms: Adventures in Faerûn
22, each creature in a 90-foot Cone. Failure: 72 (16d8);{"diceNotation":"16d8", "rollType":"damage", "rollAction":"Ruinous Breath", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage
: Legend Lore (as an action), Sequester
Time-Warping Breath. Wisdom Saving Throw: DC 22, each creature that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target’s Speed
Monsters
Lorwyn: First Light
"} Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.In Lorwyn, giants are curious colossi who roam vast plains, bathe in salty lagoons, and nap against
mountains. They sometimes lend their brawn to smaller species who have something interesting to offer in return.
Giants
The giants of the realm of Lorwyn-Shadowmoor are wise, ancient beings wandering
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollDamageType":"Necrotic"} Necrotic damage.
Ruinous Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Ruinous Breath"}. Constitution Saving Throw: DC 18, each creature in
. Wisdom Saving Throw: DC 18, each creature that isn’t currently affected by this breath in a 60-foot Cone. Failure: The target’s Speed is halved, it can’t take Reactions, and it can
Monsters
Lorwyn: First Light
Amphibious. The merrow can breathe air and water.
Mimicry. The merrow can mimic voices and animal sounds. A creature that hears the mimicries can tell they are imitations with a successful DC 15
; doublespeakers can use them to stab or throw at foes.
Merrow
Merrow are primarily water-dwelling people who exploit the realm of Lorwyn-Shadowmoor’s land-dwelling species. They resemble
Monsters
Lorwyn: First Light
":"damage", "rollAction":"Invective", "rollDamageType":"Psychic"} Psychic damage, and the creature has Disadvantage on its next attack roll before the end of the merrow’s next turn. Success: Half
exploit the realm of Lorwyn-Shadowmoor’s land-dwelling species. They resemble large fish with humanoid torsos and arms, though their forms vary widely. Merrow are often capable warriors, but most prefer to duel with cutting words before resorting to physical violence.
Monsters
Lorwyn: First Light
Grappled condition (escape DC 15) from one of two vines.
Radiant Blast. Constitution Saving Throw: DC 17, each creature of the incarnation’s choice in a 20-foot Emanation originating from the
incarnation. Failure: The creature takes 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage", "rollAction":"Radiant Blast", "rollDamageType":"Radiant"} Radiant damage. Success: Half damage
Monsters
Forgotten Realms: Adventures in Faerûn
"}. Constitution Saving Throw: DC 20, each creature in a 90-foot Cone. Failure: 52 (8d12) Acid;{"diceNotation":"8d12", "rollType":"damage", "rollAction":"Corroding Breath (Acid)", "rollDamageType":"Acid
, Speak with Dead
1/Day Each: Create Undead (level 8 version), Power Word KillLegendary Action Uses: 3. Immediately after another creature’s turn, Sammaster can expend a use to take one of the
Monsters
Lorwyn: First Light
Stampede. The incarnation moves up to 80 feet in a straight line. Each creature whose space the incarnation enters is targeted once by the following effect. Dexterity Saving Throw: DC 16. Failure: 18
—untamable, primal, and awe inspiring.
In the realm of Lorwyn-Shadowmoor, these beings take the forms of chimeric behemoths that combine the features of three or more creatures. In Lorwyn
Monsters
Forgotten Realms: Adventures in Faerûn
response to the spell’s trigger, using the same spellcasting ability as Spellcasting.Legendary Action Uses: 3. Immediately after another creature’s turn, Sammaster can expend a use to take one of
the following actions. Sammaster regains all expended uses at the start of each of his turns.
Deathly Teleport. Sammaster teleports up to 60 feet to an unoccupied space he can see, and each creature
Brown Bear
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +6
Monsters
Phandelver and Below: The Shattered Obelisk
specifics of how a psionic goblin comes to exist vary. Some are born, changed by energy leaking from the Far Realm. Others transform themselves with their psionic power or enter into agreements with
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
The Archfey
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Player’s Handbook (2014)
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and
Monsters
Spelljammer: Adventures in Space
umber. It takes them days to digest a meal, during which time they attack only in self-defense.
