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Returning 35 results for 'both builders diffusing creature revels'.
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Monsters
Mythic Odysseys of Theros
on a DC 13 Wisdom saving throw or be charmed. While charmed in this way, the target idolizes the satyr and will take part in the satyr's revels. The charmed condition ends for the creature after 1
than any lasting harm.
While most satyrs are known for their high spirits, love of revels, and gregarious personalities, these outgoing people are neither naive nor defenseless. Some satyrs delightedly
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
Monsters
Dragon of Icespire Peak
":"Lightning Bolt"}. Gorthok shoots a bolt of lightning at one creature it can see within 120 feet of it. The target must make a DC 15 Dexterity saving throw, taking 18 (4d8);{"diceNotation":"4d8
Talos's evil followers. Like its patron deity, Gorthok revels in destruction.Lightning, ThunderBludgeoning, Piercing, and Slashing from Nonmagical Attacks
Satyr
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mythic Odysseys of Theros
Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by simple desires, to see the world and to sample its every pleasure
burdened with the plague of seriousness. Satyrs scoff at the efforts of polis-builders with their laws and right angles, and they poke fun at philosophers with their endless theories and interminable
Monsters
Mythic Odysseys of Theros
Short or Long Rest). The satyr fires an arrow that magically transforms into a flurry of missiles in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 17 (5d6
from a thornbearer's bow might rain down like a volley from a whole army.
While most satyrs are known for their high spirits, love of revels, and gregarious personalities, these outgoing people are
Monsters
The Wild Beyond the Witchlight
creature in a 20-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw, taking 35 (10d6);{"diceNotation":"10d6","rollType":"damage","rollAction":"Fiery Explosion
barrier of magical force. Until the end of his next turn, he gains a +5 bonus to AC, including against the triggering attack.Kelek is a greedy, narcissistic sociopath who revels in chaos but is a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The balhannoth regains spent legendary
actions at the start of its turn.
Bite. The balhannoth makes one Bite attack against one creature it has grappled.
Teleport. The balhannoth teleports, along with any equipment it is wearing or carrying
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->Dungeon Master’s Guide
of individual rooms, each with its own sarcophagus, or a long hall with recesses on either side to hold coffins or bodies. Crypt builders who are worried about undead rising from the grave lock and
trap crypts from the outside—making the crypts easy to get into but difficult to exit. Other builders worried about tomb robbers make their crypts difficult to get into. Some builders make both entry
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Satyr Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by simple desires, to see the world and to sample its every
woefully burdened with the plague of seriousness. Satyrs scoff at the efforts of polis-builders with their laws and right angles, and they poke fun at philosophers with their endless theories and
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
storms, and can be summoned during stormy weather to do the bidding of Talos’s evil followers. Like its patron deity, Gorthok revels in destruction. Gorthok the Thunder Boar
Huge monstrosity, chaotic
(Recharge 6). Gorthok shoots a bolt of lightning at one creature it can see within 120 feet of it. The target must make a DC 15 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
builders need only take a pick to any wall to find their building materials. Rather, this cavern provides the small army of earth elementals aiding the settlers, and its magical stone is used in the
of corrupted elementals as part of her efforts, and rewards characters who bring her a sample from any out-of-control earth elemental creature found in the unexplored areas of Blingdenstone. She pays
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
O’-wells These magic wells are scattered throughout Hither. Their builders and their original purpose have been long forgotten. In the days when Zybilna ruled over her domain, the wells served as
additional action option, which they use to grant boons to those who promise to oppose Bavlorna: Magic Boon (Recharges after a Long Rest). The will-o’-wisp grants a boon to one creature it can see within
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
with massive casualties on the kobold side. Tunnelers and Builders. Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels
(Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
or be charmed. While charmed in this way, the target idolizes the satyr and will take part in the satyr’s revels. The charmed condition ends for the creature after 1 hour, if it takes any damage, if
Satyr While most satyrs are known for their high spirits, love of revels, and gregarious personalities, these outgoing people are neither naive nor defenseless. Some satyrs delightedly torment stuffy
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
humor. At the same time, faerie dragons’ limited attention spans often leave them starved for novelty, and nearly any creature can attract their interest—at least temporarily. Faerie Dragon Connections
A faerie dragon uses magic to aid in the rambling revels of a band of satyrs.
4 A faerie dragon and a quasit are sworn enemies, and their invisible battles and the elaborate traps they lay for
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
challenge of taking on an outcast, but don’t set up one expectation and deliver another. You can establish a monstrous creature as just another culture in your campaign, one that has alliances and
rivalries with humans, elves, and dwarves. A hobgoblin kingdom might serve as a buffer between a human kingdom and a blighted region overrun by the spawn of Kyuss. Kobolds might be city builders, the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
any clues as to its original builders. Its walls are hung with velvet tapestries featuring heroic figures performing a variety of glorious acts. Side Chambers. A few small private side chambers allow
ancient) silver dragon can use the following additional lair action while in its lair: Icy Grip. A sudden, supernatural chill fills the lair near the dragon. Each creature of the dragon’s choice that
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Kelek Kelek is a greedy, narcissistic sociopath who revels in chaos but is a coward at heart. The fact that he’s highly intelligent makes him even more dangerous. More than anything, he wants the
magical explosion of fire centered on a point he can see within 120 feet of him. Each creature in a 20-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw, taking 35
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Faerie Dragon Lairs Faerie dragons go where the fun is. For many, this means dwelling near portals to the Feywild, enjoying that realm’s unpredictable magic and boisterous revels. Yet it can just as
initiative count 20 on the next round, whenever a ranged attack roll misses the dragon, reroll the attack against a random creature within 30 feet of the dragon that doesn’t have total cover against
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
feed on their fear and despair. Dungeon builders and Underdark tyrants sometimes venture into the Shadowfell to capture balhannoths for use as guardians. Balhannoth
Large Aberration, Typically
.
