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Returning 35 results for 'creature were ringing'.
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Monsters
Fizban's Treasury of Dragons
Actions). A sudden loud ringing noise, painfully intense, erupts from the hollow dragon’s frame. Each creature within 10 feet of the hollow dragon must make a DC 19 Constitution saving throw, taking
"} slashing damage.
Sapping Presence. Each creature of the hollow dragon’s choice within 60 feet of it must make a DC 19 Wisdom saving throw. On a failed save, the creature’s speed is halved
Shatter
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Spells
Basic Rules (2014)
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw
. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this
monsters
Compelled Contest. The reveler can’t refuse a contest of skill with Musical Instruments. As an Influence action, a creature can make a Charisma (Performance) check using a Musical Instrument
. The reveler must succeed on a Charisma saving throw with a DC equal to the check’s total or take 20 Psychic damage and have the Stunned condition until the end of the creature’s next turn
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shatter 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point of
your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
slap the creature awake. A sudden loud noise — such as yelling, thunder, or a ringing bell — also awakens someone that is sleeping naturally. Whispers don’t disturb sleep, unless a sleeper’s passive
Waking Someone A creature that is naturally sleeping, as opposed to being in a magically or chemically induced sleep, wakes up if it takes any damage or if someone else uses an action to shake or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Shatter 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point of
your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shatter 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point of
your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Shatter 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point of
your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
slap the creature awake. A sudden loud noise — such as yelling, thunder, or a ringing bell — also awakens someone that is sleeping naturally. Whispers don’t disturb sleep, unless a sleeper’s passive
Waking Someone A creature that is naturally sleeping, as opposed to being in a magically or chemically induced sleep, wakes up if it takes any damage or if someone else uses an action to shake or
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
., one target. Hit: 13 (2d6 + 6) slashing damage plus 33 (6d10) cold damage, and the champion regains 10 hit points.
Hollow Void. The champion summons a hungering rift around a creature it can see within
120 feet of itself. The creature must make a DC 22 Constitution saving throw. On a failed save, the creature takes 49 (11d8) force damage and has the stunned condition until the start of the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
., one target. Hit: 13 (2d6 + 6) slashing damage plus 33 (6d10) cold damage, and the champion regains 10 hit points.
Hollow Void. The champion summons a hungering rift around a creature it can see within
120 feet of itself. The creature must make a DC 22 Constitution saving throw. On a failed save, the creature takes 49 (11d8) force damage and has the stunned condition until the start of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature) improve the chances of success. Consider imposing disadvantage when… Circumstances hinder success in some way. Some aspect of the environment makes success less likely (assuming that aspect
ogre ambush, the fact that the wizard’s ears are still ringing from the thunderwave spell he cast at the beholder, the overall noise level of the dungeon — none of that matters any more. They all cancel out.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
4 A vaguely human-shaped creature made of slime
5 A fey-like shape, either brooding or passionate
6 A body constructed of metal, stone, or machinery
Transformation. You can
sound of ringing temple bells
4 Hearing a particular melody
5 Touching pure silver with your bare skin
6 Seeing someone resembling a specific individual
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature) improve the chances of success. Consider imposing disadvantage when… Circumstances hinder success in some way. Some aspect of the environment makes success less likely (assuming that aspect
ogre ambush, the fact that the wizard’s ears are still ringing from the thunderwave spell he cast at the beholder, the overall noise level of the dungeon — none of that matters any more. They all cancel out.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
4 A vaguely human-shaped creature made of slime
5 A fey-like shape, either brooding or passionate
6 A body constructed of metal, stone, or machinery
Transformation. You can
sound of ringing temple bells
4 Hearing a particular melody
5 Touching pure silver with your bare skin
6 Seeing someone resembling a specific individual
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
prepared but hasn’t released. The door to the cage is held shut by a simple latch. To catch a paper bird, a creature must reach into the cage and use an action to try to grapple it; if the grapple check
of lightning before sitting at her desk to write, granting her flashes of inspiration. The shelves hold thirty bottles of lightning. Any creature other than Endelyn that tries to drink the lightning
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
prepared but hasn’t released. The door to the cage is held shut by a simple latch. To catch a paper bird, a creature must reach into the cage and use an action to try to grapple it; if the grapple check
of lightning before sitting at her desk to write, granting her flashes of inspiration. The shelves hold thirty bottles of lightning. Any creature other than Endelyn that tries to drink the lightning
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
support the weight of a Large creature, but the scattered areas of thatch can support only Small creatures. A Medium or larger creature that attempts to cross a portion of the thatched roof must
Message. A surviving hermit named Aaron spotted the characters approaching the island and ran here to ring the bell and call for aid. Unfortunately for him, the ringing bell attracted Rasp back to the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
support the weight of a Large creature, but the scattered areas of thatch can support only Small creatures. A Medium or larger creature that attempts to cross a portion of the thatched roof must
Message. A surviving hermit named Aaron spotted the characters approaching the island and ran here to ring the bell and call for aid. Unfortunately for him, the ringing bell attracted Rasp back to the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
