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Returning 35 results for 'branches both diffusing clinging remains'.
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Magic Items
Dungeon Master’s Guide
action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.
Tree (Uncommon). You must be
60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
Whip (Rare). You can take a Magic action to throw the token to a point within 10 feet of
Twig Blight
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
False Appearance. While the blight remains motionless, it is indistinguishable from a dead shrub.Claws. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Claws"} to
resembles a woody shrub that can pull its roots free of the ground. Its branches twist together to form a humanoid-looking body with a head and limbs.Fire
Monsters
Icewind Dale: Rime of the Frostmaiden
False Appearance. While the ice piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite.
Spider Climb. The ice piercer can climb difficult surfaces, including
resemble piercer;piercers.
Clinging to the ceilings of caverns and large subterranean passages, piercers blend in perfectly with natural rock, dropping in silence to impale unsuspecting foes on the
magic-items
3d6 Piercing damage. On a failure, the prisoner remains in the tree, and both creatures take the Piercing damage.
Tree Control. While attuned to the tree and within 120 feet of it, you gain the
save, the tree captures the target within its branches. The target takes 6d6 Piercing damage, and has the Stunned condition until it’s released from the tree.
Eviscerate. You can take a Magic
Feather Token
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.
Feather Token (Tree);Tree. You must be outdoors to use this token. You can use an action to
branches at the top spread out in a 20-foot radius.
Feather Token (Whip);Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip
Quaal's Feather Token
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.
Feather Token (Tree);Tree. You must be outdoors to use this token. You can use an action to
branches at the top spread out in a 20-foot radius.
Feather Token (Whip);Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
S1. Road Junction The road branches north and climbs a rocky escarpment, ending at a gatehouse built into a twenty-foot-high wall of stone reinforced with buttresses every fifty feet or so. The wall
to tell at this distance, but there seems to be a switchback road clinging to the cliffs that lead up from the walled settlement to the abbey. The Old Svalich Road continues west from this location for
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Stirges Notorious, Clinging Bloodsuckers Habitat: Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark, Urban; Treasure: None Stirges are bat-size vermin with dagger-length proboscises that
result from the Stirge Roosts table to inspire where stirges might lurk. Stirge Roosts 1d4 Between Hunts, the Stirge Lurks In... 1 The attic or furniture of a ruined building. 2 A cave or narrow crevice. 3 A hollow tree or thicket. 4 The remains of a gigantic, dead creature.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
S1. Road Junction The road branches north and climbs a rocky escarpment, ending at a gatehouse built into a twenty-foot-high wall of stone reinforced with buttresses every fifty feet or so. The wall
to tell at this distance, but there seems to be a switchback road clinging to the cliffs that lead up from the walled settlement to the abbey. The Old Svalich Road continues west from this location for
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Stirges Notorious, Clinging Bloodsuckers Habitat: Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark, Urban; Treasure: None Stirges are bat-size vermin with dagger-length proboscises that
result from the Stirge Roosts table to inspire where stirges might lurk. Stirge Roosts 1d4 Between Hunts, the Stirge Lurks In... 1 The attic or furniture of a ruined building. 2 A cave or narrow crevice. 3 A hollow tree or thicket. 4 The remains of a gigantic, dead creature.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
S1. Road Junction The road branches north and climbs a rocky escarpment, ending at a gatehouse built into a twenty-foot-high wall of stone reinforced with buttresses every fifty feet or so. The wall
to tell at this distance, but there seems to be a switchback road clinging to the cliffs that lead up from the walled settlement to the abbey. The Old Svalich Road continues west from this location for
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Stirges Notorious, Clinging Bloodsuckers Habitat: Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark, Urban; Treasure: None Stirges are bat-size vermin with dagger-length proboscises that
result from the Stirge Roosts table to inspire where stirges might lurk. Stirge Roosts 1d4 Between Hunts, the Stirge Lurks In... 1 The attic or furniture of a ruined building. 2 A cave or narrow crevice. 3 A hollow tree or thicket. 4 The remains of a gigantic, dead creature.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
