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Returning 35 results for 'branches both diffusing churning remain'.
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Vampire Warrior
Legacy
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Monsters
Monster Manual (2014)
the Night"} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The
of the following effects:
There's a noticeable increase in the populations of bats, rats, and wolves in the region.
Plants within 500 feet of the lair wither, and their stems and branches become
Vampire
Legacy
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Monsters
Basic Rules (2014)
. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The vampire can take 3 legendary actions, choosing from the options below. Only one
noticeable increase in the populations of bats, rats, and wolves in the region.
Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
Shadows cast within 500 feet
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The vampire can take 3
effects:
There's a noticeable increase in the populations of bats, rats, and wolves in the region.
Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny
Monsters
Journeys through the Radiant Citadel
are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning gouts of water. A riverine’s personality reflects the nature of the river it arises
lair. The tracks lead to potential shelters and safe passages across the river’s waters, while also leading away from areas that the riverine prefers to remain undisturbed.
If the riverine dies
Monsters
Princes of the Apocalypse
pale and cloudy, and he loses the Air Form trait. He can remain in polymorphed form for up to 1 hour. Reverting to his true form requires an action.
Summon Elementals (1/Day). Yan-C-Bin summons up
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
Monsters
Waterdeep: Dungeon of the Mad Mage
in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Zorak and obeying his spoken commands. The beasts remain for 1 hour, until Zorak dies
stems and branches become twisted and thorny.
Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
A creeping fog clings to the ground within 500 feet of the
Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or
insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They
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
next dawn.
If Arasta dies, the spiders and insects lose their supernatural link to her. The webs remain, but they dissolve within 1d10;{"diceNotation":"1d10","rollType":"roll"} days.Acid
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
great span of the world. You seek to act with the long-term interests of nature in mind. 4 The sea is a constant, churning cauldron of power and chaos. It reminds you that accepting change is necessary
to sustain yourself in the world. 5 The birds in the sky are evidence that even the smallest creatures can survive if they remain above the fray. 6 As demonstrated by the actions of the wolf, an individual’s strength is nothing compared to the power of the pack.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
great span of the world. You seek to act with the long-term interests of nature in mind. 4 The sea is a constant, churning cauldron of power and chaos. It reminds you that accepting change is necessary
to sustain yourself in the world. 5 The birds in the sky are evidence that even the smallest creatures can survive if they remain above the fray. 6 As demonstrated by the actions of the wolf, an individual’s strength is nothing compared to the power of the pack.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
great span of the world. You seek to act with the long-term interests of nature in mind. 4 The sea is a constant, churning cauldron of power and chaos. It reminds you that accepting change is necessary
to sustain yourself in the world. 5 The birds in the sky are evidence that even the smallest creatures can survive if they remain above the fray. 6 As demonstrated by the actions of the wolf, an individual’s strength is nothing compared to the power of the pack.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
thaumaturgy cantrip, choosing a magical effect at random. Charisma is the spellcasting ability for this spell.
Churning Chaos. When the creature scores a critical hit or takes a critical hit, chaotic
creature within 20 feet of the creature must succeed on a DC 15 Constitution saving throw or rise vertically, up to 20 feet, and remain magically suspended there for 1 minute. While suspended in this way
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
thaumaturgy cantrip, choosing a magical effect at random. Charisma is the spellcasting ability for this spell.
Churning Chaos. When the creature scores a critical hit or takes a critical hit, chaotic
creature within 20 feet of the creature must succeed on a DC 15 Constitution saving throw or rise vertically, up to 20 feet, and remain magically suspended there for 1 minute. While suspended in this way
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
thaumaturgy cantrip, choosing a magical effect at random. Charisma is the spellcasting ability for this spell.
Churning Chaos. When the creature scores a critical hit or takes a critical hit, chaotic
creature within 20 feet of the creature must succeed on a DC 15 Constitution saving throw or rise vertically, up to 20 feet, and remain magically suspended there for 1 minute. While suspended in this way
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
.
Green Slime. Patches of green slime (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) coat the overhead branches of dead trees. The slime falls on creatures passing below
challenged, one of the guards tries to escape to 3 for help. 3 3 lizardfolk, 1 lizardfolk scaleshield* If a guard from 2 escaped, these guards go to 2. If not, they remain here until alerted by noise
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
.
Green Slime. Patches of green slime (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) coat the overhead branches of dead trees. The slime falls on creatures passing below
challenged, one of the guards tries to escape to 3 for help. 3 3 lizardfolk, 1 lizardfolk scaleshield* If a guard from 2 escaped, these guards go to 2. If not, they remain here until alerted by noise
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
.