A brown scavver likes to swallow its prey whole. The creature’s stomach is filled with poisonous
target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4","rollType":"damage","rollAction":"Swallowing Bite","rollDamageType":"piercing"} piercing damage. If the target is a Medium or smaller creature, it must
Sahuagin Baron
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but he
shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties.
The
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but she needs
trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties.
The self-styled rulers of sahuagin ocean domains are
Monsters
Curse of Strahd
, deafened, frightened, stunned, or knocked unconscious.
Mimicry. The mongrelfolk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations
fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the
Circle of Power
Legacy
This doesn't reflect the latest rules and lore.
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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
Monsters
Phandelver and Below: The Shattered Obelisk
a grotesque window into the virulent refuse the otyugh recently consumed.
Mutates
A creature exposed to the strange energy of the Far Realm risks developing mutations. Such a creature undergoes a
metamorphosis as the powers of the Far Realm rewrite the fundamentals of the creature’s existence.
Any creature can become a mutate and transform to exhibit physical characteristics associated
Monsters
Phandelver and Below: The Shattered Obelisk
influence of the Far Realm affects Humanoids, the resulting creature might be a thing of nightmares. Multitudinous webbed wings sprout haphazardly along this mutate’s body. Its skin becomes clammy and
this transformation to become malevolent prophets and harbingers. Others find magical ways to return to their previous forms.
Mutates
A creature exposed to the strange energy of the Far Realm
Monsters
Phandelver and Below: The Shattered Obelisk
corpse melded to its underside to absorb damage and to strike at prey.
Mutates
A creature exposed to the strange energy of the Far Realm risks developing mutations. Such a creature undergoes a
metamorphosis as the powers of the Far Realm rewrite the fundamentals of the creature’s existence.
Any creature can become a mutate and transform to exhibit physical characteristics associated
Magic Items
Waterdeep: Dungeon of the Mad Mage
Any creature that attunes to the tablet must make a DC 20 Wisdom saving throw at the end of its next long rest. On a failed save, the creature becomes afflicted with a random form of long-term
madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide).
As an action, a creature attuned to the Black Crystal Tablet can use it to cast eyebite or gate (the portal created by
races
As a shadowborn bearfolk, you are one of the cubs born in the Shadow Realm with a proclivity for the darkness. Shadowborn are marked by gray coats from infancy and sometimes possess strangely arcane
Monsters
Spelljammer: Adventures in Space
collectors, neh-thalggu consume the brains of Humanoids and use them as receptacles to enhance their magical abilities.
Neh-thalggu are born in the nightmarish Far Realm, but they spread across the
pockets in the neh-thalggu’s head. Once it has collected twelve brains in this fashion, it is overcome by an urge to return to the Far Realm and begins devoting all its energy to finding a way home
Monsters
The Wild Beyond the Witchlight
a song or a piece of music three or four times, the creature remembers it forever.
Campestris vary widely in color, from white to tan to dark brown, but they always have red or purple caps and
Constructs, Elementals, Plants, or Undead. Each other creature in the area must make a DC 10 Wisdom saving throw. On a failed save, the creature is incapacitated and its speed is halved, both for 1 minute. A
Monsters
Spelljammer: Adventures in Space
creature that is missing any hit points), reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.Gray scavvers
—brown and gray—rarely rise above the level of nuisances. The larger varieties are more formidable, in part because they often don’t wait for their meals to come to them.
A scavver
Monsters
Bigby Presents: Glory of the Giants
particular configuration of stars and planets, or at the whim of some malicious god—a gargantua is born to giant parents. Though the child appears like any other of its kind, the creature’s true
Weird Aura. At the start of each of the gargantua’s turns, each creature of the gargantua’s choice within 30 feet of it must make a DC 19 Wisdom saving throw. On a failed save, a target
Bag of Tricks
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
Creature
1
Rat
2
Owl
3
Mastiff
4
Goat
5
Giant goat
6
Giant boar
7
Lion
8
Brown bear
Tan Bag of Tricks
d8
Creature
1
to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the
Spells
Tasha’s Cauldron of Everything
the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.
The spell ends early on a creature if that
creature takes any damage, and the creature isn’t transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported.






