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Returning 35 results for 'creature with ruined'.
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creature with rune
creature with runes
creature with raised
creature with ringed
creature with ruled
Monsters
Bigby Presents: Glory of the Giants
target is a Huge or smaller creature, it has the grappled condition (escape DC 16). The crab has four claws, each of which can grapple one target.
Stinger. Melee Weapon Attack: +10;{"diceNotation":"1d20
+10", "rollType":"to hit", "rollAction":"Stinger"} to hit, reach 10 ft., one creature. Hit: 22 (3d10 + 6);{"diceNotation":"3d10+6", "rollType":"damage", "rollAction":"Stinger", "rollDamageType
Monsters
Planescape: Adventures in the Multiverse
pictures that float in the air in front of itself and disappear a few seconds later. A creature that can see such a message can decipher it with a successful DC 10 Intelligence (Investigation) check
stone. Each creature of the dabus’s choice in that area must succeed on a DC 13 Dexterity saving throw or take 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Grasping Ground
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
ravines or shallow caves, or hide in ruined sites while waiting for prey to come near. A girallon is surprisingly stealthy, considering its size and its lack of camouflage.
Girallons form loose bands
Monsters
Divine Contention
affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet of Ebondeath that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute
Dead Men, making his lair in the ruined citadel of Uthtower. Ebondeath became a dracolich and was worshiped by the Cult of the Dragon until the death god Myrkul's influence waned across Faerûn and the
Monsters
Dragonlance: Shadow of the Dragon Queen
", "rollType":"damage", "rollAction":"Forsaken Brand", "rollDamageType":"necrotic"} necrotic damage, and if the target is a creature, it can’t regain hit points until the start of Soth’s
next turn.
Cataclysmic Fire (1/Day). Soth hurls a magical ball of fire that explodes at a point he can see within 120 feet of himself. Each creature in a 20-foot-radius sphere centered on that point
Monsters
Van Richten’s Guide to Ravenloft
. The horror’s limb is a grasping tentacle. When the horror hits a creature with this limb, the creature is also grappled (escape DC 16). The limb can have only one creature grappled at a time
.
Poisonous Limb. The horror’s limb deals piercing damage instead of bludgeoning damage. In addition, when the horror hits a creature with this limb, the creature must succeed on a DC 15
Monsters
Van Richten’s Guide to Ravenloft
in this stat block.
Amorphous (Malleable Mass Only). The horror can move through any opening at least 1 inch wide without squeezing.
Bile Body (Oozing Organs Only). Any creature that touches the
). The horror can move through the space of another creature. The first time on a turn that the horror enters a creature’s space during this move, the creature must succeed on a DC 16 Strength
Monsters
Van Richten’s Guide to Ravenloft
in this stat block.
Relentless Stride (Loathsome Limbs Only). The horror can move through the space of another creature. The first time on a turn that the horror enters a creature’s space
during this move, the creature must succeed on a DC 16 Strength saving throw or be knocked prone.Multiattack. The horror makes two Limbs attacks.
Limbs. Melee Weapon Attack: +8;{"diceNotation":"1d20+8
Monsters
Van Richten’s Guide to Ravenloft
","rollType":"damage","rollAction":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a creature with
this limb, the creature is also grappled (escape DC 16). The limb can have only one creature grappled at a time.
Poisonous Limb. The horror’s limb deals piercing damage instead of bludgeoning
Monsters
Van Richten’s Guide to Ravenloft
in this stat block.
Bile Body (Oozing Organs Only). Any creature that touches the horror or hits it with a melee attack takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Bile
damage.
Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a creature with this limb, the creature is also grappled (escape DC 16). The limb can have only one creature
Magic Items
Infernal Machine Rebuild
version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The blade always appears ruined and rusting, and causes its
surroundings to appear reflected in the blade as if in a state of decay.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with it, the attack
races
their walls were ruined, their thanedoms uprooted, and their rich mines claimed by human warlords. These conquerors’ descendants would later lay the groundwork for the Bürach Empire.
the Bürach
the most prosperous and accepted peoples in all nations of Etharis.
Dwarf Traits
Creature Type: HumanoidSize: Medium (4 — 5 feet tall)Speed: 30 feetAge: Dwarves physically mature by their late teens, but are considered young until they reach the age of 50. On average, they live about 350 years.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
partially collapsed ceiling fill this room. Amid ruined stone bunks and toppled weapon racks are the bones of several dwarves and orcs.
In the round after any living creature enters this chamber, the bones begin to stir and knit together, forming nine skeletons. They fight until destroyed.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
partially collapsed ceiling fill this room. Amid ruined stone bunks and toppled weapon racks are the bones of several dwarves and orcs.
