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                        Returning 35 results for 'creature and harnessing paint'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     this paint.
One paint pot contains enough pigment to paint one rune. A creature can spend 10 minutes to paint one of the following runes onto itself or another creature:
Journey Rune. Difficult
                                                
                                            
                                                
                                                    This set of 1d4 + 2 small paint pots contains pigments mixed from crushed luminescent gemstones. This magical paint bestows temporary magical gifts on creatures with runes drawn on their skin with
                                                
                                            
                                        
                                                     Magic Items
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    This thick, black paint is stored in a small jar, containing enough paint to apply moodmarks to one creature. The paint is dabbed on the face in spots or markings that often resemble the eyes of
                                                
                                            
                                                
                                                     insects or spiders. Applying the paint in this way takes 1 minute.
For the next 8 hours, the marks change to reflect your mental state. A creature that can see you and makes a successful DC 10 Wisdom
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    , or half as much damage on a successful one.Feed on Death. When a creature within 30 feet of the shaman drops to 0 hit points, the shaman gains 5 (1d10);{"diceNotation":"1d10","rollType":"roll
                                                
                                            
                                                
                                                     show how life sprouts from death.
Golgari shamans paint their faces so they appear to have extra eyes on their cheeks and chins. They sometimes use magical moodmark paint (described in chapter 5) to
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     their personality. In the hands of Prismari students, spells that conjure fire or bend water to one’s will become vibrant and expressive showcases, thrumming with creative energy.
Harnessing the
                                                
                                            
                                                
                                                     itself with elemental magic as it moves. Until the end of its turn, the apprentice can move through the space of other creatures. The first time the apprentice enters a creature’s space on a turn
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Annihilating Aura. Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 21 (6d6);{"diceNotation":"6d6","rollType":"damage
                                                
                                            
                                                
                                                    ","rollAction":"Annihilating Aura","rollDamageType":"necrotic"} necrotic damage. Undead are immune to this aura.
Life Eater. A creature dies if reduced to 0 hit points by the nightwalker and can’t
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    ;s choice).
Showstopper (1/Day). The pledgemage shines with elemental magic, targeting one creature it can see within 60 feet of itself. The target must make a DC 13 Wisdom saving throw. On a failed
                                                
                                            
                                                
                                                     their personality. In the hands of Prismari students, spells that conjure fire or bend water to one’s will become vibrant and expressive showcases, thrumming with creative energy.
Harnessing
                                                
                                            
                                        
                                                     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
                                                    
                                                
                                            
                                                    , deafened, frightened, stunned, or knocked unconscious.
Mimicry. The mongrelfolk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations
                                                
                                            
                                                
                                                     fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the
                                                
                                            
                                        
                                                     Species
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     that there are as many kenku origin stories as there are kenku. Some of them paint their genesis as a curse, being a flightless bird people doomed to mimic other people’s creations. Other kenku
                                                
                                            
                                                
                                                     Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Creature Type
Every creature in D&D, including each player character, has a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Elder Runes Elder runes are ancient symbols imbued with magical power. With years of study, any creature that can cast the symbol spell can learn an elder rune and add it to the selection of symbols
                                                
                                            
                                                
                                                     that can be created with the spell. Halaster has spent lifetimes studying elder runes, inventing new ones, and harnessing their volatile magic. He likes to place them throughout Undermountain as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     green paint. Man-sized demonic statues stand near the base of the stairs.
 The heavy carpet near the entryway is stained with the muddy boots of returning hunters. The two demonic statues are gargoyles
                                                
                                            
                                                
                                                     (Perception) check. Any creature that touches one of the suits or passes between them must make a DC 15 Constitution saving throw. On a failed saving throw, the creature takes 1d12 cold damage and is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     illuminates his face, which is painted like a grinning jack-o’-lantern. Although he appears to be a petite man wearing face paint and a fool’s costume, Pidlwick II is actually a clockwork effigy of the
                                                
                                            
                                                
                                                     real-life Pidlwick, who lies entombed in the catacombs. The dark paint on his face is soot. If the characters see Pidlwick II in bright light, read: It’s obvious that you’re looking not at a small
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     its description. You could tell the players that they see a merrow or hold up the creature’s picture from the Monster Manual. But that first moment of revelation is the best time to paint a
                                                
                                            
                                                
