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Returning 35 results for 'burden bad diffusing creature reasoned'.
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Spells
Player’s Handbook
creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM
You attempt to reshape another creature’s memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a
Monsters
Baldur’s Gate: Descent into Avernus
Bad Flier. The abyssal chicken falls at the end of a turn if it’s airborne and the only thing holding it aloft is its flying speed.Multiattack. The abyssal chicken makes two attacks: one with
its bite and one with its claws.
Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2);{"diceNotation
Circle of Power
Legacy
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Spells
Player’s Handbook (2014)
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly
creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or
Monsters
The Wild Beyond the Witchlight
Constructs, Elementals, Plants, or Undead. Each other creature in the area must make a DC 10 Wisdom saving throw. On a failed save, the creature is incapacitated and its speed is halved, both for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They
Monsters
Mordenkainen Presents: Monsters of the Multiverse
cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending
of a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might
Cadaver Collector
Legacy
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Monsters
Mordenkainen’s Tome of Foes
cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats
back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home.
Sweeping the Dead
Monsters
The Wild Beyond the Witchlight
Mimicry. Each campestri in the swarm can mimic any voice or song it has heard, albeit in a nasal falsetto.
Swarm. The swarm can occupy another creature’s space and vice versa, and the
fewer.
Spores (1/Day). A 20-foot radius of spores extends from the swarm. These spores can go around corners, and they have no effect on Constructs, Elementals, Plants, or Undead. Each other creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the creature has such a feared reputation that stories about it are ingrained in the popular culture. Any rumor of a catoblepas taking up residence nearby is taken to be a bad omen, even if the rumor is
Stench. Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"damage", "rollAction":"Crushing Hug", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target is grappled (escape DC 15 if it is a Large or smaller creature. Until the grapple ends, the target
can’t make attacks while grappling a creature in this way.
Spellcasting. The hag casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
3/day each
Monsters
Mordenkainen Presents: Monsters of the Multiverse
torments what remains of its mind. In the presence of other creatures, an allip seeks to relieve this burden by sharing its secret. The creature can impart only a shard of the knowledge that doomed it
":"Maddening Touch", "rollDamageType":"psychic"} psychic damage.
Howling Babble (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Howling Babble"}. Each creature within 30 feet of the
Monsters
Mordenkainen's Fiendish Folio Volume 1
of its movement. A creature, including the target, can use its action to detach the khargra.
Earth Phasing. Until the end of its next turn, the khargra can fly through nonmagical earth and stone
);{"diceNotation":"4d6","rollType":"damage","rollAction":"Earth Phasing","rollDamageType":"force"} force damage and immediately moves to the nearest unoccupied space.Opportunistic Hunger. When a creature the
Monsters
Thieves’ Gallery
hilt, launching the blade at a creature he can see within 30 feet of himself. The target must make a DC 16 Dexterity saving throw. On a failed save, the target is impaled by the blade, taking 14 (3d6 + 4
reattaches to its hilt.
Shortsword and Dagger. Xenk lashes out with both weapons. Each creature of his choice within 10 feet of him must make a DC 16 Dexterity throw. On a failed save, the creature takes 7
Baphomet
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Monsters
Out of the Abyss
","rollAction":"Charge","rollDamageType":"piercing"} piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone
Presence. Each creature of Baphomet’s choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can
Modify Memory
Legacy
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Spells
Basic Rules (2014)
inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a
You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed
Monsters
The Wild Beyond the Witchlight
Boon of Immortality. Skabatha is immune to any effect that would age her, and she can’t die from old age.
Forgetfulness. The first creature that Skabatha sees after she finishes a long rest is
invisible to her. She can’t remember seeing the creature or perceive it using her truesight until the end of her next long rest.Multiattack. Skabatha makes two Claw attacks.
Claw. Melee Weapon
Monsters
Curse of Strahd
Ambusher. During the first round of combat, Pidlwick II has advantage on attack rolls against any creature that hasn't had a turn yet.Club. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType
Ideal. “I wish I could make people happy.”
Bond. “I would like to find someone—anyone—who isn't afraid of me and who enjoys my company.”
