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Returning 33 results for 'constrictor feet'.
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constrict feet
Magic Items
Dungeon Masterâs Guide
As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your
control and shares your Initiative count, taking its turn immediately after yours.
On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don
Magic Items
Dungeon Masterâs Guide
just happened.
56â60
A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute.
61â65
You pull a nonmagical object
. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule.
86â90
A Hostile Swarm of Bats flies out of the hat, occupies your space
Monsters
Mordenkainen Presents: Monsters of the Multiverse
-ti, that starts its turn within 30 feet of the anathema must succeed on a DC 17 Wisdom saving throw or become frightened of snakes and yuan-ti. A frightened target can repeat the saving throw at the
, Fire, LightningChange Shape. The anathema transforms into a Huge constrictor snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isnât transformed.
Staff of the Python
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own
snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to
Yuan-ti Anathema
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
and other magical effects.
Ophidiophobia Aura. Any creature of the anathema's choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the anathema and can see or hear it must
giant constrictor snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.
Six Heads. The anathema has advantage on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Staff of the Python Staff, uncommon (requires attunement by a cleric, druid, or warlock) You can use an action to speak this staffâs command word and throw the staff on the ground within 10 feet of
you. The staff becomes a giant constrictor snake (see the Monster Manual for statistics) under your control and acts on its own initiative count. By using a bonus action to speak the command word again
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Staff of the Python Staff, Uncommon (Requires Attunement) As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a
Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours. On your turn, you can mentally command the snake (no
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Staff of the Python Staff, Uncommon (Requires Attunement) As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a
Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours. On your turn, you can mentally command the snake (no
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Staff of the Python Staff, uncommon (requires attunement by a cleric, druid, or warlock) You can use an action to speak this staffâs command word and throw the staff on the ground within 10 feet of
you. The staff becomes a giant constrictor snake (see the Monster Manual for statistics) under your control and acts on its own initiative count. By using a bonus action to speak the command word again
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Desert Encounters (Levels 5â10) d100 Encounter 01 1d6 scouts 02 2d4 jackalweres 03 2d6 hobgoblins 04 1d4 + 3 dust mephits 05 1d6 swarms of insects 06 1 giant constrictor snake 07â08 1 lion 09â10
â72 1 cyclops 73 1d4 couatls 74â75 1d4 yuan-ti malisons 76â80 Strong winds that kick up dust and reduce visibility to 1d6 feet for 1d4 hours 81â83 1 revenant with 1d3 wights 84â85 1d8 + 1 phase spiders
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Hall of Many Pillars At the west end of a 20-foot-wide hall (area 2a), stairs descend 10 feet to a room lined with pillars (area 2b). Similar staircases descend into the room from 10-foot-wide
skull cavity.)
Snake Skeleton. The skeleton of a giant constrictor snake coils up the top half of the northernmost pillar. The snake skeleton is harmless and falls apart if disturbed, clattering
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
attack while within 5 feet of it, or is hit by its constrict attack takes 5 (1d10) acid damage.
Chameleon Skin. The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.
Shapechanger
(Pureblood Only). The yuan-ti can use its action to polymorph into a Medium giant poisonous snake, or into a Large constrictor snake, or back into its true form. Its statistics are the same in each
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
just happened. 56â60 A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute. 61â65 You pull a nonmagical object out of the hat. Roll 1d4
your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
39. Chamber of the Second Sun This enormous chamber is thirty feet tall with mighty buttressing and a vaulted ceiling. Parts of the ceiling and walls have collapsed, and raw earth has spilled down
is strewn with rubble, so it is difficult terrain. Larger rubble piles are 1 to 4 feet high. Any loud noise (such as an explosion, shouting, or fighting) causes a minor cave-in: at the start of each
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
â55 You have the Stunned condition until the end of your next turn, believing something awesome just happened. 56â60 A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The
. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule. 86â90 A Hostile Swarm of Bats flies out of the hat, occupies your space, and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
it as Lord Onovan IV, of the Dales.) 12 A charred elfâs skeleton inside a charred constrictor snakeâs skeleton. (Both were killed by a lightning bolt spell.) 13 The rotting body of a giant frog with
goblin spears thrust symmetrically through the body. (It was a Red Wizard, judging by the robes. The head is nowhere to be found.) 18 An elf, balanced on a tree branch 40 feet above the ground, arms and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
saving throws against spells and other magical effects.
Ophidiophobia Aura. Any creature of the anathemaâs choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the anathema
Bonus Actions
Change Shape. The anathema transforms into a Huge constrictor snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isnât transformed.