                                                    : Emphasize Wrongness. Focus on the features that make the creature alien, inhuman, and out of place. The Whistling Fiend looks like a humanoid skeleton dripping its own gelatinous musculature. Its skull
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     gold covered with peeling copper paint. The bell, which is 3 feet wide and weighs 50 pounds, hangs from an iron fixture bolted to a wooden crossbeam. A character with carpenter’s tools or smith’s tools
                                                
                                            
                                                
                                                     can use them to detach the bell from the beam in 1 minute. Any creature under the bell when it falls must succeed on a DC 12 Dexterity saving throw to get out of the way, or take 14 (4d6) bludgeoning damage. The gold bell is worth 2,500 gp.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , annihilating most at once. The few who survive by sheer luck or by harnessing some rare form of protective magic soon discover that they can’t leave as easily as they arrived. Worse, for each creature
                                                
                                            
                                                
                                                     that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released nightwalker must be lured back to the Negative Plane by offerings of life
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     neighbors. Eight veterans of the City Watch arrive 10 minutes later to investigate the intrusion. Let Me Paint You a Picture Kalain, a famous Waterdavian painter, was commissioned to paint a portrait of
                                                
                                            
                                                
                                                     most of her time in area W5, which serves as her studio. It contains moldy scraps of food, empty pots stained with colored paint, discarded brushes, and her easel, which is situated in front of a large
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     and annihilates them at once. Those few who survive the effort do so by sheer luck or by harnessing some rare form of magic that protects them against the hostile atmosphere. They soon discover
                                                
                                            
                                                
                                                    , however, that they can’t leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     partially destroyed chambers (see area 16).
 Peeling Paint. The vibrant green paint that once adorned the walls has mostly peeled off from the chasm’s extreme heat.
 Ghost. As one or more characters
                                                
                                            
                                                
                                                    , or about the secret way in (area 39b). If Netherskull is reduced to 0 hit points by a creature other than Fidelio’s ghost or its host, the paladin of Tyr can’t accept that someone other than he
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     humanoid figures in dusty robes draped in cobwebs, their eyes and mouths stitched shut. Armed with brushes and clay pots of pigment, they paint the walls and pillars with grim, poorly rendered illustrations
                                                
                                            
                                                
                                                    , Karagos. Blind Artists  The three creatures skulking about the room are undead servants of Acererak. Despite their blindness, each has the magical ability to perceive and paint scenes of pain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     reads “Tasha the Wizard—Known for Her Hideous Laughter.”
 A halfling couple holds hands as they approach the glass cabinet. One of the halflings is wearing butterfly face paint. As he drops to one knee
                                                
                                            
                                                
                                                     and pulls a small box from his pocket, his sweetheart bursts into laughter and begins rolling on the ground. The halfling in face paint begins sobbing and darts into the nearby tent without getting his
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     picking up lots of bad habits.” Bond. “I hate my sisters, but together we are strong.” Flaw. “I forget the first creature I see each day when I awaken.” Skabatha’s Appearance Skabatha appears as a short
                                                
                                            
                                                
                                                    , thin, gnarled woman swathed in a tattered dress with petticoats. Cracked white face paint plasters her features, with crimson splotches on her cheeks and thick mascara coating her sparse eyelashes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                    .) 4 “Bring four nice rugs to cover my cold stone floor!” (Characters can buy the rugs in town for 5 GP each.) 5 “Bring me two more pots of silver paint!” (Characters can buy the paint in town for 2 SP
                                                
                                            
                                                
                                                     statues each lead to a different vault (see area T14). The area between a statue and a secret door is wide enough for only a Tiny creature to fit comfortably. For a Small or Medium creature, those areas
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     paint. As an action, you can apply the face paint to yourself or another creature. The recipient gains the benefit of a disguise self spell that lasts for 1 hour or until the recipient chooses to end
                                                
                                            
                                                
                                                    , bunny-like creature with a horn like a unicorn’s). The almiraj teleports around on a tabletop, making it hard to score a success. A participant gets three rings. Tossing a ring over the almiraj’s horn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only
                                                
                                            
                                                
                                                     creatures and objects within 10 feet of you that are within line of sight. Greater Portent Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     flying rocking horse, modify the following boxed text to remove all mention of the horse: Creaking softly, a rocking horse moves back and forth near the door. Peeling paint covers its limbs, and its
                                                
