Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'creature realms group to her resist'.
Other Suggestions:
creature realms group to her result
creature realms group to her reside
creature realms groups to her rest
creature realm ground to her rest
creature realms grasp to her rest
Monsters
Monster Manual
Undead Restoration. If the revenant dies, it revives 24 hours later unless Dispel Evil and Good is cast on its remains. If it revives, it animates another group of corpses elsewhere on the same plane
"} Bludgeoning damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Suffocate", "rollDamageType":"Necrotic"} Necrotic damage. If the target is a Large or smaller creature, it
Spells
Player’s Handbook
object, it must be Large or smaller, and it can’t be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as
. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Similar
Species
Player’s Handbook
example, they call themselves sun or moon elves in the Forgotten Realms setting, Silvanesti and Qualinesti in the Dragonlance setting, and Aereni in the Eberron setting
Wood Elves
Wood elves carry the
the Kagonesti and the Tairnadal are wood elves of the Dragonlance and Eberron settings, respectively.
Elf Traits
Creature Type: HumanoidSize: Medium (about 5–6 feet tall)Speed: 30 feet
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of each of its turns, ending the effect on itself on a success.A neogi lives about a century. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject
their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulk;umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse.
Equipment
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.
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
Monsters
Spelljammer: Adventures in Space
Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Swarm. The swarm can occupy another creature’s space and vice
;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Swarm of Bites"} to hit, reach 5 ft., one creature. Hit: 22 (6d6 + 1);{"diceNotation":"6d6+1","rollType":"damage","rollAction":"Swarm of
Spells
Xanathar's Guide to Everything
The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected
Monsters
Ghosts of Saltmarsh
Sea Legs. The first mate has advantage on ability checks and saving throws to resist being knocked prone.Multiattack. The first mate makes two attacks with its longsword.
Longsword. Melee Weapon
the target is a creature, the first mate can choose to deal no damage with the attack to disarm the target. The target must succeed on a DC 14 Strength saving throw or drop one item it is holding on the ground.
Monsters
Tales from the Yawning Portal
against a creature if at least one of her allies is within 5 feet of the creature and the ally isn’t incapacitated.Dagger. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
who enter her throne room, and in fact is looking for some help from a group of outsiders that can help her contend with the goblins that live nearby. But if she or any other kobolds are threatened or set upon, Yusdrayl defends herself and her tribe as fiercely as she can.
Monsters
Ghosts of Saltmarsh
resist being knocked prone.Multiattack. The captain makes two attacks: one with its hand crossbow and one with its longsword.
Hand Crossbow. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType
"} slashing damage if used with two hands.Shape Up, Ye Dog (2/day). Whenever a friendly creature within 30 feet of the captain that can hear it misses with an attack, the captain can yell perilous threats to allow that creature to reroll the attack roll.
Monsters
Heroes of the Borderlands
. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite’s next turn.
Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can
wickedness of other creatures. Those that enter their realms with good intentions might be treated with tiny feasts and celebrations. The wicked face nasty tricks and bold ambushes at the hands of invisible sprite defenders.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
energy erupts from its frame to deal 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Psychic Engine", "rollDamageType":"psychic"} psychic damage to each creature within 5 feet of it
", "rollAction":"Iron Fist", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 30 feet
Monsters
Out of the Abyss
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the
":"1d4","rollType":"damage","rollAction":"Alchemist","rollDamageType":"fire"} fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a successful
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is
are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers
Species
Wayfinder's Guide to Eberron
or clever? Whatever their nature, it’s your duty to follow their example. Is this something you proudly embrace, or do you resist it? Each patron ancestor is tied to many Valenar: do you have a
particular rival who channels the same ancestor, or one who channels a rival of your ancestor?
It’s also important to think about why you are traveling with a group of player characters
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Claw. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType
of several individuals and their offspring, usually led by a dominant adult that also tends to be the oldest member of the group. When on the hunt away from their lair, girallons use roars and body
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hopelessness.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment
’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These
Backgrounds
Baldur’s Gate: Descent into Avernus
Everybody’s always trying to get a leg up on somebody in Baldur’s Gate. One group’s con artist might be another’s revolutionary. Or maybe you’re just in it for yourself
want.
