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Returning 35 results for 'creature and harvesting pod'.
Monsters
Van Richten’s Guide to Ravenloft
. The plant has four vines, each of which can grapple one target.
Entrapping Pod. Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature grappled by the plant. Hit: 22 (4d8 + 4
exhaustion for each hour it spends in the pod. If the target dies while enveloped, it immediately emerges from the pod as a living podling, wearing or carrying all of the original creature’s equipment
Monsters
Van Richten’s Guide to Ravenloft
Semblance of Life. The podling is a physical copy of a creature digested by a bodytaker plant. The podling has the digested creature’s memories and behaves like that creature, but with
occasional lapses. An observer familiar with the digested creature can recognize the discrepancies with a successful DC 20 Wisdom (Insight) check, or automatically if the podling does something in direct
Monsters
Fizban's Treasury of Dragons
","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 17 (5d6);{"diceNotation":"5d6","rollType":"damage
for adult or ancient dragon turtles. An ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a
Monsters
Fizban's Treasury of Dragons
-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 49 (11d8);{"diceNotation":"11d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType
time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Claw. The dragon makes one Claw attack.
Psionics (Costs 2 Actions). The
Equipment
Every few years, a ghost orchid colony grows a black pod as thick as a human fist that holds three soft, black seeds. A creature that consumes one of these black seeds is affected by the spell feign
death. If the creature is unaware of the pod’s effects or does not wish to be affected, it can resist the effect by succeeding on a DC 16 Constitution saving throw. Otherwise, it is considered to be a willing recipient of the spell.
Monsters
Mordenkainen's Fiendish Folio Volume 1
Close Quarters Shooting. The needle spawn does not suffer disadvantage on ranged attacks while within 5 feet of a hostile creature that can see it and isn't incapacitated, if the target of the attack
plant creatures that hail from fey domains wracked by wanton violence. When a needle lord enters a worldly forest, it spreads seed pods wherever it roams. A pod remains dormant until a humanoid dies near
feats
You have a knack for retrieving exceptional components from the gnarliest of corpses.
Increase your Dexterity or Intelligence by 1, to a maximum of 20.
When you make a Harvesting check using a
skill with which you are proficient, your proficiency bonus is doubled.
When you attempt to harvest a creature for which you don’t have the required skill proficiency, you can add your
Monsters
Mordenkainen's Fiendish Folio Volume 1
Needle Defense. Each time a creature makes a melee attack against a needle lord, it takes 2 piercing damage. A creature can choose to make an attack with disadvantage to avoid this damage.Multiattack
by needle lords—hulking plant creatures that hail from fey domains wracked by wanton violence. When a needle lord enters a worldly forest, it spreads seed pods wherever it roams. A pod remains
feats
following options: Arcana, Investigation, Medicine, Nature, Religion, or Survival.
When you attempt to harvest a creature for which you don’t have the required skill proficiency, you can add your
proficiency bonus to the result of the roll.
When you make a Harvesting check using a skill with which you are proficient, you have advantage on the roll.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
24: Escape Pod Three metal platforms in this bay once held escape pods, only one of which remains; it resembles a large coffin made of semitranslucent orange crystal. One Medium creature or two Small
creatures can fit inside the escape pod. If the pod’s door is closed, a creature inside the pod can use an action to pull a lever, causing the stanchions holding the pod in place to collapse, a hatch
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
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
powered, closed stasis pod for 1 minute, the creature has the unconscious condition and is in stasis. While in stasis, the creature doesn’t require air, food, or drink, and it doesn’t age. If the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
creature grappled by the plant. Hit: 22 (4d8 + 4) acid damage, and the target is pulled into the plant’s space and enveloped by the pod, and the grapple ends. While enveloped, the target is
while enveloped, it immediately emerges from the pod as a living podling, wearing or carrying all of the original creature’s equipment.