to create a bride for Strahd, the Abbot tried his hand at creating a more rudimentary golem. This creature paces the hall, tirelessly guarding the abbey’s madhouse and making sure no mongrelfolk escape
ringing of the abbey bell (area S17). These mongrelfolk aren’t restrained, but they refuse to leave their rooms for fear of being killed by the golem or cast out of the abbey and forced to fend for
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
to create a bride for Strahd, the Abbot tried his hand at creating a more rudimentary golem. This creature paces the hall, tirelessly guarding the abbey’s madhouse and making sure no mongrelfolk escape
ringing of the abbey bell (area S17). These mongrelfolk aren’t restrained, but they refuse to leave their rooms for fear of being killed by the golem or cast out of the abbey and forced to fend for
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
minute elapses without a creature passing through it. If neither of the above options applies, a character can trick the door into opening its mouth long enough for one creature to pass through it
before the mouth snaps shut. Each of the following tricks works once: A character who yawns within 10 feet of the door causes the door to yawn as well, enabling one creature to slip through its mouth. A
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
minute elapses without a creature passing through it. If neither of the above options applies, a character can trick the door into opening its mouth long enough for one creature to pass through it
before the mouth snaps shut. Each of the following tricks works once: A character who yawns within 10 feet of the door causes the door to yawn as well, enabling one creature to slip through its mouth. A
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
magic weapon has no bonus to attack or damage rolls. A creature can attune to it, and the weapon enlarges or reduces to be an appropriate size for that creature. Once during this adventure, as an action
adamantine weapons. It has AC 15, a damage threshold of 10, and 100 hit points. When the Steinfang drops to 0 hit points, it explodes, and each creature on or above the island must make a DC 15
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
magic weapon has no bonus to attack or damage rolls. A creature can attune to it, and the weapon enlarges or reduces to be an appropriate size for that creature. Once during this adventure, as an action
adamantine weapons. It has AC 15, a damage threshold of 10, and 100 hit points. When the Steinfang drops to 0 hit points, it explodes, and each creature on or above the island must make a DC 15
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
: Blood flows from Fazrian’s eyes until initiative count 20 on the next round. No creature within 120 feet of the planetar can regain hit points until the effect ends. Fazrian’s eyes become smoldering
Fazrian’s eyes until initiative count 20 on the next round. If a creature starts its turn within 120 feet of the planetar and the two of them can see each other, Fazrian can force the creature to make
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
: Blood flows from Fazrian’s eyes until initiative count 20 on the next round. No creature within 120 feet of the planetar can regain hit points until the effect ends. Fazrian’s eyes become smoldering
Fazrian’s eyes until initiative count 20 on the next round. If a creature starts its turn within 120 feet of the planetar and the two of them can see each other, Fazrian can force the creature to make
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
thin web of slime, lead down to areas B66 and area B67. A creature that moves over a pit must succeed on a DC 15 Dexterity saving throw or slide down the chute, landing with the prone condition in an
unoccupied space within 10 feet of the chute’s exit. A creature can choose to fail this saving throw. Clambering back up a chute requires a successful DC 15 Strength (Athletics) check. B65: Ritual
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
claimed to hail from a black star at the edge of night. A creature that sits on the throne begins to feel cold and drowsy. The first creature that remains seated on the throne for at least 1 minute
falls into a magical trance that lasts for 1 hour. While in the trance, the creature is unaware of its surroundings as it dreams of hurtling through space toward a faraway, dead star. At the end of the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
thin web of slime, lead down to areas B66 and area B67. A creature that moves over a pit must succeed on a DC 15 Dexterity saving throw or slide down the chute, landing with the prone condition in an
unoccupied space within 10 feet of the chute’s exit. A creature can choose to fail this saving throw. Clambering back up a chute requires a successful DC 15 Strength (Athletics) check. B65: Ritual
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
claimed to hail from a black star at the edge of night. A creature that sits on the throne begins to feel cold and drowsy. The first creature that remains seated on the throne for at least 1 minute
falls into a magical trance that lasts for 1 hour. While in the trance, the creature is unaware of its surroundings as it dreams of hurtling through space toward a faraway, dead star. At the end of the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Void card beneath—the only such card in the entire dungeon. A creature that steps onto the Void card is teleported to area 23. 2: Gem This room’s card walls are smooth and resemble the facets of a gem
formation’s light. Gem Formation. The crystal formation doesn’t just change color; it constantly changes from one type of gemstone into another. As an action, a creature can try to carefully remove pieces of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Void card beneath—the only such card in the entire dungeon. A creature that steps onto the Void card is teleported to area 23. 2: Gem This room’s card walls are smooth and resemble the facets of a gem
formation’s light. Gem Formation. The crystal formation doesn’t just change color; it constantly changes from one type of gemstone into another. As an action, a creature can try to carefully remove pieces of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the chamber. They shoot their tendrils at any creature that comes within 50 feet. Any spell used against the ropers that affects an area could jeopardize the box that rests on the floor beneath them
notices the characters, it’s excited at the prospect of a meal other than the rats that infest the ruins. The creature extends several dirty rags on its outstretched tentacles, gives a moan, and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the chamber. They shoot their tendrils at any creature that comes within 50 feet. Any spell used against the ropers that affects an area could jeopardize the box that rests on the floor beneath them
notices the characters, it’s excited at the prospect of a meal other than the rats that infest the ruins. The creature extends several dirty rags on its outstretched tentacles, gives a moan, and