4
I’m a born gambler who can’t resist taking a risk for a potential payoff.
5
I lie about almost everything, even when there’s no good reason to.
6
Sarcasm and
Species
Wayfinder's Guide to Eberron
or clever? Whatever their nature, it’s your duty to follow their example. Is this something you proudly embrace, or do you resist it? Each patron ancestor is tied to many Valenar: do you have a
particular rival who channels the same ancestor, or one who channels a rival of your ancestor?
It’s also important to think about why you are traveling with a group of player characters
Monsters
Icewind Dale: Rime of the Frostmaiden
Duergar Resilience. Grandolpha has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Innate Spellcasting (Psionics). Grandolpha's
attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Poison Spray (Cantrip). Grandolpha extends her hand toward a creature she can see within 10 feet of her and projects a puff of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6);{"diceNotation":"3d6", "rollType":"damage
turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or
Magic Items
Acquisitions Incorporated
This delicate and exquisitely crafted clockwork orrery features multiple geared components whose sweeping hands and dials represent the complex interplay of planar and magical realms. Standing two
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Psychic Mirror. If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk’s thoughts and
against each creature within 10 feet of it. Each creature that is hit must also succeed on a DC 17 Dexterity saving throw or be knocked prone.The hulk is one of the largest of the known star spawn, with
Monsters
Acquisitions Incorporated
walking back from the next world to this one. Each creature of his choice within 30 feet of him that can hear him must succeed on a DC 12 Wisdom saving throw or be stunned until the end of its next
turn.Absorb Attack. When a creature Splugoth can see hits him with a melee weapon attack, the weapon snags on a pocket of residual resurrectional energy and is caught fast. The attack is negated and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is
reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they were infused with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms
much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.Shunning
sunlight, these hounds are usually met as a pack. Some faiths devoted to deities of gloom and night, such as that of Shar in the Forgotten Realms, perform unholy rites to summon shadow mastiffs to work
Duergar Xarrorn
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the
"} fire damage while enlarged.
Fire Spray (Recharge 5–6). From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must
Monsters
Tales from the Yawning Portal
roll against a creature if at least one of the sea lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Swimming Leap. With a 10-foot swimming start, the sea
White Plume Mountain might discover a group of these creatures confined in a watery cage.
These large marine mammals live along coastal regions and around islands at sea. One sea lion is kept in a cell in the lowest reaches of the sahuagin fortress in The Final Enemy.
Monsters
The Book of Many Things
-foot-radius sphere centered on the aspirant must make a DC 11 Strength saving throw. On a failed save, a creature takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Hunger of the
Void", "rollDamageType":"necrotic"} necrotic damage and is pulled 10 feet straight toward the aspirant’s space. On a successful save, a creature takes half as much damage only.
Sinister Devotion
Monsters
Planescape: Adventures in the Multiverse
", "rollAction":"Tentacle", "rollDamageType":"piercing"} piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the septon can
-foot cube originating from itself before dissipating. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 33 (6d10);{"diceNotation":"6d10", "rollType
Monsters
The Book of Many Things
centered on a point the hierophant can see within 60 feet of itself. Each creature within the sphere has the blinded and deafened conditions. Each creature that enters the sphere for the first time on a
turn or starts its turn there must make a DC 17 Wisdom saving throw. On a failed save, a creature takes 27 (6d8);{"diceNotation":"6d8", "rollType":"damage", "rollAction":"All-Consuming Star
Monsters
Mordenkainen Presents: Monsters of the Multiverse
smaller creature grappled by the cave fisher’s Adhesive Filament must make a DC 13 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the
Filament.A cave fisher is a subterranean arachnid with a long snout that houses spinnerets, enabling the creature to produce sticky filaments, much like the strands of a spider;spider's webbing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of Enlarge.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its
regulars or organized into elite strike forces for specific missions.
Duergar
Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have
Monsters
Mordenkainen Presents: Monsters of the Multiverse
drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and territorial, which makes it an excellent watch beast
(donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a Small egg emerges from the cauldron and hatches within a few hours.
A