As an action, a creature within 5 feet of the bodytaker plant that
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
18: Massive Stasis Pods These large halls provide access to stasis pods built into the walls, each one larger and stronger than the ones in area 5. Each can hold a Huge creature and has AC 12, 50 hit
frost giant lies in a heap next to a smashed stasis pod. A character who succeeds on a DC 10 Wisdom (Survival) check finds deep claw marks in the walls leading to area 18b, just like those in area 11. A
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Harvesting Poison A character can attempt to harvest poison from a venomous creature that is dead or has the Incapacitated condition. The effort takes 1d6 minutes, after which the character makes a
DC 20 Intelligence (Nature) check using a Poisoner’s Kit. On a successful check, the character harvests enough poison for a single dose, and no additional poison can be harvested from that creature. On
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
entire adventure. A character can instead attempt to harvest poison from a poisonous creature, such as a snake, wyvern, or carrion crawler. The creature must be incapacitated or dead, and the harvesting
Crafting and Harvesting Poison During downtime between adventures, a character can use the crafting rules in the Player’s Handbook to create basic poison if the character has proficiency with a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Harvesting Poison A character can attempt to harvest poison from a venomous creature that is dead or has the Incapacitated condition. The effort takes 1d6 minutes, after which the character makes a
DC 20 Intelligence (Nature) check using a Poisoner’s Kit. On a successful check, the character harvests enough poison for a single dose, and no additional poison can be harvested from that creature. On
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Every few years, a ghost orchid colony grows a black pod as thick as a human fist that holds three soft, black seeds. A creature that consumes one of these black seeds is affected by the spell feign
Ghost Orchid Tepui. Pool. The pool is the source of the tainted mist. Air from deeper in the cavern blows the mist rising from the pool outside. Any creature that enters the pool must succeed on a DC 18
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
; and immunity to lightning, poison, and psychic damage. Electrical piping and exposed wiring cover each server. A creature that touches a server or hits it with a melee attack takes 10 (3d6
) This solemn chamber holds twenty upright, cylindrical pods. The door to each pod includes a glass window, though many are cracked or have shattered, revealing the skeletons strapped within. Cool fog
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
created by needle lords—hulking plant creatures that hail from fey domains wracked by wanton violence. When a needle lord enters a worldly forest, it spreads seed pods wherever it roams. A pod
remains dormant until a humanoid dies near it or a humanoid corpse is dragged close by, whereupon the pod burrows into the corpse’s decaying flesh and sprouts ropey vines covered in long, sharp needles. The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
leads back to Atagua.
A character who investigates the walls and succeeds on a DC 16 Intelligence (Investigation or Nature) check realizes they’re inside some gigantic creature, though it doesn’t seem
from Atagua. The eggs are easily broken; each has AC 10, 5 hit points, and immunity to poison damage. If they’re destroyed, the energy within dissipates, leaving the closest creature with a fleeting
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
individual) Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature
Armor Armor (any heavy armor), uncommon (requires attunement by a specific individual) Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
travel the wasteland of Avernus harvesting scrap metal and other valuable materials. The group is searching for additional crew members to aid them in their latest score. Seeing that the characters
, so any creature riding on the outside of the vehicle can operate a weapon. Each weapon station requires one creature to operate it. A creature operating a harpoon gun can use an action to make a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
5-foot-diameter, crimson, semitranslucent crystal sphere in a low stand. A door in the side of each sphere opens when a creature that has telepathy approaches within 5 feet of it; half the door swings
upward and half swings down to form a ramp. Each sphere is a cryogenic stasis pod designed to keep a gnome ceremorph or a gnome squidling alive and healthy on a long voyage. The pods are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
dark corridor are covered with painted reliefs showing Omuan people hunting, harvesting fruit, planting crops, crafting weapons, feasting, fighting, weaving, and skinning animals. Eight empty torch
aren’t obtainable while Voj is petrified. Puzzle Cube. Any creature that touches the puzzle cube must make a DC 15 Constitution saving throw or be petrified. Even on a success, a creature holding the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the characters arrive. Ironslag Roster Area Creature(s) Notes 10 2 salamanders If the salamanders die, the prisoners try to escape from the mines. 12 1 fire giant, 8 orcs The giant and the orcs
. A creature rendered unconscious in this way awakens if it takes any amount of damage; otherwise, the unconsciousness lasts for 3d6 hours. If the whole party is rendered unconscious, the yakfolk
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
immediately, and spirits of the ancestors animate the creature and it attacks. These beings are constructs, but otherwise function according to the statistics for a certain kind of creature, as noted
, fish with nets, and carve a dugout. Niche B. Twelve commoners are engaged in farming, planting maize and harvesting wheat. Five tribal warriors stand guard, and a cult fanatic (priest) in a bird
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
1 A towering palace of ice and quartz that was once the abode of an ancient crystal dragon is found deserted, with no clue as to whether its master will return or whether some other creature has
already claimed a dozen draconic trophies.
