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Returning 35 results for 'conceal wild reduce'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):
At will: detect poison and disease, druidcraft
2/day each: enlarge/reduce, speak with plants
1
interfere with the goings-on of the faerie court. Instead, treefolk serve as guardians and shepherds of their wild groves, dispensing wisdom and blessings to travelers who wander under their branches
Monsters
Fizban's Treasury of Dragons
makes an attack roll or an ability check, it must roll a d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save
create illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects
spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon
Monsters
Fizban's Treasury of Dragons
creature makes an attack roll or an ability check, it must roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a
illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to
Monsters
Fizban's Treasury of Dragons
roll or an ability check, it must roll a d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save, the creature
, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to inspire your
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
additional creature who concentrates for the full hour, reduce the DC of the check by 1 (to a minimum of DC 15). Wild Magic. The Feywild energy that fuels the crystal interacts unpredictably with
other magic. Whenever a creature casts a spell of 1st level or higher within the glade, that creature must succeed on a DC 10 saving throw using its spellcasting ability or roll on the Wild Magic Surge table (see the “Sorcerer” section in the Player’s Handbook).
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
additional creature who concentrates for the full hour, reduce the DC of the check by 1 (to a minimum of DC 15). Wild Magic. The Feywild energy that fuels the crystal interacts unpredictably with
other magic. Whenever a creature casts a spell of 1st level or higher within the glade, that creature must succeed on a DC 10 saving throw using its spellcasting ability or roll on the Wild Magic Surge table (see the “Sorcerer” section in the Player’s Handbook).
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Karametra as Campaign Villain The intrinsic wildness of nature is part of Karametra’s being. A campaign that paints Karametra as a villain might explore the ferocity that seethes inside her, a wild
many must die before balance is restored?
3 Karametra’s civilizing influence infringes on the territory and freedom of other nature gods, and so Nylea and Pharika band together to reduce her
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Karametra as Campaign Villain The intrinsic wildness of nature is part of Karametra’s being. A campaign that paints Karametra as a villain might explore the ferocity that seethes inside her, a wild
many must die before balance is restored?
3 Karametra’s civilizing influence infringes on the territory and freedom of other nature gods, and so Nylea and Pharika band together to reduce her
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. A subterranean variant grows near hot springs, volcanic vents, and other sources of heat. An assassin
vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it. Assassin Vine
Large plant
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. A subterranean variant grows near hot springs, volcanic vents, and other sources of heat. An assassin
vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it. Assassin Vine
Large plant
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. A subterranean variant grows near hot springs, volcanic vents, and other sources of heat. An assassin
vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it. Assassin Vine
Large plant
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. A subterranean variant grows near hot springs, volcanic vents, and other sources of heat. An assassin
vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it. Assassin Vine
Large plant
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
forested wilds. Though many treefolk rival members of the high fae in age, they rarely interfere with the goings-on of the faerie court. Instead, treefolk serve as guardians and shepherds of their wild
/day each: enlarge/reduce, speak with plants
1/day: commune with nature (as an action)
Bonus Actions
Oaken Boon. The treefolk blesses one creature other than itself that it can see within 60 feet
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Stirges)
Adjusting the Difficulty. To make this encounter easier, you can reduce the number of Stirges, or you can increase the difficulty by adding one or more Gnoll Warriors drawn here by the
denizens use these mounds to conceal their treasure. Two Lizardfolk Wardens hide among the reeds, watching over the mounds. The lizardfolk have the Invisible condition and are Hostile toward the characters
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
forested wilds. Though many treefolk rival members of the high fae in age, they rarely interfere with the goings-on of the faerie court. Instead, treefolk serve as guardians and shepherds of their wild
/day each: enlarge/reduce, speak with plants
1/day: commune with nature (as an action)
Bonus Actions
Oaken Boon. The treefolk blesses one creature other than itself that it can see within 60 feet
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Stirges)
Adjusting the Difficulty. To make this encounter easier, you can reduce the number of Stirges, or you can increase the difficulty by adding one or more Gnoll Warriors drawn here by the
denizens use these mounds to conceal their treasure. Two Lizardfolk Wardens hide among the reeds, watching over the mounds. The lizardfolk have the Invisible condition and are Hostile toward the characters
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the rubble in 4 hours, and multiple characters working together can reduce the time proportionately. The cellar is a 30-foot-square room with mortared stone walls, a 10-foot-high ceiling supported by
. Garden The garden behind the ruined mansion has run wild. Hidden behind tall weeds and thorny vines are nude sculptures of handsome men and beautiful women, as well as carved stone benches. Four giant
