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                        Returning 35 results for 'creature and harnessing progress'.
                    
                
                        
                            
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                                        creature and harvesting process
                                    
                                
                                    
                                        creature and harnessing prowess
                                    
                                
                                    
                                        creature and harnessing process
                                    
                                
                        
                    
                
                        
                                                     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
                                                    
                                                
                                            
                                                     cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending
                                                
                                            
                                                
                                                     great battleâeither where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and impale the corpses of those
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                    Cadaver Collector
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Mordenkainenâs Tome of Foes
                                                    
                                                
                                            
                                                     cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats
                                                
                                            
                                                
                                                    . Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a great battle â either where one is in progress, where one is imminent, or where one once took place
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                     library, a university, or an independent scholar or other learned person or creature. Knowing where the information can be found doesnât automatically enable you to learn it; you might need to
                                                
                                            
                                                
                                                     in my communication.
Ideals
d6
Ideal
1
Guild. My guild is all that really matters. (Any)
2
Change. All life is meant to progress toward perfection, and
                                                
                                            
                                        
                                                    Lizardfolk
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    ât scared of a troll; instead, they understand that a troll is a fearsome, dangerous creature and react accordingly.
Lizardfolk never become angry in the way others do, but they act with
                                                
                                            
                                                
                                                     plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers.
Hapless Soft Ones
At their core, lizardfolk view other humanoids with an indifference verging on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     every 8 hours of work, the creature can make an Intelligence check using its tool proficiency, with a DC set by the itemâs rarity. On a successful check, the creature makes 100 gp worth of progress. On
                                                
                                            
                                                
                                                     a failed check, no progress is made. For every 10 by which the check exceeds the DC, the creature makes an additional 100 gp of progress. The item is complete when the progress equals the cost of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    . As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success--the creature overcomes the challenge at
                                                
                                            
                                                
                                                     hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the DM.
                                                
                                            
                                        
                                                     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->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    . As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success â the creature overcomes the challenge at
                                                
                                            
                                                
                                                     hand. Otherwise, itâs a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the DM.
                                                
                                            
                                        
                                                    Kobold
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure
                                                
                                            
                                                
                                                    , designed to collapse under the weight of any creature heavier than a kobold. On occasion, the route through a kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     the Sides. A creature climbing along the sides of the cars must succeed on a DC 10 Strength (Athletics) check to hang on. A creature that fails this check almost loses its grip and makes no progress
                                                
                                            
                                                
                                                     along the roof or cling to the sides of the train cars to find Garra. Walking on Rooftops. A creature moving across the train car roofs must succeed on a DC 10 Dexterity (Acrobatics) check to keep its
                                                
                                            
                                        
                                                     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->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    Simic Combine  YEONG-HAO HAN The Simic representative was a stern-looking mage whose parentage appeared to be partly human and partly aquatic, possibly merfolk; he rode astride a creature that seemed
                                                
                                            
                                                
                                                     civilization to one another. Thus, biological experimentation has always been among its primary concerns. Historically, the guildâs approach to its mission has been one of incremental progress toward a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     progress. After 1 minute, they sink back into the ooze. The ooze modrons arenât creatures or spell effects, and they canât be harmed or dispelled. 3b. Ooze Halaster An artery of ooze flows down this
                                                
                                            
                                                
                                                     that suggests it might be trying to cast a spell. After 1 minute, the effigy of Halaster loses its form and becomes a pool of ooze once more. The ooze isnât a creature and canât be harmed, nor is it a magical effect that can be dispelled.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    , turning the world to ash, smoke, and cinders. Water can halt its destructive progress, causing the fire elemental to shrink back, hissing and smoking in pain and rage. Fire Elemental
 Large elemental
                                                
                                            
                                                
                                                     squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creatureâs space and stop
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Stardock long ago. If combat breaks out inside CrĂšche Kâliir, there is a 10 percent chance that she hears the disturbance. She investigates immediately, joining the battle in progress and using her
                                                
                                            
                                                
                                                    -foot radius and dim light for an additional 30 feet. This light goes out when the golem is destroyed.
 Light Intensity. Any creature that starts its turn within 10 feet of the illuminated golem and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     check, a character makes no progress and dislodges loose stones that clatter down the crevasse into the magma. If the check fails by 5 or more, the climber falls into the magma. Any creature that
                                                
                                            
                                                
                                                     nalfeshnee named Slaughtertusk to watch over the crevasse and prevent any creature from approaching the device. Slaughtertusk would rather be helping the Horned King track down and kill Yeenoghu. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    âeither where one is in progress, where one is imminent, or where one once took place. The collector encases itself in the armor and weapons of fallen warriors, and it impales the corpses of those
                                                
                                            
                                                