Compendium
- Sources->Dungeons & Dragons->Storm Lordâs Wrath
one giant constrictor snake, plus an additional snake for every character, including sidekicks, emerges from the pit looking for a meal. Any magical or normal fire larger than a torch could ignite the
, it sinks 1d4 + 1 feet into the quicksand and becomes restrained. At the start of each of the creatureâs turns, it sinks another 1d4 feet. If the creature isnât completely submerged in quicksand, it
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
30 feet of yourself. The swarm disperses after 1 minute. 61â65 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemistâs
it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule. 86â90 A Hostile Swarm of Bats flies out of the hat
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
chamber appears to be a small alcove, protected by a half-dome with the open end facing toward the door in the east wall. This alcove is set in a recessed, shallow, tiled well, one foot deep and ten feet
wide. The alcove itself is four feet high. The recess contains some sort of display.
The display appears to be a diorama depicting a hunting party of Olman warriors, in feathers and deer-hide
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, or if the characters approach within 100 feet of them. Hadrosaurus. A herd of 3d6 hadrosauruses (see appendix D) are grazing nearby, with 1d6 noncombatant young among them. The adults donât attack
over a dead giant octopus. If the characters are on a river, the creatures are spotted at a distance of 300 feet, whereupon they bellow menacingly and move to attack the party. To paddle a canoe to a
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
30 feet of yourself. The swarm disperses after 1 minute. 61â65 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemistâs
it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule. 86â90 A Hostile Swarm of Bats flies out of the hat
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
at the end of a tangle of ropes and tattered fabric. The basket dangles thirty feet above the surface of the swamp.
The leaning tower is 50 feet tall and 20 feet in diameter, with an open door at
the crenellated roof. Black brambles cover the ground within 30 feet of the tower, clustering in a dense patch around the open doorway. These brambles are difficult terrain. Each 5-foot-square section
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
characters. As soon as the characters venture more than 10 feet into this area, the elves begin combat, screaming at the characters to leave and never return. Helping the Elves. After Armin
âTreasureâ below). Downward Slope. To the southwest, the cavern slopes 20 feet steeply downward toward the chamber with Death-at-Sunsetâs corpse (area L6). This sloping area is Difficult Terrain
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Melee. Being within 5 feet of an enemy doesnât impose Disadvantage on your attack rolls with spells. Increased Range. When you cast a spell that has a range of at least 10 feet and requires you to
make an attack roll, you can increase the spellâs range by 60 feet. Tough Origin Feat Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The cove reef has the following features: Depth. The reef and the area around it are 50 feet below the surface of the water. The depths of the rock formations around the reef are noted on map A.5. Light
hawks attack any creature that approaches within 10 feet of the nests, fighting to the death to defend their eggs. Slippery Rock. Algae, ocean spray, and blood hawk waste make the rock formation slippery
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
especially so when trapped in a dead end in Wave Echo Cave This area consists of numerous intersecting passages. The ceilings here are only six feet high, and several of the passages end in partially
their feet to attack. The two ogre zombies and six dwarf zombies fight until destroyed. W5: Assayersâ Office This chamber was once an office or storeroom. A large stone counter bisects the room, set
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
flooded this region, creating a swamp whose waters fluctuate from 1 to 3 feet in depth. The region is difficult terrain. Eight giant leeches (use the giant constrictor snake stat block) dwell in the
chemical. As an action, a creature holding a bottle of defoliant can splash the bottleâs contents onto a creature within 5 feet of itself or hurl it up to 20 feet, shattering the bottle on impact. In either
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
northward. Smaller fissures, holes, and cracks riddle the passage, though even a halfling would find the largest of them a tight fit.
The floor of the corridor is difficult terrain for 20 feet
That-Which-Endures. Each pool is 10 feet deep and has sheer sides. To trigger the effects of a pool, a creature must completely submerge itself in its liquid. The pools and the double door radiate
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
wooden cage in which squawk a dozen irritable waterfowl.
The open barrels contain apples, pears, mixed nuts, and the carcass of a giant constrictor snake pickled in brine. The wicker basket holds
floor opens onto a vertical shaft, 5 feet square and 20 feet deep. The door requires a successful DC 14 Wisdom (Perception) or Intelligence (Investigation) check to be noticed. Iron handrails are set
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
This hallway has a sunken floor filled to a depth of three feet with dark water. Lanterns lit with flickering blue flames hang from the ceiling thirty feet above by short chains, spaced roughly ten feet
glides closer until it is near enough to board safely. The boat can carry up to eight Medium creatures. One creature can steer the boat using the tiller, and the boat has a speed of 20 feet. Dark Water
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
balorâs Fire Aura deals 10 fire damage to any creature that hits the balor with a melee attack. The aura also deals 10 fire damage to all creatures within 5 feet of the balor at the start of each of the
balorâs turns. If you assume that one character in the party is within 5 feet of the balor at all times, hitting it with a melee weapon every round, then the balorâs damage output per round increases by
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Near the table, an enormous snake coils around a bluish corpse wearing a wooden rabbit mask.
The giant constrictor snake strikes at any who interrupt its meal. The cupboards are empty, but the dead
.
Two wererat thieves in humanoid form divide their recent spoils. When they notice the characters, the wererats throw a cloth over the chest to conceal it and leap to their feet. The wererats