H19. Orc War Chief’s Lair Kra, the orc war chief, dwelled here until Cryovain ate him. All that remains of Kra is a severed right hand still clutching the haft of an elegant-looking nonmagical
missing one of its arms. Crafted by sea elves as a gift to their land-dwelling cousins, it has six branches of red coral worked into its design. The branches can be detached and are worth 25 gp each.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
H19. Orc War Chief’s Lair Kra, the orc war chief, dwelled here until Cryovain ate him. All that remains of Kra is a severed right hand still clutching the haft of an elegant-looking nonmagical
missing one of its arms. Crafted by sea elves as a gift to their land-dwelling cousins, it has six branches of red coral worked into its design. The branches can be detached and are worth 25 gp each.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
H19. Orc War Chief’s Lair Kra, the orc war chief, dwelled here until Cryovain ate him. All that remains of Kra is a severed right hand still clutching the haft of an elegant-looking nonmagical
missing one of its arms. Crafted by sea elves as a gift to their land-dwelling cousins, it has six branches of red coral worked into its design. The branches can be detached and are worth 25 gp each.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
exploration of the peylon tree at area P1. When they arrive at the tree, read or paraphrase the following: This tree is hundreds of feet tall. The tree’s leafless branches and bark are pale and soft-looking
, and the hill is covered in the decomposing remains of sticky, gray fruits that hum with swarms of flies. Deep holes in the tree’s trunk—like rents in a rusted suit of armor—provide glimpses inside the tree’s rotten, hollow interior.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
exploration of the peylon tree at area P1. When they arrive at the tree, read or paraphrase the following: This tree is hundreds of feet tall. The tree’s leafless branches and bark are pale and soft-looking
, and the hill is covered in the decomposing remains of sticky, gray fruits that hum with swarms of flies. Deep holes in the tree’s trunk—like rents in a rusted suit of armor—provide glimpses inside the tree’s rotten, hollow interior.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
exploration of the peylon tree at area P1. When they arrive at the tree, read or paraphrase the following: This tree is hundreds of feet tall. The tree’s leafless branches and bark are pale and soft-looking
, and the hill is covered in the decomposing remains of sticky, gray fruits that hum with swarms of flies. Deep holes in the tree’s trunk—like rents in a rusted suit of armor—provide glimpses inside the tree’s rotten, hollow interior.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
miners hard at work. Below them, nearly two dozen skeletons in rusted scraps of armor are scattered across the cavern floor. Some are dwarf skeletons, while others are orc remains. Half a dozen large
brass lanterns stand in niches or on ledges around the cavern, but none are lit.
Clinging to the ceiling like bats are ten stirges. The monsters find scant living prey in the mines, and they are
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
miners hard at work. Below them, nearly two dozen skeletons in rusted scraps of armor are scattered across the cavern floor. Some are dwarf skeletons, while others are orc remains. Half a dozen large
brass lanterns stand in niches or on ledges around the cavern, but none are lit.
Clinging to the ceiling like bats are ten stirges. The monsters find scant living prey in the mines, and they are
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Approaching the Tower The Svalich Woods have swallowed up the road that once led to the tower. Now only a wide dirt trail remains. You come to a cold mountain lake enclosed by misty woods and rocky
tower is old and decrepit, with collapsing scaffolds clinging to one side where a large gash has split the wall. Timeworn griffon statues, their wings and flanks covered with moss, perch atop
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Approaching the Tower The Svalich Woods have swallowed up the road that once led to the tower. Now only a wide dirt trail remains. You come to a cold mountain lake enclosed by misty woods and rocky
tower is old and decrepit, with collapsing scaffolds clinging to one side where a large gash has split the wall. Timeworn griffon statues, their wings and flanks covered with moss, perch atop
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Approaching the Tower The Svalich Woods have swallowed up the road that once led to the tower. Now only a wide dirt trail remains. You come to a cold mountain lake enclosed by misty woods and rocky
tower is old and decrepit, with collapsing scaffolds clinging to one side where a large gash has split the wall. Timeworn griffon statues, their wings and flanks covered with moss, perch atop
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
miners hard at work. Below them, nearly two dozen skeletons in rusted scraps of armor are scattered across the cavern floor. Some are dwarf skeletons, while others are orc remains. Half a dozen large
brass lanterns stand in niches or on ledges around the cavern, but none are lit.