Bite. The balhannoth makes one Bite attack against one creature it has grappled.
Teleport. The balhannoth teleports, along with any equipment it is wearing or carrying and any creatures it has
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
sunlight in. They respect skillfully wrought stonework and often take over canyon fortresses and similar structures when they’re abandoned by their original non-dragon builders. Brass dragons are also
one inside the hoard chamber—provide fresh water for the dragon and any guests, and they also serve as a sort of alarm system. As described in the Monster Manual , whenever a creature with an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse. When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the
creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Example Traps Traps are presented in alphabetical order. Collapsing Roof Deadly Trap (Levels 1–4) Trigger: A creature crosses a trip wire
Duration: Instantaneous
This trap uses a trip wire to
collapse an unstable section of ceiling. The trip wire is 3 inches off the ground and stretches between two weak supports that topple when the trip wire is pulled. The first creature that crosses the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
builders incorporate curving turns into nearby passages that allow the stone to keep moving. Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the pressure plate
Example Traps Traps are presented in alphabetical order. Collapsing Roof Deadly Trap (Levels 1–4) Trigger: A creature crosses a trip wire
Duration: Instantaneous
This trap uses a trip wire to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
rendered its magic unstable. The oval serves as a portal to Sigil while the characters carry the second piece of the rod. If a creature tries to teleport to the Mournland using a Teleport spell, a Plane
teleported creatures arrive in an empty space near this oval, regardless of their intended destination in the Mournland. A creature that studies the reflection of the Mournland in the oval clearly sees the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
train station. To use the portal, a creature must first be cleared for gate travel by an authorized modron. CoupleOfKooks “I’ve been trying to find a bakery for the past three hours. Every building
government: the Hall of Disorder. Denizens of the Inverse make their pleas in the ramshackle courthouse before the Council of Anarchy and a raucous jury that revels in each trial. The council judges
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
pass through it, nor can they teleport to any location inside it. Any creature that performs the Rite of the Arcane Octad (see "Rite of the Arcane Octad") near the spire can pass through the force
move through the air. Housed in each cylinder is a swollen human brain floating in a bath of slimy, translucent goo.
Three Netherese wizards chose to continue their revels into undeath, each one
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
marks the course of the lost, marching modrons. Any creature that enters this area on foot is affected as described in the “Marching Modrons” section. Tyrant Fungus. Beholder-like fungi cover the
trampled. The creature must make a DC 18 Dexterity saving throw. On a failed save, it takes 44 (8d10) bludgeoning damage and has the prone condition in the closest unoccupied space outside the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
three hags bicker incessantly with one another, but they also finish each other’s sentences and coordinate their activities as if they were a single creature. They refer to the chimera in area G16 as
. The first time a creature comes within 5 feet of the hellbloom, the flower emits a cloud of noxious gas that duplicates the effect of the Stinking Cloud spell (spell save DC 15). Once the flower has
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
attempt to disarm it fails. When the trap triggers, the ceiling stone falls onto the creature. That creature must make a successful DC 14 Dexterity saving throw or take 18 (4d8) bludgeoning damage. B. Open
Pit and Illusion The builders placed several open pits throughout the Winding Way, each measuring 6 feet by 6 feet and with a depth of 10 feet. Covering each pit is an illusory section of floor (major
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
are rounded up and sent about tasks under guard. It is also used for the revels of the off-duty dungeon crew. A few smoky torches burn along the walls. Several benches and tables are pushed out of the
death and eaten, so they will be very willing to help any creature promising them escape from the toils of the giants. These orcs can lead the characters south and east to the rebels’ hideout (area 19
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
support the weight of a Large creature, but the scattered areas of thatch can support only Small creatures. A Medium or larger creature that attempts to cross a portion of the thatched roof must
the room. Rasp, the monstrous peryton (see appendix C), has established a temporary lair in the belfry while it scours the island to feed. The creature is present here only if the characters have not
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
padded chairs and a low stone shelf holding four crystal pitchers, a large bowl, and several glasses. A pale mind flayer sits in one of the chairs wearing a black, tattered robe.
The sitting creature
.
Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d6) cold damage, and Oshundo regains 14 hit points if the target is a creature.
Arcane Bolt. Ranged Spell Attack: +8 to
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the area. Once spotted, the tripwire is easily avoided and disarmed (no ability check required). Any creature that walks over or through the rubble without avoiding the tripwire triggers a cave-in of
wooden beams and heavy stones. (The area of the collapse is marked on the map.) Any creature in the area when the trap triggers must succeed on a DC 10 Dexterity saving throw or take 3d6 bludgeoning






