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Returning 35 results for 'breaks bow diffusing constant returns'.
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Monsters
Monster Manual
magically returns to the solar’s hand or hovers within 5 feet of the solar immediately after a ranged attack.
Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet
against spells and other magical effects.Multiattack. The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow.
Flying Sword. Melee or Ranged Attack Roll: +15
Monsters
Guildmasters’ Guide to Ravnica
saving throw or bow until the end of its next turn. Until this bow ends, the target can’t take actions or reactions, and its speed is 0 and can’t be increased.
Indentured Spirits (Costs 3
his will.
Grandfather Karlov. The head of the council, who gives final approval to its decisions and breaks ties within the group, is Karlov, known as Grandfather. In life, Karlov was the greediest of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
skin, and its long fingers end in broken and dirty nails. Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant
feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of effect as
Monsters
Mordenkainen Presents: Monsters of the Multiverse
as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 Strength
returns to the space where it began this movement.
Slimy Organs. This creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Whenever this creature suffers a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Return to Worms. When the mage is reduced to 0 hit points, it breaks apart into a swarm of insects (see the Monster Manual) in the same space. Unless the swarm is destroyed, the mage reforms from it
the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
participate. Soon after the ritual’s completion, a welcome rain begins falling, and the heat wave breaks. The locals are overjoyed and host a celebration for the characters. Within a few days, the region’s weather returns to normal, thanks to the characters’ daring.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
participate. Soon after the ritual’s completion, a welcome rain begins falling, and the heat wave breaks. The locals are overjoyed and host a celebration for the characters. Within a few days, the region’s weather returns to normal, thanks to the characters’ daring.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
participate. Soon after the ritual’s completion, a welcome rain begins falling, and the heat wave breaks. The locals are overjoyed and host a celebration for the characters. Within a few days, the region’s weather returns to normal, thanks to the characters’ daring.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in an opalescent film like the skin of a bubble. Any further damage to the corpse breaks the spell. 8 The creature instantly returns to life with 1 hit point, as though affected by a revivify spell.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in an opalescent film like the skin of a bubble. Any further damage to the corpse breaks the spell. 8 The creature instantly returns to life with 1 hit point, as though affected by a revivify spell.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in an opalescent film like the skin of a bubble. Any further damage to the corpse breaks the spell. 8 The creature instantly returns to life with 1 hit point, as though affected by a revivify spell.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Everyone’s Unhappy The Nine Hells is a place of abject misery where no one is happy. Weaker devils are exploited and tormented by their superiors. Stronger devils live in constant fear of being
undercut that success in some small way. For example, the character’s belt might snap, or a hellish insect might sting the character on the neck and leave a welt. If a character rolls a natural 1 on an attack roll made with a nonmagical weapon, you can decide that the weapon breaks.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Everyone’s Unhappy The Nine Hells is a place of abject misery where no one is happy. Weaker devils are exploited and tormented by their superiors. Stronger devils live in constant fear of being
undercut that success in some small way. For example, the character’s belt might snap, or a hellish insect might sting the character on the neck and leave a welt. If a character rolls a natural 1 on an attack roll made with a nonmagical weapon, you can decide that the weapon breaks.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Everyone’s Unhappy The Nine Hells is a place of abject misery where no one is happy. Weaker devils are exploited and tormented by their superiors. Stronger devils live in constant fear of being
undercut that success in some small way. For example, the character’s belt might snap, or a hellish insect might sting the character on the neck and leave a welt. If a character rolls a natural 1 on an attack roll made with a nonmagical weapon, you can decide that the weapon breaks.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and allowed to retreat here in mist form, Keresta returns to this sarcophagus and remains here, paralyzed in vampire form for 1 hour. At the end of the hour, she regains 1 hit point and is no longer
paralyzed. She waits here until her Regeneration trait returns her to full hit points, then gathers her forces (including Umbraxakar) and sets out to destroy any enemies still in Vanrakdoom. Treasure
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and allowed to retreat here in mist form, Keresta returns to this sarcophagus and remains here, paralyzed in vampire form for 1 hour. At the end of the hour, she regains 1 hit point and is no longer
paralyzed. She waits here until her Regeneration trait returns her to full hit points, then gathers her forces (including Umbraxakar) and sets out to destroy any enemies still in Vanrakdoom. Treasure
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and allowed to retreat here in mist form, Keresta returns to this sarcophagus and remains here, paralyzed in vampire form for 1 hour. At the end of the hour, she regains 1 hit point and is no longer
paralyzed. She waits here until her Regeneration trait returns her to full hit points, then gathers her forces (including Umbraxakar) and sets out to destroy any enemies still in Vanrakdoom. Treasure
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
stand against the wave.
Orc Culture and Beliefs
Orcs live in constant fear of their gods, and their behavior is rooted in that mentality. They believe that they can see the influence of the gods
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
around exuberantly. This corridor ends in a set of elegant bronze double doors.
After 10 minutes, the water returns to its normal downward flow. The water enters the shaft from a hole just below the
of this stone treasury. Several jars rest inside the boat, whose bow features an empty, fist-sized indent.
