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Returning 35 results for 'buildings before down creature reeling'.
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building before down creature reveling
Magic Items
Dungeon Master’s Guide
magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see the Dungeon Master’s
ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can’t be restored to life.
Avatar of Death
Medium Undead
Cave Fisher
Legacy
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Monsters
Volo's Guide to Monsters
Adhesive Filament. The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled
damage.
Filament. One creature grappled by the cave fisher's adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is
Stinking Cloud
Legacy
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Spells
Basic Rules (2014)
duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn
retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Monsters
Planescape: Adventures in the Multiverse
pictures that float in the air in front of itself and disappear a few seconds later. A creature that can see such a message can decipher it with a successful DC 10 Intelligence (Investigation) check
stone. Each creature of the dabus’s choice in that area must succeed on a DC 13 Dexterity saving throw or take 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Grasping Ground
Monsters
Mordenkainen's Fiendish Folio Volume 1
Agile Flier. Opportunity attacks against the screaming devilkin have disadvantage while it is flying.
Ceaseless Screaming. Any creature other than a screaming devilkin that starts its turn within 30
feet of one or more screaming devilkins and can hear it must make a DC 10 Wisdom saving throw. On a failure the creature is incapacitated until the start of its next turn. On a success, the creature
Monsters
Quests from the Infinite Staircase
. The pech makes two Fortified Pickaxe attacks. If it hits a Large or smaller creature with both attacks, the target must succeed on a DC 14 Strength saving throw or have the prone condition.
Fortified
buildings, objects, and raw materials, making them phenomenal excavators—and, if the occasion calls for it, sappers and saboteurs. Pechs enjoy sculpting and carving vast networks of tunnels and warrens
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Claw. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType
forests and jungles, seem to attract girallons. They see a city’s buildings as a superior sort of forest whose uppermost “branches” can safely support them. The creatures can easily
Monsters
Fizban's Treasury of Dragons
is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.
Tail. Melee Weapon Attack
","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6
Monsters
Fizban's Treasury of Dragons
is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.
Tail. Melee Weapon Attack
","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6
Monsters
Fizban's Treasury of Dragons
is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.
Tail. Melee Weapon Attack
","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6
Monsters
Fizban's Treasury of Dragons
is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.
Tail. Melee Weapon Attack
","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6
Monsters
Fizban's Treasury of Dragons
is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.
Tail. Melee Weapon Attack
","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6
Monsters
Curse of Strahd
, deafened, frightened, stunned, or knocked unconscious.
Mimicry. The mongrelfolk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations
live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely
Monsters
Princes of the Apocalypse
","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.
Summon Elementals (1/Day). Ogrémoch
the end of another creature’s turn. Ogrémoch regains spent legendary actions at the start of his turn.
Illuminating Crystals. Ogrémoch’s crystalline protrusions flare. Each
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
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
own avatar of death. A creature slain by an avatar of death can't be restored to life.
Avatar of Death
Medium undead, neutral evil
Armor Class 20 Hit Points half the hit point maximum of its
Delerium Chip
Legacy
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Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
Delerium Geode
Legacy
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Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
Delerium Massive Cluster
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and
reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
reduced to zero hit points. However, delerium geodes release a random Arcane Anomaly when destroyed.
Delerium Hazards
When a humanoid creature touches delerium without protective gear (such as
Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
when reduced to zero hit points. However, delerium geodes release a random Arcane Anomaly when destroyed.
Delerium Hazards
When a humanoid creature touches delerium without protective gear (such
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and
reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Delerium Crystal
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
Delerium Shard
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
when reduced to zero hit points. However, delerium geodes release a random Arcane Anomaly when destroyed.
Delerium Hazards
When a humanoid creature touches delerium without protective gear (such as
Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
worthless ash when reduced to zero hit points. However, delerium geodes release a random Arcane Anomaly when destroyed.
Delerium Hazards
When a humanoid creature touches delerium without protective
Delerium Fragment
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
when reduced to zero hit points. However, delerium geodes release a random Arcane Anomaly when destroyed.
Delerium Hazards
When a humanoid creature touches delerium without protective gear (such as
Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
reduced to zero hit points. However, delerium geodes release a random Arcane Anomaly when destroyed.
Delerium Hazards
When a humanoid creature touches delerium without protective gear (such as
Spells
Xanathar's Guide to Everything
You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from
foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.
Grasping
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Everbright lanterns (see chapter 5) hanging from the ceilings and walls illuminate interior areas. Buildings in Terminus have openable glass windows large enough that a Medium or smaller creature can fit
Terminus Features The buildings in Terminus are made of stone. Their walls require a successful DC 15 Strength (Athletics) check to climb without equipment. The interior areas of buildings are built
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
engulfed in a smoky haze. Characters who fly or levitate to an altitude of 120 feet or higher find themselves engulfed in a similar smoky haze. A creature that enters or starts its turn in the haze
must make a DC 15 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. Burning Buildings The unlabeled buildings on map 4.2 are homes and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
streets and buildings composed of gray stone bricks. Other noteworthy features are summarized in the sections that follow. Bridges Bridges made of wood and metal span the magma lake at various points
two Smoldertown–Turbine Heights bridges, and the two bridges leading to the Overlook from Old Lockford and Turbine Heights. Buildings Most of Little Lockford’s buildings are single-story stone
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Sigil at a Glance Once inside the city, a visitor is greeted by a vast urban tangle of bladed buildings in a wild array of architectural styles. Built within a great ring, the city curves before and
behind observers, as if they stood in a bowl or valley, stretching upward and disappearing into an industrial haze. On a clear day, a creature that looks upward sees the other side of the city
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
buildings in their entirety. Nothing can pass through the barrier, including air, fog, rain, and snow. Creatures that don’t realize the field is there bounce off it, with birds especially prone to striking
Force Field There are no openings in the force field, which extends 1 foot underground. It takes 1 hour for a character with a shovel to dig a hole deep enough for a Medium creature to squeeze through






