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Returning 29 results for 'both brothers diffusing creature receiver'.
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Monsters
Baldur’s Gate: Descent into Avernus
(Cantrip). Flame-like radiance descends on one creature Thurstwell can see within 60 feet of him. The target must succeed on a DC 13 Dexterity saving throw or take 4 (1d8);{"diceNotation":"1d8
imps to spy on his brothers, Amrik and Mortlock. Thurstwell resents both of them — Amrik for being their mother's favorite, and Mortlock for being a monstrous dolt.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
energy in a 5-foot-wide line that is 60 feet long. Each creature in the line must make a DC 12 Dexterity saving throw, taking 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction
brothers, the gods Diirinka and Diinkarazan, and of how Diirinka cleverly betrayed his sibling so that he could steal magical power from the evil they escaped. The danger the brothers are said to face in
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
Bugbear
Legacy
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Species
Volo's Guide to Monsters
deities who are brothers, Hruggek and Grankhul. Hruggek is the fearsome elder sibling, possessed of legendary might and prowess in battle. Bugbears believe their strength and bravery come from him
commands to the severed heads to wake Hruggek if any danger threatens him.
Bugbears admire the qualities of both brothers. Because of Hruggek, they consider bravery and physical superiority to be their
Species
Mordenkainen Presents: Monsters of the Multiverse
creates a mystical bond between the giver and the receiver of a gift.
On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms, vast
languages to choose from. The DM is free to modify that list for a campaign.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies
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.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
brutish father and brothers resented the girls, whose sufferings grew worse after their mother died. Desiring a better life, the sisters began preying upon travelers who passed by their secluded home
and ultimately murdered the traveler. When the rest of the family discovered their terrible deeds, the sisters killed their father and brothers. As their murder spree unfolded, the Mists rose. When
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
invisibility spell or similar magic. A creature traversing stairs it can’t see can move on the steps at half speed without any problem. A creature that moves any faster than half speed must succeed on a DC
the following information about Kolat Towers. An NPC familiar with Waterdeep’s history, such as Mirt or Volo, can also provide this information.
Kolat Towers once belonged to two eccentric brothers
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Revealing the Wynlings The characters might suspect Kasem is using a creature to harass the Tyenmo and Xungoon market stands—either due to stories from vendors or from what they’ve witnessed
themselves. If a character casts detect evil and good near one of the sabotaged stalls, it reveals the presence of a Fey creature nearby, a wynling drowsing on a nearby stall roof. If approached, the wynling
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
gathering food, and gangs sometimes come together peacefully to exchange members and goods between them. Malevolent Worship of Malign Gods Bugbears worship two deities who are brothers, Hruggek and Grankhul
any danger threatens him. Bugbears admire the qualities of both brothers. Because of Hruggek, they consider bravery and physical superiority to be their natural state. Thanks to Grankhul, they can use
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
short, rock-like creature next to her takes notes with a stone stylus on a stone slab.
Claudio Pozas Honna This chapel, intended for Talhundereth’s visitors, was plundered of its gemstones long ago
by an armored dwarf’s hammer that the stone table cracked. The image of the dwarf retreats toward the stacked chests with a triumphant cry, beckoning the viewer to follow. As soon as a creature gets
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
themselves, while giving simpering obeisance to any creatures they deem more powerful. Wild-haired, haggard, shuddering, and shabbily dressed, a lone derro seems a pitiable creature, but when a
Underdark, and the mind flayers aren’t always the enemy. Laduguer and Deep Duerra don’t feature in their mythic history. Instead they tell of two brothers, Diirinka and Diinkarazan, and of how Diirinka
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
flayers aren’t always the enemy. They tell of two brothers, the gods Diirinka and Diinkarazan, and of how Diirinka cleverly betrayed his sibling so that he could steal magical power from the evil they
escaped. The danger the brothers are said to face in this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
: Blood flows from Fazrian’s eyes until initiative count 20 on the next round. No creature within 120 feet of the planetar can regain hit points until the effect ends. Fazrian’s eyes become smoldering
Fazrian’s eyes until initiative count 20 on the next round. If a creature starts its turn within 120 feet of the planetar and the two of them can see each other, Fazrian can force the creature to make
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 10). Until this grapple ends, the monk cannot use its
range 40/100 ft., one creature. Hit: 7 (1d10 + 2) force damage. The attack has disadvantage against any target with polished metal armor or shield, and has its ranged halved when firing through smoke
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
walking speed is 25 feet. He can move through the space of a Medium or larger creature. He has advantage on saving throws against being frightened. He speaks Common and Halfling. Manafret wears a
