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Returning 35 results for 'confusion replacing grows to have records'.
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Monsters
Fizban's Treasury of Dragons
crystals they spit at their foes.
Royal Purple
When first hatched, an amethyst dragon has scales of dull, opaque purple. As the dragon grows, their scales, horns, and wing membranes become more vibrant
hope to ascend to godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and
Monsters
Fizban's Treasury of Dragons
amethyst dragon has scales of dull, opaque purple. As the dragon grows, their scales, horns, and wing membranes become more vibrant and translucent. When the dragon is fully mature, their scales resemble
the world during a rare celestial alignment.
8
An amethyst dragon is fusing with their echoes on other worlds. They all hope to ascend to godhood, perhaps recreating or replacing Sardior
Monsters
Fizban's Treasury of Dragons
foes.
Royal Purple
When first hatched, an amethyst dragon has scales of dull, opaque purple. As the dragon grows, their scales, horns, and wing membranes become more vibrant and translucent. When
godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating
Monsters
Fizban's Treasury of Dragons
to help protect the territory surrounding their lairs.
Martial Hoards
Sapphire dragons’ favorite prizes are weapons and armor, records of military history and tactics, and magic items that
is altered by the dragon’s magic, creating one or more of the following effects:
Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of
Monsters
Fizban's Treasury of Dragons
amethyst crystals they spit at their foes.
Royal Purple
When first hatched, an amethyst dragon has scales of dull, opaque purple. As the dragon grows, their scales, horns, and wing membranes become more
. They all hope to ascend to godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time
Monsters
Fizban's Treasury of Dragons
surrounding their lairs.
Martial Hoards
Sapphire dragons’ favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental
or more of the following effects:
Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of sapphire gemstones, particularly underground.
Stony Sight
Monsters
Fizban's Treasury of Dragons
know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create
’s lair is altered by the dragon’s magic, creating one or more of the following effects:
Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and
Monsters
Fizban's Treasury of Dragons
of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions
within 6 miles of the lair grows plentiful crystal formations and veins of emerald gemstones.
Fiery Sight. Fire and lava within 6 miles of the lair become conduits for the dragon’s psionic
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
monster’s challenge rating. As another option, you can switch any of the damaging eye rays in the Monster Manual to an effect with a different damage type, such as replacing the enervation ray with a
combustion ray that deals fire damage instead of necrotic damage. Unless otherwise indicated, an alternative ability has the same range as the eye ray it is replacing, and it affects only one creature per
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
monster’s challenge rating. As another option, you can switch any of the damaging eye rays in the Monster Manual to an effect with a different damage type, such as replacing the enervation ray with a
combustion ray that deals fire damage instead of necrotic damage. Unless otherwise indicated, an alternative ability has the same range as the eye ray it is replacing, and it affects only one creature per
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Exotic Fungi The fungi species described in this section have strange properties but no nutritional value. Nightlight A nightlight is a tall and tube-shaped bioluminescent mushroom that grows to a
moss that grows in warm and damp areas, ormu is particularly common near steam tunnels and vents. It sheds dim light in a 5-foot radius, and can be harvested, dried, and made into a phosphorescent powder
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Exotic Fungi The fungi species described in this section have strange properties but no nutritional value. Nightlight A nightlight is a tall and tube-shaped bioluminescent mushroom that grows to a
moss that grows in warm and damp areas, ormu is particularly common near steam tunnels and vents. It sheds dim light in a 5-foot radius, and can be harvested, dried, and made into a phosphorescent powder
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can employ magic to take any humanoid form. They do so to gain the trust of creatures with whom they negotiate, replacing jackal snarls with winsome smiles. Regardless of its chosen form, an
, records, and accounts of their kind. Arcanaloths speak and write all languages, making them cunning diplomats and negotiators. An arcanaloth properly paid can broker treaties or alliances with subtlety
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can employ magic to take any humanoid form. They do so to gain the trust of creatures with whom they negotiate, replacing jackal snarls with winsome smiles. Regardless of its chosen form, an
, records, and accounts of their kind. Arcanaloths speak and write all languages, making them cunning diplomats and negotiators. An arcanaloth properly paid can broker treaties or alliances with subtlety
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Creatures in the area must succeed on a DC 14 Constitution saving throw or be poisoned. While poisoned in this way, a creature is under the effect of a confusion spell with a duration of 1 minute. When
the spell effect ends, the poisoned condition also ends. Trillimac A trillimac is a mushroom that grows to a height of 4 to 5 feet and has a broad, gray-green cap with a light gray stalk. The cap’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Creatures in the area must succeed on a DC 14 Constitution saving throw or be poisoned. While poisoned in this way, a creature is under the effect of a confusion spell with a duration of 1 minute. When
the spell effect ends, the poisoned condition also ends. Trillimac A trillimac is a mushroom that grows to a height of 4 to 5 feet and has a broad, gray-green cap with a light gray stalk. The cap’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with
level (4 slots): detect magic, disguise self, shield, sleep
2nd level (3 slots): blur, invisibility, ray of enfeeblement
3rd level (3 slots): clairvoyance, lightning bolt, sending
4th level (3 slots): confusion, hallucinatory terrain
5th level (2 slots): telekinesis, wall of force
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with
level (4 slots): detect magic, disguise self, shield, sleep