Green Slime. Patches of green slime (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) coat the overhead branches of dead trees. The slime falls on creatures passing below
challenged, one of the guards tries to escape to 3 for help. 3 3 lizardfolk, 1 lizardfolk scaleshield* If a guard from 2 escaped, these guards go to 2. If not, they remain here until alerted by noise
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
as a potion of healing. 3 A gold candelabrum (worth 150 gp) with three branches, each one holding an unlit candle. 4 A purple silk handkerchief with white ruffled edges (worth 1 gp). On future
the party’s allies for as long as they remain with the party, or until Strahd appears. If the characters leave the castle, the Vistani accompany them, since choosing to remain in the castle would
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
as a potion of healing. 3 A gold candelabrum (worth 150 gp) with three branches, each one holding an unlit candle. 4 A purple silk handkerchief with white ruffled edges (worth 1 gp). On future
the party’s allies for as long as they remain with the party, or until Strahd appears. If the characters leave the castle, the Vistani accompany them, since choosing to remain in the castle would
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
as a potion of healing. 3 A gold candelabrum (worth 150 gp) with three branches, each one holding an unlit candle. 4 A purple silk handkerchief with white ruffled edges (worth 1 gp). On future
the party’s allies for as long as they remain with the party, or until Strahd appears. If the characters leave the castle, the Vistani accompany them, since choosing to remain in the castle would
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
series of experiments that expand his understanding of arcane magic and of the planes of existence. Mephistopheles keeps his realm churning with punishing storms. He doesn’t entertain visitors, and
threaten his master’s position, he is content to remain at the right hand of the throne, at least for the time being. Devils bargain with mortals to upend the divine order. They stake claims on souls that
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
series of experiments that expand his understanding of arcane magic and of the planes of existence. Mephistopheles keeps his realm churning with punishing storms. He doesn’t entertain visitors, and
threaten his master’s position, he is content to remain at the right hand of the throne, at least for the time being. Devils bargain with mortals to upend the divine order. They stake claims on souls that
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
series of experiments that expand his understanding of arcane magic and of the planes of existence. Mephistopheles keeps his realm churning with punishing storms. He doesn’t entertain visitors, and
threaten his master’s position, he is content to remain at the right hand of the throne, at least for the time being. Devils bargain with mortals to upend the divine order. They stake claims on souls that
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
sound of movement from behind the conifers, where three chwingas (see appendix C) are playing atop the snow in a clearing. A dinner plate with branches and pinecones arrayed on it is placed between them
in appendix C. The chwingas remain docile unless a character acts aggressively toward them, whereupon they try to hide in nearby rocks, plants, or snowdrifts. They won’t come out until they no longer
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Conclave Dryad The lush forests that once grew on Ravnica are gone, but the dryads remain, striving to bring the sprawling city and the verdant green of nature into harmony. Dryads believe that their
stonemasons and woodshapers to create Selesnya enclaves. Summoned Mount. When leading its guild into battle, a dryad rides a magically summoned creature woven of living branches, vines, and grasses and
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Conclave Dryad The lush forests that once grew on Ravnica are gone, but the dryads remain, striving to bring the sprawling city and the verdant green of nature into harmony. Dryads believe that their
stonemasons and woodshapers to create Selesnya enclaves. Summoned Mount. When leading its guild into battle, a dryad rides a magically summoned creature woven of living branches, vines, and grasses and
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Conclave Dryad The lush forests that once grew on Ravnica are gone, but the dryads remain, striving to bring the sprawling city and the verdant green of nature into harmony. Dryads believe that their
stonemasons and woodshapers to create Selesnya enclaves. Summoned Mount. When leading its guild into battle, a dryad rides a magically summoned creature woven of living branches, vines, and grasses and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
sound of movement from behind the conifers, where three chwingas (see appendix C) are playing atop the snow in a clearing. A dinner plate with branches and pinecones arrayed on it is placed between them
in appendix C. The chwingas remain docile unless a character acts aggressively toward them, whereupon they try to hide in nearby rocks, plants, or snowdrifts. They won’t come out until they no longer
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
sound of movement from behind the conifers, where three chwingas (see appendix C) are playing atop the snow in a clearing. A dinner plate with branches and pinecones arrayed on it is placed between them
in appendix C. The chwingas remain docile unless a character acts aggressively toward them, whereupon they try to hide in nearby rocks, plants, or snowdrifts. They won’t come out until they no longer






