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Returning 35 results for 'both beasts diffusing cure reality'.
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Monsters
Guildmasters’ Guide to Ravnica
Siege Monster. The druid deals double damage to objects and structures.
Speak with Beasts and Plants. The druid can communicate with beasts and plants as if they shared a language.
Spellcasting. The
). It has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, resistance, thorn whip
1st level (4 slots): cure wounds, faerie fire, thunderwave
2nd level (3 slots): beast
Monsters
Mordenkainen Presents: Monsters of the Multiverse
long to delirium. As a result, all followers of the Prince of Demons break with reality sooner or later.Demogorgon’s Lair
Demogorgon makes his lair in a palace called Abysm, found on a layer
disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage.
Frenzied Animals. Beasts within 1 mile of the lair become frenzied and violent—even creatures that are
Monsters
Guildmasters’ Guide to Ravnica
, druidcraft
3/day each: bless, conjure animals, giant insect, moonbeam, plant growth, spike growth, suggestion
1/day each: conjure fey, mass cure wounds
Legendary Resistance (3/Day). If Trostani
attacks are magical.
Speak with Beasts and Plants. Trostani can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, Trostani can use 10 feet of her movement to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
sense, entangle, speak with animals
3/day each: animal messenger, dominate beast, faerie fire, tree stride
1/day each: commune with nature (as an action), mass cure woundsArchdruids watch over the
typically has one or more pupils who are druid;druids (see the Monster Manual), and the archdruid’s lair is usually guarded by loyal Beasts and Fey creatures.
When an archdruid uses their Change
Monsters
The Book of Many Things
this action again.
Spellcasting. The living portent casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:
2/day: Cure Wounds
1/day each
encounter.
Variant: Servants of Living Stars
Some stars in the sky are Elder Evils, alien beings of godlike power from the reality-defying Far Realm.
A living portent can be a fragment of these beings
Monsters
Eberron: Rising from the Last War
, if available, to move as far as its speed allows away from Belashyrra.
Rend Reality (Costs 3 Actions). Belashyrra rips at the bonds of reality in its immediate area. Each creature within 10 feet of
Belashyrra must succeed on a DC 22 Constitution saving throw or take 19 (3d12);{"diceNotation":"3d12","rollType":"damage","rollAction":"Rend Reality","rollDamageType":"force"} force damage and gain
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Argent Palace, a grandiose structure in the city of Zelatar, found within his abyssal domain of Azzagrat. Graz’zt’s demonic influence radiates outward in a tangible ripple, warping reality
:
Agitated Beasts. Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
Beguiling Realm. Within 6 miles of
monsters
fabric of reality, carving a web of passages between her Deepest Hive and the world above. An organization that discovers the upper layers of these tunnels could use them to move swiftly across the
; below).
Swarming Tyrant. Beasts that live within a mile of the passage undergo physical transformation, developing insect characteristics such as compound eyes, extra limbs, chitinous plating, and
Graz'zt
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
Zelatar, found within his Abyssal domain of Azzatar. Graz’zt’s maddening influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location
the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.
Wild beasts within 6 miles of the lair break into
Zuggtmoy
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, the creature can’t be infected by these spores for 24 hours. On a failed
.”
41–60
“I see an altered version of reality, with my mind convincing itself that things are true even in the face of overwhelming evidence to the contrary.”
61–80
Backgrounds
Guildmasters’ Guide to Ravnica
always straining to peer into another reality that seems to be just beyond my senses.
5
I’m uneasy if I can’t see plants growing or feel soil beneath my feet.
6
Seeing illness
finally know peace. (Any)
Bonds
d6
Bond
1
I would give my life in the defense of the small enclave where I first encountered Mat’Selesnya.
2
I love beasts and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Wisdom as the spellcasting ability (spell save DC 17):
At will: light, major image (6th-level version), thaumaturgy
3/day each: cure wounds, dispel magic, lesser restoration, sending
1/day each
following magical effects is possible for travelers to encounter in the vicinity:
Blessed Nature. Beasts, Plants, and Celestials within 3 miles of the ki-rin’s lair grow more vigorous as they evolve
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the beasts, Nylea sends dozens of hydras to seek revenge, catching innocents in the fray.
4 A town suffering from a plague seeks a cure from a cult fanatic of Pharika engaged in warlike research
elation and every death rattle. On occasion, Pharika’s followers might seem to be beneficent when they ease others’ suffering or cure a pandemic. Yet they do so indiscriminately, meaning that these cures
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the beasts, Nylea sends dozens of hydras to seek revenge, catching innocents in the fray.
4 A town suffering from a plague seeks a cure from a cult fanatic of Pharika engaged in warlike research
elation and every death rattle. On occasion, Pharika’s followers might seem to be beneficent when they ease others’ suffering or cure a pandemic. Yet they do so indiscriminately, meaning that these cures
Monsters
Fizban's Treasury of Dragons
experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge.
6
I see a far more kaleidoscopic reality than you do … or than any of
shores and lake beds within 6 miles of the lair.
Thriving Wildlife. Fish and other aquatic Beasts reproduce rapidly and thrive in bodies of water within 6 miles of the lair. Foraging in these waters
Monsters
Fizban's Treasury of Dragons
foundations of creation.
5
To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge.
6
I see a far more kaleidoscopic reality than
. Fish and other aquatic Beasts reproduce rapidly and thrive in bodies of water within 6 miles of the lair. Foraging in these waters yields twice the usual amount of food.
Watery Sight. Water within 6
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the beasts, Nylea sends dozens of hydras to seek revenge, catching innocents in the fray.
4 A town suffering from a plague seeks a cure from a cult fanatic of Pharika engaged in warlike research
elation and every death rattle. On occasion, Pharika’s followers might seem to be beneficent when they ease others’ suffering or cure a pandemic. Yet they do so indiscriminately, meaning that these cures
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spellcasting You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different
-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spells Known of 1st Level and Higher You know four 1st-level spells of your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spellcasting You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different
-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spells Known of 1st Level and Higher You know four 1st-level spells of your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spellcasting You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different
-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spells Known of 1st Level and Higher You know four 1st-level spells of your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spellcasting You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different
-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spells Known of 1st Level and Higher You know four 1st-level spells of your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spellcasting You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different
-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spells Known of 1st Level and Higher You know four 1st-level spells of your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spellcasting You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different
-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spells Known of 1st Level and Higher You know four 1st-level spells of your
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
by allied beasts, plants, and fey. Archdruid
Medium humanoid (any race), any alignment
Armor Class 16 (hide armor, shield)
Hit Points 132 (24d8 + 24)
Speed 30 ft.
STR
10(+0)
DEX
attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, poison spray, produce flame
1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
by allied beasts, plants, and fey. Archdruid
Medium humanoid (any race), any alignment
Armor Class 16 (hide armor, shield)
Hit Points 132 (24d8 + 24)
Speed 30 ft.
STR
10(+0)
DEX
attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, poison spray, produce flame
1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
structures.
Speak with Beasts and Plants. The druid can communicate with beasts and plants as if they shared a language.
Spellcasting. The druid is a 12th-level Gruul spellcaster. Its spellcasting ability
): cure wounds, faerie fire, thunderwave
2nd level (3 slots): beast sense, flame blade, pass without trace
3rd level (3 slots): conjure animals, dispel magic, plant growth
4th level (3 slots
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
structures.
Speak with Beasts and Plants. The druid can communicate with beasts and plants as if they shared a language.
Spellcasting. The druid is a 12th-level Gruul spellcaster. Its spellcasting ability
): cure wounds, faerie fire, thunderwave
2nd level (3 slots): beast sense, flame blade, pass without trace
3rd level (3 slots): conjure animals, dispel magic, plant growth
4th level (3 slots
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
by allied beasts, plants, and fey. Archdruid
Medium humanoid (any race), any alignment
Armor Class 16 (hide armor, shield)
Hit Points 132 (24d8 + 24)
Speed 30 ft.
STR
10(+0)
DEX
attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, poison spray, produce flame
1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
structures.
Speak with Beasts and Plants. The druid can communicate with beasts and plants as if they shared a language.
Spellcasting. The druid is a 12th-level Gruul spellcaster. Its spellcasting ability
): cure wounds, faerie fire, thunderwave
2nd level (3 slots): beast sense, flame blade, pass without trace
3rd level (3 slots): conjure animals, dispel magic, plant growth
4th level (3 slots
Compendium
- Sources->Dungeons & Dragons->Monster Manual
travelers in navigating the realms of Beasts, Fey, or Plants. 3 A hermit who works alone to protect the lands, seas, or skies they call home. 4 A mender who travels the world healing natural, magical, or
manufactured disasters. 5 Part of a loose organization that adheres to timeless rituals and guards natural secrets. 6 A warden who minds the underpinnings of reality and protects against extraplanar
Compendium
- Sources->Dungeons & Dragons->Monster Manual
travelers in navigating the realms of Beasts, Fey, or Plants. 3 A hermit who works alone to protect the lands, seas, or skies they call home. 4 A mender who travels the world healing natural, magical, or
manufactured disasters. 5 Part of a loose organization that adheres to timeless rituals and guards natural secrets. 6 A warden who minds the underpinnings of reality and protects against extraplanar
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
leave an offering for the god with her priests before bathing. If Pharika deems an offering worthy, the waters rapidly cure diseases, heal wounds, and sometimes even remove magical curses. If the god
quarters and part medical and alchemical laboratory, where the priest makes medicines and poisons and performs experiments on beasts and humanoid subjects.
Healing Pools Adventures Sick or injured
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
leave an offering for the god with her priests before bathing. If Pharika deems an offering worthy, the waters rapidly cure diseases, heal wounds, and sometimes even remove magical curses. If the god
quarters and part medical and alchemical laboratory, where the priest makes medicines and poisons and performs experiments on beasts and humanoid subjects.
Healing Pools Adventures Sick or injured
Compendium
- Sources->Dungeons & Dragons->Monster Manual
travelers in navigating the realms of Beasts, Fey, or Plants. 3 A hermit who works alone to protect the lands, seas, or skies they call home. 4 A mender who travels the world healing natural, magical, or
manufactured disasters. 5 Part of a loose organization that adheres to timeless rituals and guards natural secrets. 6 A warden who minds the underpinnings of reality and protects against extraplanar
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
leave an offering for the god with her priests before bathing. If Pharika deems an offering worthy, the waters rapidly cure diseases, heal wounds, and sometimes even remove magical curses. If the god
quarters and part medical and alchemical laboratory, where the priest makes medicines and poisons and performs experiments on beasts and humanoid subjects.
Healing Pools Adventures Sick or injured






