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                        Returning 35 results for 'creature and harnessing powered'.
                    
                
                        
                            
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                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ", "rollType":"recharge", "rollAction":"Calming Mist"}. The warbler releases a calming gas in a 5-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 11 Charisma saving
                                                
                                            
                                                
                                                     throw or become charmed by the warbler for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0.Metallic warblers resemble songbirds and serve as clandestine agents
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     itself. Each creature in that area must succeed on a DC 14 Charisma saving throw or become charmed by the peacekeeper for 1 minute. While charmed in this way, the creature is incapacitated and has a
                                                
                                            
                                                
                                                     a guardian created by a metallic dragon, forged from the metal associated with its creator and powered by the energy of the dragonâs breath. An artificial being sculpted in elegant filigree, it is dedicated to defusing tensions that could spiral into violence.Fire
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     their personality. In the hands of Prismari students, spells that conjure fire or bend water to oneâs 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 creatureâs 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 canât
                                                
                                            
                                        
                                                     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 oneâs will become vibrant and expressive showcases, thrumming with creative energy.
Harnessing
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Tentacles"} to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4","rollType":"damage","rollAction
                                                
                                            
                                                
                                                    ","rollType":"recharge","rollAction":"Mind Blast"}. The ceremorph magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Overheat. When the maschin-i-bozorg is reduced to 0 hit points, its power source overloads, briefly superheating its outer shell. Each creature within 10 feet of the maschin-i-bozorg must make a DC
                                                
                                            
                                                
                                                     success.
Steam Jet (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Steam Jet"}. The maschin-i-bozorg emits scalding steam in a 30-foot cone. Each creature in that area must
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     attacks
Puppeteer's Lash. Melee or Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Puppeteer's Lash"} to hit, reach 5 ft. or range 60 ft., one creature. Hit: 17
                                                
                                            
                                                
                                                     deal.
Endelynâs obsession with tragedy and hopelessness extends to her own life; she has foreseen her own demise during a solar eclipse. In the depths of her castle, a lightning-powered device
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     scattered the components that powered it, secreting them across the world. But the orreryâs instinct for survival is strong, and its components have a way of inexorably coming together over
                                                
                                            
                                                
                                                     to an individual component, a creature must hold the component to make use of its features. A creature can also attune to the orrery and all the components installed in it. Attuning to an installed
                                                
                                            
                                        
                                                     Magic Items
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     Power. Powered armor originally required energy cells to fuel it, but was adapted by Kwalish to be fueled by the life energy of the creature wearing it. You might decide that the armor can also draw
                                                
                                            
                                                
                                                    Powered armor resembles a suit of unusual plate armor, with finely articulated joints connected by an oily, black, leather-like material. The armor has been worked to create the appearance of a
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    This strange pistol resembles a flask with a honeycomb of tubes sticking out its front. The weapon is powered by an energy cell stored at the base of the flask. Placing a full energy cell in the
                                                
                                            
                                                
                                                     pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    This strange pistol resembles a flask with a honeycomb of tubes sticking out its front. The weapon is powered by an energy cell stored at the base of the flask. Placing a full energy cell in the
                                                
                                            
                                                
                                                     pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    This curious-looking pistol is shaped like a large, glass bulb with a handle on the bottom and brass prongs protruding from its front. The weapon is powered by an energy cell stored in its grip
                                                
                                            
                                                
                                                    . Placing a full energy cell in the pistol gives the pistol 6 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a ray of crackling energy at a creature you can see
                                                
                                            
                                        
                                                     Species
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears.
Roll on the Autognome History table or choose an entry that
                                                
                                            
                                                
                                                     campaign.
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Clockwork Amulet Wondrous item, common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to
                                                
                                            
                                        
                                                     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->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     creature starts burning. Success: Half damage only. Powered by magic, this iron coach has a flamethrower turret mounted atop it. The coach can accommodate up to two Medium creatures. An iron hatch in
                                                
                                            
                                                
                                                    Flamethrower Coach Large Object Armor Class: 19 Hit Points: 100 Flamethrower. Dexterity Saving Throw: DC 15, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage, and the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     magically. To access the safe room and uncover the rod piece, the characters must first deactivate the security wards. Ward Runes The security wards are powered by two magical runes: one in area Z8 and
                                                
                                            
                                                
                                                     one in area Z13. The runes are invisible. If a creature can see invisible objects, each rune looks like a stylized carving of a crescent moon pulsing with silver light. Casting Dispel Magic (DC 17
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     powered, closed stasis pod for 1 minute, the creature has the unconscious condition and is in stasis. While in stasis, the creature doesnât require air, food, or drink, and it doesnât age. If the
                                                
                                            
                                                
                                                     be unlatched only from the outside. Each stasis pod is big enough to hold a Large creature and has AC 11, 15 hit points, and immunity to poison and psychic damage. If a living creature is placed in a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Needler Pistol This strange pistol resembles a flask with a honeycomb of tubes sticking out its front. The weapon is powered by an energy cell stored at the base of the flask. Placing a full energy
                                                