A mural on the east wall depicts the boat sailing on the clouds with a glittering gemstone
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
around exuberantly. This corridor ends in a set of elegant bronze double doors.
After 10 minutes, the water returns to its normal downward flow. The water enters the shaft from a hole just below the
of this stone treasury. Several jars rest inside the boat, whose bow features an empty, fist-sized indent.
A mural on the east wall depicts the boat sailing on the clouds with a glittering gemstone
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
around exuberantly. This corridor ends in a set of elegant bronze double doors.
After 10 minutes, the water returns to its normal downward flow. The water enters the shaft from a hole just below the
of this stone treasury. Several jars rest inside the boat, whose bow features an empty, fist-sized indent.
A mural on the east wall depicts the boat sailing on the clouds with a glittering gemstone
Compendium
- Sources->Dungeons & Dragons->Monster Manual
returns to the solar’s hand or hovers within 5 feet of the solar immediately after a ranged attack.
Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet. Failure
a use of Slaying Bow.
Flying Sword. Melee or Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. Hit or Miss: The sword magically
Compendium
- Sources->Dungeons & Dragons->Monster Manual
returns to the solar’s hand or hovers within 5 feet of the solar immediately after a ranged attack.
Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet. Failure
a use of Slaying Bow.
Flying Sword. Melee or Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. Hit or Miss: The sword magically
Compendium
- Sources->Dungeons & Dragons->Monster Manual
returns to the solar’s hand or hovers within 5 feet of the solar immediately after a ranged attack.
Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet. Failure
a use of Slaying Bow.
Flying Sword. Melee or Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. Hit or Miss: The sword magically
Monsters
Fizban's Treasury of Dragons
who will listen to lectures on military history without complaint.
8
An adult sapphire dragon and an aboleth psychically face off for control of an area of the Underdark. The constant bombardment
spiders in the region returns to normal levels over the course of 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Days"} days. The enhancement of telepathic abilities ends immediately. The
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Although an illusion disguises her deathless state, Ramya constantly feels the chill in her bones and her own crumbling flesh. Her existence has becomes one of constant struggle, doubt, and defeat as her
thousands of them having died in her service. These soldiers’ loyalty follows them into death. Any living soldier who dies in Ramya’s service returns to life as an Undead warrior—a skeleton or wight—on the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Although an illusion disguises her deathless state, Ramya constantly feels the chill in her bones and her own crumbling flesh. Her existence has becomes one of constant struggle, doubt, and defeat as her
thousands of them having died in her service. These soldiers’ loyalty follows them into death. Any living soldier who dies in Ramya’s service returns to life as an Undead warrior—a skeleton or wight—on the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Although an illusion disguises her deathless state, Ramya constantly feels the chill in her bones and her own crumbling flesh. Her existence has becomes one of constant struggle, doubt, and defeat as her
thousands of them having died in her service. These soldiers’ loyalty follows them into death. Any living soldier who dies in Ramya’s service returns to life as an Undead warrior—a skeleton or wight—on the
Monsters
Fizban's Treasury of Dragons
plateau.A Topaz Dragon’s Lair
Topaz dragons dwell where the sea meets the land, favoring sites where the constant action of the waves and tides is slowly reducing the land to gravel. They make their
giant squid in the region returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The existing abundance of crystals and topazes remains
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
darkness where the shadows hunger. As a shadow drains its victim’s strength and physical form, the victim’s shadow darkens and begins to move of its own volition. In death, the creature’s shadow breaks free
, becoming a new undead shadow hungry for more life to consume. If a creature from which a shadow has been created somehow returns to life, its undead shadow senses the return. The shadow might seek
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
darkness where the shadows hunger. As a shadow drains its victim’s strength and physical form, the victim’s shadow darkens and begins to move of its own volition. In death, the creature’s shadow breaks free
, becoming a new undead shadow hungry for more life to consume. If a creature from which a shadow has been created somehow returns to life, its undead shadow senses the return. The shadow might seek
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
darkness where the shadows hunger. As a shadow drains its victim’s strength and physical form, the victim’s shadow darkens and begins to move of its own volition. In death, the creature’s shadow breaks free
, becoming a new undead shadow hungry for more life to consume. If a creature from which a shadow has been created somehow returns to life, its undead shadow senses the return. The shadow might seek
Monsters
Fizban's Treasury of Dragons
a constant battle against deep gnome miners, who scour the tunnels of the dragon’s lair in search of emeralds.
2
An adult silver dragon tries to befriend and draw out a reclusive adult
and settle there in large numbers.
If the dragon dies, the population of giant lizard;giant lizards near the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType
Monsters
Fizban's Treasury of Dragons
Lair
Topaz dragons dwell where the sea meets the land, favoring sites where the constant action of the waves and tides is slowly reducing the land to gravel. They make their lairs in caves set into sea
returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The existing abundance of crystals and topazes remains, but new ones form at a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
that reads, “Bow before no one.” Four bronze statues stand on pedestals to either side of the shield. They depict Chultan warriors: one holding a sword, two with spears, and one missing its face
skeletons, as does bowing before the faceless statue (“Bow before no one”). Each cauldron is a Large object with AC 15, 22 hit points, vulnerability to bludgeoning and thunder damage, and immunity to poison






