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Returning 35 results for 'boulders being diffusing creature reclusive'.
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borders being diffusing creature recluse
Monsters
Monster Manual
", "rollAction":"Avalance Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Large or smaller creature and the galeb duhr moved 20+ feet straight toward it immediately before the hit
Boulders (1/Day). The galeb duhr magically animates one or two boulders it can see within 60 feet of itself. Each boulder uses the Galeb Duhr stat block, except it has Intelligence and Charisma scores
Spells
Player’s Handbook
so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning
. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders
Monsters
Forgotten Realms: Adventures in Faerûn
restrictions caused by webs, and it knows the location of any other creature in contact with the same web.Multiattack. The aranea makes two attacks, using Bite, Slam, or Sling in any combination.
Bite
components and using Charisma as the spellcasting ability (spell save DC 12):
At Will: Friends, Silent Image
1/Day: Hold PersonAraneas are reclusive shape-shifters. An aranea’s natural form resembles
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollType":"damage", "rollAction":"Beak", "rollDamageType":"Piercing"} Piercing damage. If the target is a Large or smaller creature, it has the Prone condition.
Scimitar (Humanoid Form Only). Melee
GrowthSwanmays are members of a reclusive order of wilderness defenders. Each bears a primal blessing that allows them to transform into a swan to watch over the lakes and woods they call home. Swanmays get
Galeb Duhr
Legacy
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Monsters
Monster Manual (2014)
. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.Slam. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Slam"} to
hit, reach 5 ft., one target. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5","rollType":"damage","rollAction":"Slam","rollDamageType":"bludgeoning"} bludgeoning damage.
Animate Boulders (1/Day). The galeb
Monsters
Storm King's Thunder
);{"diceNotation":"4d10+6","rollType":"damage","rollAction":"Rock","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked
prone.
Fling. The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of
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
Bigby Presents: Glory of the Giants
", "rollDamageType":"thunder"} thunder damage to each creature, other than the giant, within 30 feet of the target. The club can emit a burst this way only once per turn.
Boulder. Ranged Weapon Attack: +10
", "rollType":"roll", "rollAction":"Boulder"}; on a roll of 3 or lower, the giant has no more boulders to throw.Unyielding. In response to failing a saving throw to avoid being moved, having the prone
Wind Wall
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8
miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.
Monsters
Bigby Presents: Glory of the Giants
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
", "rollType":"damage", "rollAction":"Stone Bolas", "rollDamageType":"thunder"} thunder damage to the target and each creature within 10 feet of the target. On a successful save, the stones vanish without
Monsters
Bigby Presents: Glory of the Giants
Death Curse. When the fensir starts its turn with 0 hit points and doesn’t regenerate, it releases a curse on those around it. Each creature within 30 feet of the fensir when it dies must
succeed on a DC 13 Charisma saving throw or be cursed for the next 24 hours.
While cursed in this way, an affected creature gains no benefit from finishing a short or long rest. At the end of every hour
Monsters
The Book of Many Things
(5d6 + 4);{"diceNotation":"5d6+4", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"piercing"} piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving
Bitterwind—have noticed he’s become more reclusive recently, and when he does appear, he’s restless.
Augustus is a natural-born lycanthrope, born to werewolf parents. His parents
races
Player’s Handbook
the magic of primeval forests within themselves. They are known by many other names, including wild elves, green elves, and forest elves. Grugach are reclusive wood elves of the Greyhawk setting, while
the Kagonesti and the Tairnadal are wood elves of the Dragonlance and Eberron settings, respectively.
Elf Traits
Creature Type: HumanoidSize: Medium (about 5–6 feet tall)Speed: 30 feet
Monsters
Sleeping Dragon’s Wake
creature of Lhammaruntosz's choice that is within 120 feet of her and aware of her must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Lhammaruntosz's Frightful Presence
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.
Monsters
Mythic Odysseys of Theros
(3/Day). If Hythonia fails a saving throw, she can choose to succeed instead.
Petrifying Gaze. When a creature that can see Hythonia’s eyes starts its turn within 30 feet of her, Hythonia can
force it to make a DC 18 Constitution saving throw if she isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, on a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Bittergrass Fen Features The fen has features the characters can use to their advantage in a confrontation with the borthak: Floating Boulders. The boulders floating above the stone pillars are held
with a successful DC 15 Strength (Athletics) check. Pushing the boulder ends the magic on it and causes it to fall in whichever direction the character prefers. Any creature in the path of a falling
Monsters
Fizban's Treasury of Dragons
":"recharge", "rollAction":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 60-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw. On a failed save
, the creature takes 42 (12d6);{"diceNotation":"12d6", "rollType":"damage", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Galeb Duhr The galeb duhr is a boulder-like creature with stumpy appendages that act as arms and legs. It has the ability to animate the rocks and boulders around it, and is thus usually encountered
threats. Stone Connection. A galeb duhr can become one with the earth around it, allowing it to imbue nearby rocks and boulders with a semblance of life. The galeb duhr uses its animated boulders to
Monsters
Fizban's Treasury of Dragons
":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.