3 An ancient crystal dragon follows a pod of whales from one sea to another, having grown fond of the valuable ambergris they leave in their wake. Now
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
buried in a pit full of these husks can’t breathe or see. Trapped Platforms. Whenever a creature steps onto a platform, it must succeed on a DC 10 Constitution saving throw or be engulfed by a swarm
of biting, stinging insects that emerge from the demonic faces. The creature takes 5 (2d4) piercing damage and 5 (2d4) poison damage, and must succeed on a DC 15 Dexterity saving throw or fall off the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
padded chairs and a low stone shelf holding four crystal pitchers, a large bowl, and several glasses. A pale mind flayer sits in one of the chairs wearing a black, tattered robe.
The sitting creature
.
Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d6) cold damage, and Oshundo regains 14 hit points if the target is a creature.
Arcane Bolt. Ranged Spell Attack: +8 to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to strike at foes, using statistics similar to a ram (AC 15, 100 hit points, immunity to poison and psychic damage). Giant Fist. Melee Weapon Attack: +8 to hit, reach 15 ft., one object or creature
activated as a bonus action by the driver or any creature within 5 feet of them. When a creature steps or grabs onto a protected section, that creature must succeed on a Dexterity saving throw or be
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Underdark and brought it back here. If the characters challenge the duergar, the two enlarged ones remove the sack covering the umber hulk’s head and release the creature, after which all four
tall, bipedal fungus creature. Luminous spores float in the air around it. A savage, white-furred biped has torn off one of the creature’s arms and is holding it while four other white-furred bipeds
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
called ghoul gut. No antacid in this world or any other can beat it. Ghoul Gut. Water polluted with ghoul parts carries ghoul gut. A creature drinking this tainted water must succeed on a DC 12
another 5 (2d4) necrotic damage. A character who succeeds on a DC 15 Wisdom (Medicine) check can also remove the disease from another creature. Doing so requires the character making the check to care for
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
(including the one on the dais) has AC 13, 4 hit points, vulnerability to bludgeoning and thunder damage, and immunity to poison and psychic damage. While the statues are dancing, any creature that
collision with a creature causes a statue to shatter and deals 14 (4d6) psychic damage to the creature that struck it. The dancing statues avoid the dais and can’t collide with creatures on it, nor can
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
as bait to lure a troll or other large creature into a clearing where the rest of the group can hurl stones at it from concealment to confuse the monster, persuading it to seek other prey. Swarming
the intruders, as though nature herself were aiding the halflings’ cause. On nights when the moon is full, especially during the planting and harvesting seasons, the elders tell stories about Sheela
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
creature that ends its turn in the room takes 1 poison damage. Creatures reduced to 0 hit points by the gas have the unconscious condition but are stable rather than dying. If all characters succumb
bolts disarms the traps; the central crossbow is already empty. When a creature opens the door on the east or west cylinder, a crossbow trap shoots a bolt at that creature. The target must succeed on