. Manshoon’s servants throw their garbage here. The Kolat brothers created some magic items in this room, and an experiment gone awry caused the scorch marks. K6. Main Tower Landing and Ledge Level 2 of the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giant homes include one or more pets. Wyverns, griffons, giant eagles and owls, and other beasts of the sky are popular choices. Pets aren’t limited to flying creatures, though. Any sort of creature
valuable than it truly is. Only the giver and the receiver will ever know a gift’s true value, and neither of them would ever reveal that a gift is worth less than it appears to be, because to do so would
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
serve Strahd. The elders have died, leaving a pair of brothers named Luvash and Arrigal in charge. Both men are evil and willing to do whatever Strahd demands of them. These Vistani have two problems
studded leather armor are the leaders of the Vistani camp—the brothers Luvash (CE male human bandit captain) and Arrigal (NE male human assassin). If you used the “Plea for Help” adventure hook, the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to bend the bars to create an opening big enough for a Small creature to squeeze through, doing so with a successful DC 20 Strength (Athletics) check. O4. Armory Piles of equipment are pushed against
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
kennel of foul-tempered wolves they’re training for battle. Three wolves are chained to a single post. They can’t reach targets standing on the steps, but all three wolves attack any creature that moves
between the two escarpments. It strikes at any creature that disturbs it, which includes characters scrambling up the slope. A climbing character with a passive Wisdom (Perception) score of 13 or
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Large object with AC 15, 10 hit points, and immunity to poison and psychic damage. Destroying all the beams in an area has a 25 percent chance of triggering a roof collapse. Each creature under the
check made with thieves’ tools. The first time a creature other than Flennis opens the book, a wisp of black smoke rises from its pages and coalesces into a skull that cackles madly for a few seconds
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, because they don’t like attending to their mother or listening to her tiresome prattle. The characters might encounter them at the Blue Water Inn (area N2) or wandering about town. The brothers are
promises to be good this time, really she does.” A closet at the south end of the hallway holds blankets and linens. N4m. Brothers’ Rooms This bedroom contains nothing out of the ordinary: a neatly
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Krushkin Wachter Brothers. Nikolai and Karl Wachter (N male human nobles) are brothers of noble birth. They are brash drunkards always looking for trouble, though they are smart enough not to pick fights
creature to pass through. The wereravens can use this opening as an escape route. The strongbox is described in “Treasure” below. Two trapdoors, clearly visible on the floor, can be pulled open to reveal the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
ruined stone bunks and toppled weapon racks are eight corpses, including the rotting remains of two ogres.
In the round after any living creature enters this chamber, the dead creatures clamber to
and fight until destroyed. The escarpments are 10 feet high and require a successful DC 12 Strength (Athletics) check to climb. A creature that falls or is knocked from the top of a ledge takes 3
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
chest of drawers, and a small table flanked by two chairs. Seated at the table and playing a quiet game of three-dragon ante are two slender human men who look like brothers. They are both unarmed
Skalanthas comes and goes from his lair, the dragon moves the boulders aside to clear the passage for himself, then moves them back to discourage others from using the tunnel. A Small creature can squirm
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
one creature Thurstwell can see within 60 feet of him. The target must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) radiant damage, gaining no benefit from cover.
V3. Foyer If the
chimney, but only one such creature is present when the characters arrive. This imp is invisible, lurks in the fireplace, and attacks anyone who threatens Thurstwell. Thurstwell greets intruders in the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the yakfolk village. Normal horses and ponies are reticent to climb the staircase. Coaxing such a creature to climb the stairs requires a DC 15 Wisdom (Animal Handling) check. Magically summoned mounts
. If that happens, the millstone and the elevator (area 9) cease to function. Any creature on the wheel when it breaks is swept over the cliff with the wreckage and takes 70 (20d6) bludgeoning damage
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Tolmara’s crime to Darathra Shendrel, the lord protector has Tolmara arrested and imprisoned pending a trial. Darathra also notifies Mirak’s two brothers, who work on a nearby ranch. For years, they
Triboar forbids cutting any wood from these trees or hunting any creature in the woods. Many of the trees in Gwaeron’s Slumber are trapped in a perpetual autumnal state, with leaves in dazzling shades
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
an inn: the venerable, popular, and several-times-expanded Watchful Knight. The inn was named for an inoperative helmed horror that once stood in the common room. The creature mysteriously vanished
Encounter”). Map 3.2: Beorunna’s Well View Player Version Ancient Relic The altar is a blood-spattered stone block, 9 feet long by 6 feet wide by 3 feet tall, weighing several tons. A creature as






