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Returning 35 results for 'branches before descended cause reality'.
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Monsters
Strixhaven: A Curriculum of Chaos
can cause one creature it can see within 30 feet of the target to take 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Exponential Lash", "rollDamageType":"force"} force
mathematical patterns in nature or engaging in speculative dives into topological formulas that bend reality, their studies blur the line between abstract numerical theory and natural reality.
Quandrix
Monsters
Strixhaven: A Curriculum of Chaos
can cause one creature it can see within 30 feet of the target to take 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Exponential Lash", "rollDamageType":"force"} force
students are extrapolating mathematical patterns in nature or engaging in speculative dives into topological formulas that bend reality, their studies blur the line between abstract numerical theory and
Speak with Plants
Legacy
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Spells
Basic Rules (2014)
and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the GM’s discretion. The spell doesn’t enable plants to uproot themselves and
move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical
Magic Items
Tasha’s Cauldron of Everything
cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn.
Spells
Xanathar's Guide to Everything
You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point
the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
Roots and
Monsters
Van Richten’s Guide to Ravenloft
end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC
Monsters
Van Richten’s Guide to Ravenloft
on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the
Monsters
Mythic Odysseys of Theros
them to search for answers within the bowels of other beings, performing murderous haruspicy in pursuit of their discarded cosmic purpose. When they fail to find answers, their unnatural cries cause reality to shudder, undermining magic and sane minds alike.
Monsters
Van Richten’s Guide to Ravenloft
failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality
);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex","rollDamageType":"psychic"} psychic damage and is deafened until the end of its next turn. If the saving throw fails by 5 or
Monsters
Van Richten’s Guide to Ravenloft
magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature
within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22 (5d8);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex
Monsters
Van Richten’s Guide to Ravenloft
. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction
":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22
Fraz-Urb'luu
Legacy
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Monsters
Out of the Abyss
of their holy cause, only to eventually reveal his true nature and claim their souls as his own.Fraz-Urb’luu’s Lair
Fraz-Urb’luu’s lair lies within the Abyssal lair known as
(62,000 XP) when he’s encountered in his lair.
Lair Actions
On initiative count 20 (losing initiative ties), Fraz-Urb’luu can take a lair action to cause one of the following effects; he can
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
Bigby Presents: Glory of the Giants
’s not particularly interested in Humanoids or other little creatures—either in conversing with them or in protecting them from harm it might cause.
If the scion is threatened, it unleashes
.
If the scion dies, these effects end immediately.
Scions of Giants’ Gods
Giants are descended from the All-Father, Annam, and his children. But scions of giants’ gods boast a greater
Monsters
Bigby Presents: Glory of the Giants
from harm it might cause.
If the scion is threatened, it unleashes elemental might like few other forces in the multiverse can muster: blades of lightning, boulder-sized hailstones, and a storm of
day to day, ranging from pleasantly sunny to brutal hailstorms.
If the scion dies, these effects end immediately.
Scions of Giants’ Gods
Giants are descended from the All-Father, Annam
Beholder
Legacy
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Monsters
Monster Manual (2014)
actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:
A 50-foot square area of ground within 120 feet of the
within 1 mile of the beholder’s lair sometimes feel as if they’re being watched when they aren’t.
When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and
Monsters
Out of the Abyss
ties), the beholder can take one lair action to cause one of the following effects:
A 50-foot square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until
the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed
Monsters
Bigby Presents: Glory of the Giants
. Hit: 35 (4d12 + 9);{"diceNotation":"4d12+9", "rollType":"damage", "rollAction":"Crystal Club", "rollDamageType":"bludgeoning"} bludgeoning damage. Hit or Miss: The scion can cause the club to flare with
":"1d10", "rollType":"roll", "rollAction":"Days"} days.
Scions of Giants’ Gods
Giants are descended from the All-Father, Annam, and his children. But scions of giants’ gods boast a greater
Aasimar
Legacy
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Species
Volo's Guide to Monsters
Dragons
Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are
Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.
From an early age, an aasimar
Backgrounds
Sword Coast Adventurer's Guide
order’s cause.
The “Knightly Orders of Faerûn” sidebar details several of the orders that are active at present and is designed to help inform your decision about which group
. The reality of the dangers they faced eventually sank in, as did Lurue’s tenets. Over time the small group grew and spread, gaining a following in places as far as Cormyr. The Knights of the
Balhannoth
Legacy
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Monsters
Mordenkainen’s Tome of Foes
drow enclave.
Lair Actions
When fighting inside its lair, a balhannoth can use lair actions. On initiative count 20 (losing initiative ties), a balhannoth can take one lair action to cause one of
the following effects; the balhannoth can’t use the same lair action two rounds in a row:
The balhannoth warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain
Monsters
Princes of the Apocalypse
Caves, described in chapter 5), Yan-C-Bin is master. He can use the following actions in his lair.
Lair Actions
On initiative count 20 (losing initiative ties), Yan-C-Bin takes a lair action to cause
touch.
Gale force winds tear across the landscape in a 5-mile radius, whisking away small or light objects, dismantling roofs and fences, tearing branches from trees, and making flight impossible
Graz'zt
Legacy
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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
initiative count 20 (losing initiative ties), Graz’zt can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
Graz’zt casts
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you
property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
), Zuggtmoy can take a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row.
Zuggtmoy causes four gas spore;gas spores or violet fungus;violet fungi
.”
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
Monsters
Planescape: Adventures in the Multiverse
the far-flung past and inscrutable future of the multiverse. Many of these rare scholars of the profane seek to manipulate reality on a grand scale, while others unleash horrific experiments on the
wounded foes alive, sometimes indefinitely, to prolong their suffering. Even striking against a baernaloth brings misery—they can cause an attacker’s old wounds to painfully reopen. All the
Monsters
Mythic Odysseys of Theros
beyond the branches of the tree and carpet the forest floor of her realm.
Path to the Underworld. Tales are told of forlorn souls who, because of grief or madness over the loss of a loved one, have
count 20 (losing initiative ties), Arasta can take a lair action to cause one of the following effects. She can’t use the same effect two rounds in a row.
Arasta learns about any creature
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
New Race: Verdan The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing
. Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant, and the Verdan emerged. I’m sorry, was that the question?
— K’thriss Drow’b
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Redwood Watch Redwood Watch is a village of about a hundred people who work primarily as hunters, trappers, lumberers, and artisans. Most are elves descended from the grove’s six original families
as large tree hollows that serve as homes and shops. A few hardy individuals have made their homes amid the forest’s branches in tree houses that overlook the forest floor. Owing to the village’s
Species
Acquisitions Incorporated
The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But
.
Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
paraphrase the following boxed text to the players: Wrought iron trees line a trail that leads to the summit of a steep hill. Anguished knights are impaled on the trees’ metal branches, their bodies
writhing in torment as bloated stirges feast on their blood.
Haruman, a human paladin of Helm, was one of Zariel’s most devoted Hellriders. He crucified deserters to Zariel’s cause on “Coward’s Way
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to
perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to
perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends. Grasses and Undergrowth
in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches. Roots and Vines. At the end of each of your turns, one creature of your choice that is on the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature






