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Returning 35 results for 'clinging within reborn'.
Other Suggestions:
changing within return
climbing within return
clipping within return
clinging within return
clanging within return
Monsters
Monster Manual
centered on a point the cataclysm can see within 150 feet. Failure: 45 (13d6);{"diceNotation":"13d6", "rollType":"damage", "rollAction":"Clinging Flames", "rollDamageType":"Fire"} Fire damage. Success
effects at random (roll 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Cataclymic Event"}):
1: Clinging Flames. Dexterity Saving Throw: DC 23, each creature in a 60-foot-radius Sphere
Monsters
Mordenkainen Presents: Monsters of the Multiverse
form and hurls it at a creature it can see within 600 feet of it. The javelin deals 19 (3d6 + 9);{"diceNotation":"3d6+9", "rollType":"damage", "rollAction":"Wind Javelin", "rollDamageType":"force
at a time and only at the end of another creature’s turn. The giant regains spent legendary actions at the start of its turn.
Gust. The giant targets a creature it can see within 60 feet of it
Monsters
Strixhaven: A Curriculum of Chaos
. While Murgaxor isn’t blinded, he can see any creature that isn’t an Undead or a Construct within 60 feet of himself, even through total cover, heavily obscured areas, invisibility, or any
chooses a point within 150 feet of himself, and a 20-foot radius sphere centered on that point fills with a burst of searing, blood-red mist. Each creature of Murgaxor’s choice that he can see in
Monsters
Eberron: Rising from the Last War
different points she can see within 1 mile of her. Each creature in a 40-foot-radius sphere centered on each point must make a DC 26 Dexterity saving throw, taking 71 (11d12);{"diceNotation":"11d12
creature within 120 feet of her who is concentrating on a spell. The target must succeed on a DC 26 Constitution saving throw or its concentration is broken on the spell, and Sul Khatesh gains 5
Monsters
Icewind Dale: Rime of the Frostmaiden
point in this form, each creature within 10 feet of her takes 10 cold damage at the start of each of her turns.
Legendary Resistance (1/Day in This Form). If Auril fails a saving throw, she can choose
within the sphere is heavily obscured, and the sphere moves with Auril. The effect lasts until Auril drops to 0 hit points in this form, until she chooses to end the effect (no action required), or
Monsters
Icewind Dale: Rime of the Frostmaiden
away. Auril instantly reappears in her Auril (Second Form);second form, in an unoccupied space within 60 feet of where her first form disappeared. Her initiative count doesn’t change.
Innate
her turn.
Talons. Auril attacks once with her talons.
Teleport. Auril teleports to an unoccupied space she can see within 30 feet of her.
Touch of Frost (Costs 2 Actions). Auril uses Touch of
Monsters
Icewind Dale: Rime of the Frostmaiden
ice, whereupon Auril instantly reappears in her Auril (Third Form);third form, in an unoccupied space within 60 feet of where her second form was destroyed. Her initiative count doesn’t change
icicle from her body and hurls it into an unoccupied space she can see within 20 feet of her, where it magically transforms into an ice mephit (see its entry in the Monster Manual). The mephit acts
Monsters
Van Richten’s Guide to Ravenloft
Boon of Dread. Eerie whispers can now be heard around the priest. Any non-Undead creature that starts its turn within 30 feet of the priest must succeed on a DC 15 Wisdom saving throw or be
reborn when they perish.
In an effort to rid themselves of this curse, they devoted themselves to the same Dark Powers with whom their master had communed. They were given a mission: provide a person
Monsters
Van Richten’s Guide to Ravenloft
Ectoplasmic Boon. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creature’s speed by 10 feet until the start of the creature’s next turn, until
be certain that they will be reborn when they perish.
In an effort to rid themselves of this curse, they devoted themselves to the same Dark Powers with whom their master had communed. They were
Monsters
Van Richten’s Guide to Ravenloft
the priest can see within 150 feet of it must make a DC 15 Constitution saving throw, taking 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Circle of Death","rollDamageType":"necrotic
become one of the Dark Powers. As a result of that curse, a priest of Osybus can’t be certain that they will be reborn when they perish.
In an effort to rid themselves of this curse, they
Monsters
Eberron: Rising from the Last War
","rollAction":"Rejuvenation"} days, regaining all her hit points and becoming active again. The new body appears within two hundred miles of the location at which she was destroyed.
Spellcasting. Illmarrow
.
Frightening Presence (Costs 2 Actions). Illmarrow targets up to three creatures she can see within 30 feet of her. Each target must succeed on a DC 20 Wisdom saving throw or be frightened for 1
Monsters
Van Richten’s Guide to Ravenloft
will be reborn when they perish.
In an effort to rid themselves of this curse, they devoted themselves to the same Dark Powers with whom their master had communed. They were given a mission: provide
its turn within 30 feet of the priest must succeed on a DC 15 Wisdom saving throw or be frightened of the priest until the start of the creature’s next turn.
2
Priest of Osybus (Ectoplasmic
Monsters
Van Richten’s Guide to Ravenloft
and that he himself would become one of the Dark Powers. As a result of that curse, a priest of Osybus can’t be certain that they will be reborn when they perish.
In an effort to rid themselves
1
Priest of Osybus (Dread);Dread. Eerie whispers can now be heard around the priest. Any non-Undead creature that starts its turn within 30 feet of the priest must succeed on a DC 15 Wisdom
Monsters
Van Richten’s Guide to Ravenloft
himself would become one of the Dark Powers. As a result of that curse, a priest of Osybus can’t be certain that they will be reborn when they perish.
In an effort to rid themselves of this
1
Priest of Osybus (Dread);Dread. Eerie whispers can now be heard around the priest. Any non-Undead creature that starts its turn within 30 feet of the priest must succeed on a DC 15 Wisdom saving
Monsters
Van Richten’s Guide to Ravenloft
that curse, a priest of Osybus can’t be certain that they will be reborn when they perish.
In an effort to rid themselves of this curse, they devoted themselves to the same Dark Powers with whom
heard around the priest. Any non-Undead creature that starts its turn within 30 feet of the priest must succeed on a DC 15 Wisdom saving throw or be frightened of the priest until the start of the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
section. These effects end 1d6 days after the ritual ends or is interrupted: Clinging to Life. Death saving throws are made with advantage. Grievous Wounds. Any creature that scores a critical hit
rolls one additional damage die to determine damage. Withered Vegetation. Vegetation within 1 mile of the fortress appears withered and sickly.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
section. These effects end 1d6 days after the ritual ends or is interrupted: Clinging to Life. Death saving throws are made with advantage. Grievous Wounds. Any creature that scores a critical hit
rolls one additional damage die to determine damage. Withered Vegetation. Vegetation within 1 mile of the fortress appears withered and sickly.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
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
buttresses that support the walls.
Parked near the base of the tower, within sight of the entrance, is a barrel-topped wagon spattered with mud.
The tower stands 80 feet tall. It has four levels (each 20
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
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
buttresses that support the walls.
Parked near the base of the tower, within sight of the entrance, is a barrel-topped wagon spattered with mud.
The tower stands 80 feet tall. It has four levels (each 20
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
ka to fulfill their own ends.
5 Murals or hieroglyphs within a tomb the characters discover lead to other ruins, each bearing a clue to finding the pharaoh’s missing treasure.
6 After the
characters die, Pharaoh Ankhtepot resurrects them (perhaps as reborn; see chapter 1). Their continued existence is contingent on searching for and finding his ka.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Ghaunadaur Shrine Intelligent Oozes. Clinging to the 20-foot-high ceiling are three intelligent black puddings that were once drow worshipers of Ghaunadaur (see “Intelligent Black Puddings
hollow cavity inside the altar (see “Treasure” below). If the altar is opened, the multiarmed representation of Ghaunadaur animates and attacks creatures within 10 feet of it or within 5 feet of the altar
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Ghaunadaur Shrine Intelligent Oozes. Clinging to the 20-foot-high ceiling are three intelligent black puddings that were once drow worshipers of Ghaunadaur (see “Intelligent Black Puddings
hollow cavity inside the altar (see “Treasure” below). If the altar is opened, the multiarmed representation of Ghaunadaur animates and attacks creatures within 10 feet of it or within 5 feet of the altar
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Stirge Notorious, Clinging Bloodsucker Stirges are bat-size vermin with dagger-length proboscises that attach to other creatures and drain life from them. Stirges are most active at night and hide in
attached, the stirge can’t make Proboscis attacks, and the target takes 5 (2d4) Necrotic damage at the start of each of the stirge’s turns.
