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Returning 35 results for 'bristling before down can reverting'.
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Spells
Player’s Handbook
action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires
can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic
Magic Items
Dungeon Master’s Guide
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or
after you roll Initiative, or you can extinguish the light as a Bonus Action.
While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage
Spells
Player’s Handbook
You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10
Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.
A creature can move through the wall, albeit slowly and painfully. For every 1 foot a
Wind Walk
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time
You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet
Wall of Thorns
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to
within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.
A creature can move through the wall, albeit
Monsters
Icewind Dale: Rime of the Frostmaiden
goat, a snowy owl, or a wolf, reverting to human form only when it attacks. Clever ambushers, they use hallucinatory terrain spells to create illusory snowdrifts under which they can hide, or to
Sickle. A frost druid can carve a sickle out of ice, requiring a total of 24 hours for the work. Bitter cold courses through this weapon while it’s in the druid’s hands. If the druid dies, the ice sickle melts away. The weapon is otherwise identical to a normal sickle.Cold
Ancient Green Dragon
Legacy
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Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the
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
Air Form. Yan-C-Bin can enter a hostile creature’s space and stop there. He can move through a space as narrow as 1 inch wide without squeezing if air could pass through that space.
Empowered
Monsters
Fizban's Treasury of Dragons
their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with anger, lying back with fear or suspicion, and rippling
? Can I tell your future for you? Just let me know what I can do for you, okay?
3
Jokes are as valuable as any gemstone and more fun to share.
4
My empathy is a bottomless well. I can&rsquo
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1
assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has
Monsters
Fizban's Treasury of Dragons
starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with anger, lying back with fear or
you comfortable? Can I tell your future for you? Just let me know what I can do for you, okay?
3
Jokes are as valuable as any gemstone and more fun to share.
4
My empathy is a bottomless
Monsters
Storm King's Thunder
Amphibious. Claugiyliamatar can breathe air and water.
Legendary Resistance (3/Day). If Claugiyliamatar fails a saving throw, it can choose to succeed instead.Multiattack. Claugiyliamatar can use
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
Monsters
Divine Contention
Amphibious. Claugiyliamatar can breathe air and water.
Legendary Resistance (3/Day). If Claugiyliamatar fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Claugiyliamatar
’s spellcasting ability is Charisma (spell save DC 19). She can innately cast the following spells, requiring no material components:
1/day each: invisibility, legend lore, protection from
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1
assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a
Wind Walk 6th-level transmutation Casting Time: 1 minute Range: 30 feet Components: V, S, M (fire and holy water) Duration: 8 hours You and up to ten willing creatures you can see within range assume
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Quarterstaff of the Acrobat Weapon (Quarterstaff), Very Rare (Requires Attunement) You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. While holding this weapon, you can
cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Action. While holding this weapon, you can take a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Quarterstaff of the Acrobat Weapon (Quarterstaff), Very Rare (Requires Attunement) You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. While holding this weapon, you can
cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Action. While holding this weapon, you can take a
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9
each: command, divination, hypnotic pattern, lesser restorationThe dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +13
: command, divination, greater restoration, hypnotic pattern, invisibilityThe dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
emerging through the floor of a large cavern. The ceiling arches sixty feet overhead, bristling with stalactites that drip water onto stalagmites rising from the uneven and broken floor. Here and there
who they were. They know what they did and why they are here. They know everything transpiring around them. Yet they can do nothing. They are trapped forever, and the isolation, darkness, and endless
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Action. While holding this weapon, you can
take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a
Wind Walk 6th-level transmutation Casting Time: 1 minute Range: 30 feet Components: V, S, M (fire and holy water) Duration: 8 hours You and up to ten willing creatures you can see within range assume
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gemstone out. Each vampire initially appears as a cloud of mist, then spends its first turn in combat reverting to its true form. The vampires’ names are Sabatene Xilzzrin and Tebran Madannith. Their houses
were destroyed long ago. They have spent the last fifty years imprisoned by Ezzat, thirsting for blood. Neither Sabatene nor Tebran can enter the stalagmite without Ezzat’s invitation, since the tower
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick
, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet
throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet
throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick
, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Action. While holding this weapon, you can
take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Atmosphere What do the adventurers first notice as they approach or enter a settlement? The towering wall bristling with soldiers? The beggars with hands outstretched, pleading for aid outside the
an early system of democracy might boast an open-air market where philosophical ideas are traded as freely as produce. All the possible combinations of these factors can inspire endless variety in the settlements of your campaign world.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
uniform bristling with medals. The air around her smells like cigar smoke. “As you can see,” Boatswain Tarto growls, “the battle of H’Catha didn’t go so well for Captain Sardax and her crew. But her
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
path. Each patrols its territory in the guise of an arctic fox, a mountain goat, a snowy owl, or a wolf, reverting to human form only when it attacks. Clever ambushers, they use hallucinatory terrain
spells to create illusory snowdrifts under which they can hide, or to obscure pools covered by thin ice through which others might fall. Awakened Companions. A frost druid is often accompanied by one or
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Manticore A monster in every sense of the word, a manticore has a vaguely humanoid head, the body of a lion, and the wings of a dragon. A bristling mane stretches down the creature’s back, and its
long tail ends in a cluster of deadly spikes that can impale prey at impressive range. Evil Predators. Manticores are fierce killers that hunt far and wide for prey. They work together to take down
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
tasuwarts that can function as headgear and veil. Clothing in Janya parallels Djaynaian style but features materials like eel skin and elegantly woven sea grasses. Government in Djaynai The government of
who serve it—work in the city’s magnificent Council Chamber, which is housed within the shell of a gigantic whelk. However, friction between the Djaynaist and New Janyan factions of the High Court can
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Candlekeep dispel it.
Great Library The Avowed transported the towers of the Great Library piecemeal from other locations and painstakingly reassembled them, creating a skyline of bristling spires
Mechanus. The Avowed struck a deal with the creatures, and they’ve been part of the library staff ever since. Working alongside the Avowed, the modrons catalog and shelve books, though each of them can