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wild Shape Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish
example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the rubble in 4 hours, and multiple characters working together can reduce the time proportionately. The cellar is a 30-foot-square room with mortared stone walls, a 10-foot-high ceiling supported by
. Garden The garden behind the ruined mansion has run wild. Hidden behind tall weeds and thorny vines are nude sculptures of handsome men and beautiful women, as well as carved stone benches. Four giant
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wild Shape Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish
example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
duergar attacked. 6a. Svirfneblin Fungi Grove The fungal grove in the deep gnome enclave has been left to grow wild. Strewn about the grove are the corpses of a dozen dead svirfneblin, all of whom were
only a matter of time before they reduce the doors to rubble. Eight more invisible duergar stand nearby, ready to storm the svirfneblin warehouse as soon as the doors crumble. Treasure. Each dead
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
duergar attacked. 6a. Svirfneblin Fungi Grove The fungal grove in the deep gnome enclave has been left to grow wild. Strewn about the grove are the corpses of a dozen dead svirfneblin, all of whom were
only a matter of time before they reduce the doors to rubble. Eight more invisible duergar stand nearby, ready to storm the svirfneblin warehouse as soon as the doors crumble. Treasure. Each dead
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wild Shape Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish
example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wild Shape Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish
example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Sorcery, Draconic Sorcery, and Wild Magic Sorcery subclasses. Aberrant Sorcery Wield Unnatural Psionic Power
An alien influence has wrapped its tendrils around your mind, giving you psionic power
warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice. The ward lasts until you finish a Long Rest or until you use
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Sorcery, Draconic Sorcery, and Wild Magic Sorcery subclasses. Aberrant Sorcery Wield Unnatural Psionic Power
An alien influence has wrapped its tendrils around your mind, giving you psionic power
warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice. The ward lasts until you finish a Long Rest or until you use
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of the Wild Heart, Path of the World Tree, and Path of the Zealot subclasses. Path of the Berserker NATHANIEL HIMAWAN Path of the Berserker Subclass Channel Rage into Violent Fury Barbarians who
restore your use of it. Path of the Wild Heart Walk in Community with the Animal World Barbarians who follow the Path of the Wild Heart view themselves as kin to animals. These Barbarians learn magical
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of the Wild Heart, Path of the World Tree, and Path of the Zealot subclasses. Path of the Berserker NATHANIEL HIMAWAN Path of the Berserker Subclass Channel Rage into Violent Fury Barbarians who
restore your use of it. Path of the Wild Heart Walk in Community with the Animal World Barbarians who follow the Path of the Wild Heart view themselves as kin to animals. These Barbarians learn magical
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
against each other to reduce the threat of the more powerful monsters. For example, in a dungeon inhabited by mind flayers and their goblinoid thralls, the adventurers might try to incite the goblins
flow of power between groups in a dungeon provides plenty of opportunities for more subtle interaction. Dungeon denizens are used to striking unlikely alliances, and adventurers are a wild card that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
against each other to reduce the threat of the more powerful monsters. For example, in a dungeon inhabited by mind flayers and their goblinoid thralls, the adventurers might try to incite the goblins
flow of power between groups in a dungeon provides plenty of opportunities for more subtle interaction. Dungeon denizens are used to striking unlikely alliances, and adventurers are a wild card that
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
convince a randomly encountered creature to let them pass by telling them about the wealthy drow following them, you might reduce the pursuit level by 1 as the drow are forced to deal with the encounter
have the characters cornered, giving them a chance to run. Likewise, a minor earthquake (caused by instability from the demonic incursion or a wild magic surge) might cause a cave-in, cutting off a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
convince a randomly encountered creature to let them pass by telling them about the wealthy drow following them, you might reduce the pursuit level by 1 as the drow are forced to deal with the encounter
have the characters cornered, giving them a chance to run. Likewise, a minor earthquake (caused by instability from the demonic incursion or a wild magic surge) might cause a cave-in, cutting off a
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
be left alone and seldom, if ever, leaves their domain. They might adopt disguises or turn invisible when they travel, and they might use magic to conceal their lair. 8 Wild. The archfey has the
demeanor of a wild animal and shuns the trappings of society. Obsessions Obsessions are common among archfey. An archfey might be obsessed with a painting of themself and spend days, months, or years
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
be left alone and seldom, if ever, leaves their domain. They might adopt disguises or turn invisible when they travel, and they might use magic to conceal their lair. 8 Wild. The archfey has the
demeanor of a wild animal and shuns the trappings of society. Obsessions Obsessions are common among archfey. An archfey might be obsessed with a painting of themself and spend days, months, or years