                                                     creature in that area must succeed on a DC 18 Constitution saving throw or have the paralyzed condition for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     shaft in area X6. Frustrated by their lack of progress, they vent their rage by attacking the characters. The witches let loose their three brooms of animated attack (see appendix D) while they cast
                                                
                                            
                                                
                                                     choose whether it is banished or destroyed. 
 A creature that touches the amber sarcophagus forms a telepathic link with the vestige inside. The vestige offers the creature a dark gift. The creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , the staff is a creature and no longer usable as a magic item. The animated staff is a Medium construct with AC 17, 40 hit points, resistance to cold damage, immunity to poison damage, a flying speed
                                                
                                            
                                                
                                                     if he has cause to parley with intruders. The staff can use its action to make a melee weapon attack against a creature within 5 feet of it: +5 to hit; 7 (2d6) bludgeoning damage plus 1 cold damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     failed check, you are bitten and take 1d4 piercing damage, and the dogs count as 5 feet of difficult terrain. 7 You run into a brawl in progress. Make a DC 15 Strength (Athletics), Dexterity
                                                
                                            
                                                
                                                     failed check, the brush counts as 5 feet of difficult terrain. 2 Uneven ground threatens to slow your progress. Make a DC 10 Dexterity (Acrobatics) check to navigate the area. On a failed check, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                     occur whenever you please, at the time each description suggests, or under one or more of the following circumstances: Soon after the party first enters the region When a creature loses more than
                                                
                                            
                                                
                                                     half its hit points When a creature casts a spell of 1st level or higher When a creature activates a magic item When a creature makes an exceptionally loud noise or otherwise attracts attention When the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     traveling by ship. Draw a Map A shipâs captain often undertakes this activity, producing a map of the shipâs progress and helps the crew get back on course if they get lost. No ability check is required
                                                
                                            
                                                
                                                     DM might decide that a threat can be noticed only by characters in a specific area of the ship. For example, only characters below deck might have a chance to hear or spot a creature hiding on board
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     misleading.â
 âWhen you are ready to proceed, turn the page.â
 When the reader turns the page, the book glows briefly, as a delayed-action gate spell is activated. Any creature within 10 feet of the
                                                
                                            
                                                
                                                     several noteworthy locations, each one equivalent to a major section in the book. No map is necessary for the adventurers to get from one place to the next; if they try to deviate from the direction the story takes them, the same barrier of force prevents them from making any progress.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     players some opportunities to return dead characters to life during the lower levels of their progress through Out of the Abyss. A spell scroll of raise dead can turn up among some treasure, either when it
                                                
                                            
                                                
                                                     particularly suitable if the player has already been managing that NPC (see âA Motley Crewâ in chapter 1). A creature encounter could reveal a potential new party member, such as a surface dweller
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     (Acrobatics) check. A failed check indicates that the character makes no progress. To enter or exit a chimney from the top, one must first use an action to try to remove the chimneyâs stone cap, doing so
                                                
                                            
                                                
                                                     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->Storm King's Thunder
                                                    
                                                
                                            
                                                     the balloon. Crawling up the ropes requires a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check. If the check fails, no progress is made; if the check fails by 5 or more, the creature falls
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    , though its thoughts are no more sophisticated than those of a young child. The golemâs muscle tissue responds to the power of lightning, invigorating the creature with vitality and strength. Powerful
                                                
                                            
                                                
                                                     similar fate, but I shanât let their concerns stall my progress. I need fresh corpses, and if those bumpkins canât get them for me, Iâll use theirs instead.â
 â From the diary of Evangeliza Lavain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. Most people see
                                                
                                            
                                                
                                                     create an undead using a necromancy spell, it has additional benefits: The creatureâs hit point maximum is increased by an amount equal to your wizard level. The creature adds your proficiency bonus to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Dexterity saving throw. On a failed save, you have the Prone condition. 5 You encounter a brawl in progress. Make a DC 15 Strength, Dexterity, or Charisma saving throw (your choice) to get past the
                                                
                                            
                                                
                                                     1d10 Slashing damage. 6 A creature native to the area notices you. (The DM chooses a creature appropriate for the terrain.) Make a DC 10 Wisdom or Charisma saving throw (your choice). On a failed save, the creature joins the chase, with you as its quarry. 7â12 There is no complication.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    âeither where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and impale the corpses of those warriors on
                                                
                                            
                                                
                                                    .
 Paralyzing Breath (Recharge 5â6). The collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     advantage of their size by creating small-diameter tunnels that they can easily pass through, but that require larger creatures to hunch over or even crawl to make progress. In places where a tunnel
                                                
                                            
                                                
                                                     opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure, designed to collapse under the weight of any creature
                                                
                                            
                                        