The stirge can detach itself by spending 5 feet of its movement. The target or a creature within 5 feet of it can detach the stirge as an action.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Stirge Notorious, Clinging Bloodsucker Stirges are bat-size vermin with dagger-length proboscises that attach to other creatures and drain life from them. Stirges are most active at night and hide in
attached, the stirge can’t make Proboscis attacks, and the target takes 5 (2d4) Necrotic damage at the start of each of the stirge’s turns.
The stirge can detach itself by spending 5 feet of its movement. The target or a creature within 5 feet of it can detach the stirge as an action.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
ka to fulfill their own ends.
5 Murals or hieroglyphs within a tomb the characters discover lead to other ruins, each bearing a clue to finding the pharaoh’s missing treasure.
6 After the
characters die, Pharaoh Ankhtepot resurrects them (perhaps as reborn; see chapter 1). Their continued existence is contingent on searching for and finding his ka.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, which form a T-shaped outline with two rectangular wings thrusting north and south out of an enormous east-west rectangular room. This room has three-floor-high remnants of walls in two places, clinging
trees growing in the feast hall. With a little exploring, the characters find a hole that leads to a stairway down into the earth. The flagstones within 10 feet of the top of the stair are laid loosely
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
not receive the garlands, or if they took them off for any reason while within a quarter mile of Chuth’s lair, the dragon’s many animal spies alert him to the party’s approach. He waits at the mouth of
the cave, clinging to the wall near the entrance. A character who succeeds on a DC 20 Wisdom (Perception) check notices movement inside the cave but can’t tell what it is (or how large a creature it
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
. Characters who approach the statue see a creature clinging to the ceiling behind it: Clinging to the ceiling behind the statue is a nine-foot-long slug with glistening black skin and tentacles sprouting
damage in this cave, it can use its reaction to animate one of the tentacles of the kraken statue and cause it to make a melee weapon attack (+3 to hit) against one creature within 20 feet of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
map 3 indicate the heights of the various terraces above sea level. In the gazebo lurks a hungry decapus (see “Decapus”) that attacks the first creature that comes within reach. The decapus has
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->Tales from the Yawning Portal
Tecuziztecatl Clinging to the wall of a water-filled chamber inside The Hidden Shrine of Tamoachan is Tecuziztecatl, also known as the Lord of Snails. This giant slug is not only intelligent, it’s
Olman, Primal
Challenge 4 (1,100 XP)
Amphibious. Tecuziztecatl can breathe air and water.
Glowing. Tecuziztecatl sheds dim light within 20 feet of itself.
Flexible. Tecuziztecatl can enter a space
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, which form a T-shaped outline with two rectangular wings thrusting north and south out of an enormous east-west rectangular room. This room has three-floor-high remnants of walls in two places, clinging
trees growing in the feast hall. With a little exploring, the characters find a hole that leads to a stairway down into the earth. The flagstones within 10 feet of the top of the stair are laid loosely
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
. Characters who approach the statue see a creature clinging to the ceiling behind it: Clinging to the ceiling behind the statue is a nine-foot-long slug with glistening black skin and tentacles sprouting
damage in this cave, it can use its reaction to animate one of the tentacles of the kraken statue and cause it to make a melee weapon attack (+3 to hit) against one creature within 20 feet of the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
not receive the garlands, or if they took them off for any reason while within a quarter mile of Chuth’s lair, the dragon’s many animal spies alert him to the party’s approach. He waits at the mouth of
the cave, clinging to the wall near the entrance. A character who succeeds on a DC 20 Wisdom (Perception) check notices movement inside the cave but can’t tell what it is (or how large a creature it
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
not receive the garlands, or if they took them off for any reason while within a quarter mile of Chuth’s lair, the dragon’s many animal spies alert him to the party’s approach. He waits at the mouth of
the cave, clinging to the wall near the entrance. A character who succeeds on a DC 20 Wisdom (Perception) check notices movement inside the cave but can’t tell what it is (or how large a creature it
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
not receive the garlands, or if they took them off for any reason while within a quarter mile of Chuth’s lair, the dragon’s many animal spies alert him to the party’s approach. He waits at the mouth of
the cave, clinging to the wall near the entrance. A character who succeeds on a DC 20 Wisdom (Perception) check notices movement inside the cave but can’t tell what it is (or how large a creature it