                                            
                                                
                                                     creature hasn’t observed the rocking horse move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the rocking horse is animate.
 Flying Mount. The rocking
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    V1. Ezmerelda’s Magic Wagon Ezmerelda’s wagon is parked in front of the tower. If the characters investigate the wagon, read: Under layers of mud, this wagon sports a fresh coat of purple paint, and
                                                
                                            
                                                
                                                     alchemist’s fire that dangle from wires like ornaments along the wagon’s interior walls. A creature within 30 feet of the wagon when it explodes must succeed on a DC 12 Constitution saving throw, taking 55
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     examines the circle and succeeds on a DC 15 Intelligence (Arcana or Investigation) check can reconstruct the circle and, with blood or paint, reapply the missing glyphs in 1d10 minutes. If the circle is
                                                
                                            
                                                
                                                     tries to break or smash the lock, the mechanism releases a small bolt of lightning that deals 10 (3d6) lightning damage to the creature tampering with it (no saving throw). The chest is empty except for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     dollhouse sitting on the bedside table. This three-foot-tall edifice has seen better days and is now besmirched by peeling paint, mold, and rot.
 Behind the dollhouse, by the window, moths flutter
                                                
                                            
                                                
                                                     to sneak up on her without waking her. Talking near the dollhouse also awakens her. The dollhouse is fully enclosed, rather than being open at the back as a normal dollhouse would be. A Tiny creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     a Medium creature whole. A 5-foot-wide iron door in the front of the oven allows one to reach into the oven’s interior without disturbing the fuming cauldron that rests atop it. The oven’s flames are
                                                
                                            
                                                
                                                     elemental can’t be targeted or harmed directly. Any creature that enters the hot oven or starts its turn inside it takes 10 (2d6 + 3) fire damage. A character can try to shove a Medium or smaller
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     are harnessing. Meanwhile, corruption falls over Phandalin like a shadow. The characters find the fanatics’ ritual space, only to discover that the mind flayers have fled into the Far Realm to complete
                                                
                                            
                                                
                                                     defeated, the Ilvaash fanatics seek to harness power directly from this unholy creature, who is a descendant of Ilsensine, a mind flayer god. The characters must navigate the fleshy realm’s labyrinth
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    ,” which the sisters promise to call for within a year. Any creature that accepts the bargain is taken to the studio in the temple tower (area T15), where the sisters work together to paint a beautiful
                                                
                                            
                                                
                                                     portrait of the creature over a period of 1 hour. At the end of that time, the magic of the portrait alters the creature in the desired manner. The benefits granted by the bargain normally last for a year
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     Maegera, a being of fire and destruction, harnessing its incredible powers to heat the forge. On anvils of adamantine blessed by priests of Moradin, great items of power were forged, their base
                                                
                                            
                                                
                                                     out of the way of the living. From time to time, the characters might run into a dwarven ghost who warns them away from a place of danger, or confront a less beneficial creature such as a shadow or specter. King Bruenor has decreed the restless dead be left alone for now unless they cause problems.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     creatures behind it. A creature can move through the wall of thorns, albeit slowly and painfully. It costs 8 feet of movement to move through 1 foot of the wall. The first time a creature enters the
                                                
                                            
                                                
                                                     wall on a turn or ends its turn there, it must make a DC 15 Dexterity saving throw, taking 4 (1d8) piercing damage on a failed save, or half as much damage on a successful one. Whenever a creature ends
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     and expressive showcases, thrumming with creative energy. Harnessing the elemental forces of their magic requires precision and grace, and some students dedicate themselves to chasing the ideal of
                                                
                                            
                                                
                                                     its turn, the apprentice can move through the space of other creatures. The first time the apprentice enters a creature’s space on a turn, that creature must succeed on a DC 12 Dexterity saving throw
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     creature down this well, and it is never seen again. Mothwing Grove Mothwing Grove is an eerily quiet forest of stout trees shrouded in mist. The scent of rain hangs heavy in the grove, but rain never
                                                
                                            
                                                
                                                     actually falls here, and the air is supernaturally stagnant. In addition to the demiplane’s standard features, Mothwing Grove has the following feature: Consuming Emptiness. Whenever a creature that isn’t
                                                
                                            
                                        