Steam Breath (Recharge 5
–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Stone Giants Some adult stone giants like to grab enemies and fling them through the air. They can also roll boulders across the ground, striking multiple enemies in a line. These abilities are
represented by the following action options. Fling. The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that surrounds the field is 250 feet in diameter and ranges from 5 to 10 feet high. Any creature that climbs over the black boulders has a 10 percent chance of being struck by lightning, taking 44 (8d10
Y3. Druids’ Circle Atop the hill is a wide ring of black boulders and smaller rocks that collectively form a makeshift wall enclosing a field of dead grass. Lightning strikes the edge of the ring
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, but they often know much of the surrounding land and secrets within the earth. When motivated to action, galeb duhr slam into foes and animate nearby boulders to do the same. Some mountain dwellers
)
CR 6 (XP 2,300; PB +3)
Actions
Avalanche Slam. Melee Attack Roll: +8, reach 5 ft. Hit: 12 (2d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature and the galeb duhr moved 20
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a
, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a
, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as
brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can’t pass through it.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as
brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can’t pass through it.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
gothic villains are most effective when they are slowly revealed as shockingly cruel, immoral, or the antithesis of goodness. Gothic Horror Villains d10 Villain
1 A reclusive noble who
their charm to avoid repercussions
6 Someone who loves a monstrous creature and does anything to keep it fed and safe
7 A wealthy heir who manipulates the ambitious into committing
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. They have long coils of rope they use to climb up and down the tower’s exterior. The tower interior is a hollow cylinder 90 feet high, without stairs or ladders to reach the top. Any creature inside the
tower that speaks the command word “Esclarotta” is instantly teleported to area 21. Developments If the two ogres standing watch atop this tower begin firing the ballista or dropping some boulders
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
have long coils of rope they use to climb up and down the tower’s exterior. The tower interior is a hollow cylinder 90 feet high, without stairs or ladders to reach the top. Any creature inside the
tower that speaks the command word “Esclarotta” is instantly teleported to area 21. Developments If the two ogres standing watch atop this tower begin firing the ballista or dropping some boulders
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
such bags identify with the trickster aspect of the god Memnor and take pride in their cleverness. Cloud Giant Bag Contents 140 (4d6 × 10) sp 140 (4d6 × 10) gp 10 (3d6) pp 3 (1d4 + 1) boulders (for
creature, worth 50 gp 4 A giant-sized silver ring set with blue crystals, worth 75 gp 5 A large, gaudy citrine pendant carved to look like the sun, worth 90 gp 6 A giant-sized brass spyglass worth 100
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
stays forever youthful and alluring. If the tree is harmed, she suffers. If the tree is ever destroyed, the dryad descends into madness. Reclusive Fey. Dryads act as guardians of their woodland demesnes
. Shy and reclusive, they watch interlopers from the trees. A dryad struck by the beauty of a stranger might investigate more closely, perhaps even try to lure the individual away to be charmed. Dryads
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Stone Giant Stone giants are reclusive, quiet, and peaceful as long as they are left alone. Their granite-gray skin, gaunt features, and black, sunken eyes endow stone giants with a stern countenance
throwers are granted positions of high rank in the giants’ ordning, testing and demonstrating their ability to hurl and catch enormous boulders. Such giants take the front ranks when a tribe has cause to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
above, but it’s also dangerous. A character who has a passive Wisdom (Perception) score of 15 or higher notices a steel tripwire fastened between boulders about two inches from the ground. A
gravel down the path. The first two creatures ascending the trail must make a DC 15 Dexterity saving throw. On a failure, the creature is knocked prone and takes 2 (1d4) bludgeoning damage. A failure by 5
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
with intense heat. A creature that ends its turn touching the ground of the lava field takes 21 (6d6) fire damage. At the start of the contest’s second round, a volcano erupts, sending large boulders
boiling oil down each rope. A creature that starts its turn holding onto the oily rope takes 5 (2d4) fire damage, or half as much damage with a successful DC 10 Dexterity saving throw. A creature must