                                            
                                                
                                                    . Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d4 piercing damage on a failed save or half as much damage on a successful one. Replacing the Energy Cell. While the pistol
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     across the multiverse as spelljammers gallivant through space in ships powered by magic. In this chapter, the characters search the Astral Sea for the second rod piece. The characters need to explore the
                                                
                                            
                                                
                                                     wreckage of a spelljamming ship called the Lambent Zenith, then retrieve the rod piece from a dragon-like creature that guards it inside the heart of a fallen god.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     Kwalish is missing, trapped in stasis inside his own powered armor. The characters must first discover him there by making a close-up investigation of the armor, then find a way to access its controls
                                                
                                            
                                                
                                                     âPowered Armor Optionsâ sidebar in appendix D. Once he is freed, Kwalish is as grateful as he is able to express, and willing to listen to the charactersâ requests. This has the same outcome as above, but
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Paralysis Pistol This curious-looking pistol is shaped like a large, glass bulb with a handle on the bottom and brass prongs protruding from its front. The weapon is powered by an energy cell stored
                                                
                                            
                                                
                                                     creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the paralyzed condition for 1 minute. At the end of each of the targetâs turns, it can
                                                
                                            
                                        
                                                     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 canât 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->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 canât 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->Monster Manual (2014)
                                                    
                                                
                                            
                                                    -Powered Constructs. A scarecrow is animated by the bound spirit of a slain evil creature, granting it purpose and mobility. It is this uncanny presence from beyond death that allows a scarecrow to
                                                
                                            
                                                
                                                     scarecrowâs spirit doesnât recall the memories it had as a creature, and its will is focused solely on serving its creator. If its creator dies, the spirit inhabiting a scarecrow either continues to follow its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     that shimmers like opalescent glass. If a creature not in its true form starts its turn touching solid moonlight, the creature must succeed on a DC 15 Constitution saving throw or have the poisoned
                                                
                                            
                                                
                                                     minutes. Solid moonlight also extends into the Ethereal Plane, blocking ethereal travel through it. The ritual is powered by the rod piece and is therefore unaffected by the Antimagic Field spell.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    -powered gnomish contraption doesnât travel at a normal rate, since the magic, engine, or wind doesnât tire the way a creature does and the air doesnât contain the types of obstructions found on land. When a
                                                
                                            
                                                
                                                     creature is traveling with a flying speed or with a speed granted by magic, an engine, or a natural force (such as wind or a water current), translate that speed into travel rates using the following
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     gate chamber (area S12) lies 10 feet below the lower level. Glass staircases connect these levels, as do four elevators powered by magic and hidden gears. Elevators. Each elevator consists of a
                                                
                                            
                                                
                                                     mechanical lift inside a two-story housing with sealed, sliding glassteel doors (see âGlassteel Doorsâ above). Once inside the elevator, a creature can command it to ascend or descend as a Magic action by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Maschin-i-Bozorg The kagu-svirfneblinâs most prized invention is the maschin-i-bozorg: a dome-shaped, steam-powered battle construct propelled by a multitude of wheels along its flat underside
                                                
                                            
                                                
                                                     hit points, its power source overloads, briefly superheating its outer shell. Each creature within 10 feet of the maschin-i-bozorg must make a DC 16 Constitution saving throw, taking 7 (2d6) fire damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    , steep-sided canyon. Warm mist rises from a stream, shrouding the canyon. Within the mist, you hear a creature babbling incessantly.
 This area is lightly obscured by mist from a piping-hot stream
                                                
                                            
                                                
                                                    . The noise comes from the gibberling in area F2. Steamy Stream. A metal bridge spans this 5-foot-deep stream, which issues from the workshop in area F8 and is scalding hot. A creature that enters the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     formulating a plan to get past the undead guardians in this area. A blast furnace and a mechanical bellows powered by a waterwheel dominate this large chamber. The furnace is cold and dark, but heaps of coal
                                                
                                            
                                                
                                                     outside this area for more than 1 round. In addition, a far more intelligent undead guards this area: a flameskull. This creature was a servant of the human wizards allied with the Phandelver dwarves and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     dining hall on level 1 (area C1) to the mezzanine on level 2 (area C6) and the hallway on level 3 (area C13). The elevator is powered by magic. A creature in the elevator need only say âlevel 1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    Dream of the Blue Veil 7th-level conjuration Casting Time: 10 minutes Range: 20 feet Components: V, S, M (a magic item or a willing creature from the destination world) Duration: 6 hours You and up
                                                
                                            
                                                
                                                     other world, which causes your destination to be a safe location within 1 mile of where that creature was born. The spell ends early on a creature if that creature takes any damage, and the creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     Far Realm. To prevent the orrery from ever being so used, Lottie scattered the components that powered it, secreting them across the world. But the orreryâs instinct for survival is strong, and its
                                                
                                            
                                                
                                                     components individually. If attuned to an individual component, a creature must hold the component to make use of its features. A creature can also attune to the orrery and all the components
                                                
                                            
                                        