2nd level (3 slots): blur, invisibility, ray of enfeeblement
3rd level (3 slots): clairvoyance, lightning bolt, sending
4th level (3 slots): confusion, hallucinatory terrain
5th level (2 slots): telekinesis, wall of force
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
strongest taboos in illithid society is the idea of allowing a mature tadpole to survive without implanting it into a donor brain. Under normal circumstances, any tadpole that grows larger than a few
ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components:
At will: levitate
1/day each: confusion, feeblemind, telekinesis
Magic Resistance. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
brine pool, where it grows into an elder brain over a few days. Extractor Staff. Each ulitharid carries a psionically enhanced staff made of black metal. When the ulitharid is ready to give up its body
will: detect thoughts, levitate
1/day each: confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift (self only), project image, scrying, telekinesis
Actions
Tentacles
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
strongest taboos in illithid society is the idea of allowing a mature tadpole to survive without implanting it into a donor brain. Under normal circumstances, any tadpole that grows larger than a few
ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components:
At will: levitate
1/day each: confusion, feeblemind, telekinesis
Magic Resistance. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
brine pool, where it grows into an elder brain over a few days. Extractor Staff. Each ulitharid carries a psionically enhanced staff made of black metal. When the ulitharid is ready to give up its body
will: detect thoughts, levitate
1/day each: confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift (self only), project image, scrying, telekinesis
Actions
Tentacles
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
during the gala, they can find a copy of the guards’ after-hours patrol routes on the desk under some other loose paperwork (see the “Curator Alda Arkin” section). V6: Records Room Filing cabinets stand
in this records room.
Alarm. An alarm spell has been cast on the door that connects this room to area V1. Records. This room contains records about past and current exhibits as well as the museum’s
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
during the gala, they can find a copy of the guards’ after-hours patrol routes on the desk under some other loose paperwork (see the “Curator Alda Arkin” section). V6: Records Room Filing cabinets stand
in this records room.
Alarm. An alarm spell has been cast on the door that connects this room to area V1. Records. This room contains records about past and current exhibits as well as the museum’s
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
good owlin Lorehold apprentice; see chapter 3) stands next to the fountain, tilting his head in confusion and ruffling his feathers while seemingly talking to himself. If the characters approach the
Sharpbeak, as mentioned in the “Mascot Hunting” section earlier. W12. Northern Clearing The wide wooden walkway here runs alongside a small clearing in the bog. A thick bed of mushrooms grows along
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
good owlin Lorehold apprentice; see chapter 3) stands next to the fountain, tilting his head in confusion and ruffling his feathers while seemingly talking to himself. If the characters approach the
Sharpbeak, as mentioned in the “Mascot Hunting” section earlier. W12. Northern Clearing The wide wooden walkway here runs alongside a small clearing in the bog. A thick bed of mushrooms grows along
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells
Blessed Strikes grows more powerful. Divine Strike. The extra damage of your Divine Strike increases to 2d8. Potent Spellcasting. When you cast a Cleric cantrip and deal damage to a creature with it
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells
NORDSOL A Cleric prays for the day’s spells Level 14: Improved Blessed Strikes The option you chose for Blessed Strikes grows more powerful. Divine Strike. The extra damage of your Divine Strike
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells
NORDSOL A Cleric prays for the day’s spells Level 14: Improved Blessed Strikes The option you chose for Blessed Strikes grows more powerful. Divine Strike. The extra damage of your Divine Strike
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells
Blessed Strikes grows more powerful. Divine Strike. The extra damage of your Divine Strike increases to 2d8. Potent Spellcasting. When you cast a Cleric cantrip and deal damage to a creature with it
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
that of the corridor. No phosphorescent fungus grows in the rift. The corridor continues past the rift, though the opening of the rift has caused it to shift 10 feet to the west. A number of two-foot
, apparently in sufficient quantity to nourish several small bushes and pale saplings that grow in the soil.
Investigating. In his study, Belak stores seasonal records of growth, precipitation, harvests, and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
that of the corridor. No phosphorescent fungus grows in the rift. The corridor continues past the rift, though the opening of the rift has caused it to shift 10 feet to the west. A number of two-foot
, apparently in sufficient quantity to nourish several small bushes and pale saplings that grow in the soil.
Investigating. In his study, Belak stores seasonal records of growth, precipitation, harvests, and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, for the storage of any additional gifts during the celebration. After that time, Thoman Dhargun will retain one key and Horn Enclave shall retain the other.”
Rizwin then grows suddenly stern. “Please
the vault’s keys. Any character who has read the vault records (found in Ironbeard’s quarters or Lady Kira and Lord Zardak’s quarters) has advantage on checks to open a vault door. Vault Walls
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, for the storage of any additional gifts during the celebration. After that time, Thoman Dhargun will retain one key and Horn Enclave shall retain the other.”
Rizwin then grows suddenly stern. “Please
the vault’s keys. Any character who has read the vault records (found in Ironbeard’s quarters or Lady Kira and Lord Zardak’s quarters) has advantage on checks to open a vault door. Vault Walls
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
prepared spells, replacing any of the spells with other Druid spells for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells. Spellcasting Focus
cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit). Level 15: Improved Elemental Fury The option you chose for Elemental Fury grows more powerful, as