Flaw. “When I'm upset, I do bad things.”Poison
Monsters
Van Richten’s Guide to Ravenloft
obeys Isolde’s spoken commands. If the target suffers any harm from Isolde or another creature or receives a suicidal command from Isolde, the target can repeat the saving throw, ending the
effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to Isolde’s Fiendish Charm for the next 24 hours.Isolde was a holy
Magic Items
Acquisitions Incorporated
occultant abacus not only tracks your franchise’s kills, it helps you determine the impact of those kills on the franchise’s fate. Over a period of 1 minute, you can study a creature killed by
throw. If it’s not clear who administered the killing blow, you grant this benefit to a random creature involved in the fight. Once you use this feature, you can’t use it again until you
Monsters
Mordenkainen's Fiendish Folio Volume 1
bad luck a gull might happen to land near a crab folk lair and utter the right combination of cries to summon up this ancient compulsion. Driven to action, the crab folk rampage along the coast
guise of a regal hobgoblin queen. If the crab folk ever encounter someone who bears a strong resemblance to that form, their magical compulsion might force them to worship that creature, obeying their every command.
Backgrounds
Guildmasters’ Guide to Ravnica
or injury in any creature saddens me.
7
I have much to be proud of, but I am still just one strand in the grand, interwoven tapestry of life.
8
Nature offers rich and abundant metaphors
conclave has a deeper connection to the Worldsoul than I do.
6
I’m trying to atone for the life of crime I led before I joined the Selesnya, but I find it hard to give up my bad habits
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
Monsters
Princes of the Apocalypse
instead.
Magic Resistance. Olhydra has advantage on saving throws against spells and other magical effects.
Water Form. Olhydra can enter a hostile creature’s space and stop there. She can move
legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Olhydra regains spent legendary actions at the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
magic-items
gain great influence among the Heirs of Dhakaan—and any non-Dhakaani that possesses it bears a dangerous burden.
Random Properties. The warhorn has the following random properties (see &ldquo
minutes, any time an ally within 600 feet of you that can hear you makes an attack roll or a saving throw, it adds 1d4 to the attack roll or save. If the creature is a goblinoid, it adds 2d4 instead of 1d4
Ranger
Legacy
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Classes
Basic Rules (2014)
the creature while he readies his bow. Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of
in a fight against monstrous foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways. Creating a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
pushed or pulled by soldiers or beasts of burden. Medium or smaller creatures can use the Siege Tower to reach the top of walls up to 40 feet high. A creature in the tower has Total Cover against attacks and other effects that originate outside it.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
pushed or pulled by soldiers or beasts of burden. Medium or smaller creatures can use the Siege Tower to reach the top of walls up to 40 feet high. A creature in the tower has Total Cover against attacks and other effects that originate outside it.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
pushed or pulled by soldiers or beasts of burden. Medium or smaller creatures can use the Siege Tower to reach the top of walls up to 40 feet high. A creature in the tower has Total Cover against attacks and other effects that originate outside it.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
they were bound by chains or rope. A creature influenced by Carceri also gains one or more of following traits of your choice: Burden of Hopelessness. An invisible, magical aura of hopelessness surrounds
the creature. Any other creature that starts its turn within 5 feet of the creature has its speed reduced by 10 feet until it is reduced to 0 hit points, regains hit points, or gains temporary hit
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Final Breath A deity’s favored servant lies dying and calls down divine wrath. Pronouncement. The dying creature declares to the killer, “May your mind grow dim in battle until the sun sets forever
.” Burden. The character has disadvantage on attack rolls brought on by brief, sporadic bouts of confusion. Resolution. To lift the curse, the character must cause a symbolic setting of the sun or an
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Final Breath A deity’s favored servant lies dying and calls down divine wrath. Pronouncement. The dying creature declares to the killer, “May your mind grow dim in battle until the sun sets forever
.” Burden. The character has disadvantage on attack rolls brought on by brief, sporadic bouts of confusion. Resolution. To lift the curse, the character must cause a symbolic setting of the sun or an
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Final Breath A deity’s favored servant lies dying and calls down divine wrath. Pronouncement. The dying creature declares to the killer, “May your mind grow dim in battle until the sun sets forever
.” Burden. The character has disadvantage on attack rolls brought on by brief, sporadic bouts of confusion. Resolution. To lift the curse, the character must cause a symbolic setting of the sun or an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
conflicting flaw and is determined by rolling on the Madness of Baphomet table. A creature that succeeds on the saving throw can’t be affected by the pillars again for 24 hours. Madness of Baphomet
d100 Flaw (lasts until cured) 01–20 “My anger consumes me. I can’t be reasoned with when my rage has been stoked.” 21–40 “I degenerate into beastly behavior, seeming more like a wild animal than a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
conflicting flaw and is determined by rolling on the Madness of Baphomet table. A creature that succeeds on the saving throw can’t be affected by the pillars again for 24 hours. Madness of Baphomet
d100 Flaw (lasts until cured) 01–20 “My anger consumes me. I can’t be reasoned with when my rage has been stoked.” 21–40 “I degenerate into beastly behavior, seeming more like a wild animal than a