Clinging to the ceiling like bats are ten stirges. The monsters find scant living prey in the mines, and they are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
advantage on Dexterity (Stealth) checks made to hide under the gazebo’s roof. Treasure. The floor of the gazebo is littered with the remains of past meals, including lizard bones, blood hawk feathers, and two
the ring on. The nightmare is vivid: the wearer is engulfed by a sperm whale while clinging to a floating barrel on a stormy sea. After being swallowed whole in the nightmare, the ring wearer awakens, no worse for wear.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
living trees grow naturally out of its fallen remains. Their shapes resemble towers, with candlelit windows twinkling in the gloom and wooden balconies encircling gnarled branches. On one side of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
branches twist together to form a humanoid-looking body with a head and limbs. Twig blights seek out campsites and watering holes, rooting there to set up ambushes for potential victims coming to drink
Perception 9
Languages understands Common but can’t speak
Challenge 1/8 (25 XP)
False Appearance. While the blight remains motionless, it is indistinguishable from a dead shrub.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
mirror with an engraved stone frame. This mirror is one of Halaster’s magic gates (see “Gates”).
Dwarf Remains. The badly rotted corpses of four dwarves lie in a semicircle in front of the mirror
it. Characters who search the remains find some treasure (see “Treasure”). Mirror Gate to Level 1 Worked into the mirror’s stone frame is an image of a wizard pointing a wand. This gate’s rules are as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
mirror with an engraved stone frame. This mirror is one of Halaster’s magic gates (see “Gates”).
Dwarf Remains. The badly rotted corpses of four dwarves lie in a semicircle in front of the mirror
it. Characters who search the remains find some treasure (see “Treasure”). Mirror Gate to Level 1 Worked into the mirror’s stone frame is an image of a wizard pointing a wand. This gate’s rules are as
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
branches twist together to form a humanoid-looking body with a head and limbs. Twig blights seek out campsites and watering holes, rooting there to set up ambushes for potential victims coming to drink
Perception 9
Languages understands Common but can’t speak
Challenge 1/8 (25 XP)
False Appearance. While the blight remains motionless, it is indistinguishable from a dead shrub.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
branches twist together to form a humanoid-looking body with a head and limbs. Twig blights seek out campsites and watering holes, rooting there to set up ambushes for potential victims coming to drink
Perception 9
Languages understands Common but can’t speak
Challenge 1/8 (25 XP)
False Appearance. While the blight remains motionless, it is indistinguishable from a dead shrub.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
advantage on Dexterity (Stealth) checks made to hide under the gazebo’s roof. Treasure. The floor of the gazebo is littered with the remains of past meals, including lizard bones, blood hawk feathers, and two
the ring on. The nightmare is vivid: the wearer is engulfed by a sperm whale while clinging to a floating barrel on a stormy sea. After being swallowed whole in the nightmare, the ring wearer awakens, no worse for wear.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
advantage on Dexterity (Stealth) checks made to hide under the gazebo’s roof. Treasure. The floor of the gazebo is littered with the remains of past meals, including lizard bones, blood hawk feathers, and two
the ring on. The nightmare is vivid: the wearer is engulfed by a sperm whale while clinging to a floating barrel on a stormy sea. After being swallowed whole in the nightmare, the ring wearer awakens, no worse for wear.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
living trees grow naturally out of its fallen remains. Their shapes resemble towers, with candlelit windows twinkling in the gloom and wooden balconies encircling gnarled branches. On one side of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
mirror with an engraved stone frame. This mirror is one of Halaster’s magic gates (see “Gates”).
Dwarf Remains. The badly rotted corpses of four dwarves lie in a semicircle in front of the mirror
it. Characters who search the remains find some treasure (see “Treasure”). Mirror Gate to Level 1 Worked into the mirror’s stone frame is an image of a wizard pointing a wand. This gate’s rules are as