In the round after any living creature enters this chamber, the bones begin to stir and knit together, forming nine skeletons. They fight until destroyed.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
result from the Stirge Roosts table to inspire where stirges might lurk. Stirge Roosts 1d4 Between Hunts, the Stirge Lurks In... 1 The attic or furniture of a ruined building. 2 A cave or narrow crevice. 3 A hollow tree or thicket. 4 The remains of a gigantic, dead creature.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
result from the Stirge Roosts table to inspire where stirges might lurk. Stirge Roosts 1d4 Between Hunts, the Stirge Lurks In... 1 The attic or furniture of a ruined building. 2 A cave or narrow crevice. 3 A hollow tree or thicket. 4 The remains of a gigantic, dead creature.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
rendered its magic unstable. The oval serves as a portal to Sigil while the characters carry the second piece of the rod. If a creature tries to teleport to the Mournland using a Teleport spell, a Plane
teleported creatures arrive in an empty space near this oval, regardless of their intended destination in the Mournland. A creature that studies the reflection of the Mournland in the oval clearly sees the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
creature is removed from the stasis pod or the stasis pod’s power is shut off, the creature regains consciousness after 1 minute or once it takes damage. The pods in the southwest corner were ruined when
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->Vecna: Eve of Ruin
rendered its magic unstable. The oval serves as a portal to Sigil while the characters carry the second piece of the rod. If a creature tries to teleport to the Mournland using a Teleport spell, a Plane
teleported creatures arrive in an empty space near this oval, regardless of their intended destination in the Mournland. A creature that studies the reflection of the Mournland in the oval clearly sees the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
creature is removed from the stasis pod or the stasis pod’s power is shut off, the creature regains consciousness after 1 minute or once it takes damage. The pods in the southwest corner were ruined when
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->Vecna: Nest of the Eldritch Eye
Investigating the Eyeball The eyeball serves as both a map and a key to the cult’s hideout. When a creature holding the eyeball speaks the key phrase, “Hail the Undying,” the eyeball glows with green
it. Following the activated eyeball’s directions leads the characters to a catacomb entrance in one of the still-ruined sections of Neverwinter (see “Into Neverwinter’s Catacombs”).
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
7. Fallen Tree A fallen tree bridges the river ahead. Its trunk is wider than a man and stretches more than 100 feet. On both banks lie ruined buildings.
An elderly tabaxi hunter named Bag of Nails
feet downriver. A creature that tumbles into the river or tries to swim across it must succeed on a DC 14 Strength (Athletics) check to reach the bank. If the check fails, the current pulls the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Castle Locations The following locations are keyed to map 11.2. Dyson Logos Map 11.2: Torment of Kas View Player Version K1: Ruined Bailey The hulking figures the characters saw from afar are two
cadaver collectors (see appendix A). The monstrous war machines sift through the rubble of this ruined courtyard for remains. They attack creatures on sight, eager to add more corpses to their
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
Investigating the Eyeball The eyeball serves as both a map and a key to the cult’s hideout. When a creature holding the eyeball speaks the key phrase, “Hail the Undying,” the eyeball glows with green
it. Following the activated eyeball’s directions leads the characters to a catacomb entrance in one of the still-ruined sections of Neverwinter (see “Into Neverwinter’s Catacombs”).
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
their bulk. Instead, they stalk the forest floor, lurk in narrow ravines or shallow caves, or hide in ruined sites while waiting for prey to come near. Girallon
Large monstrosity, unaligned
Armor
creature that it can see.
Keen Smell. The girallon has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The girallon makes five attacks: one with its bite and four
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
7. Fallen Tree A fallen tree bridges the river ahead. Its trunk is wider than a man and stretches more than 100 feet. On both banks lie ruined buildings.
An elderly tabaxi hunter named Bag of Nails
feet downriver. A creature that tumbles into the river or tries to swim across it must succeed on a DC 14 Strength (Athletics) check to reach the bank. If the check fails, the current pulls the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
their bulk. Instead, they stalk the forest floor, lurk in narrow ravines or shallow caves, or hide in ruined sites while waiting for prey to come near. Girallon
Large monstrosity, unaligned
Armor
creature that it can see.
Keen Smell. The girallon has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The girallon makes five attacks: one with its bite and four
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Castle Locations The following locations are keyed to map 11.2. Dyson Logos Map 11.2: Torment of Kas View Player Version K1: Ruined Bailey The hulking figures the characters saw from afar are two
cadaver collectors (see appendix A). The monstrous war machines sift through the rubble of this ruined courtyard for remains. They attack creatures on sight, eager to add more corpses to their
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
15. Ruined Bazaar A derelict market hall stands on the street corner ahead. Frayed cloth awnings hang in tatters above a broad alley lined with stalls.
Kobolds live in hidden cellars underneath the
ruined market hall and have set six traps throughout the bazaar. A character has a cumulative 20 percent chance of finding a trap for each minute spent searching the bazaar. When a trap is found
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
15. Ruined Bazaar A derelict market hall stands on the street corner ahead. Frayed cloth awnings hang in tatters above a broad alley lined with stalls.
Kobolds live in hidden cellars underneath the
ruined market hall and have set six traps throughout the bazaar. A character has a cumulative 20 percent chance of finding a trap for each minute spent searching the bazaar. When a trap is found
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Ruined Armory Chasm. The air is hot and dry. A crumbling ledge overlooks a great chasm brightly lit by a bubbling pool of lava 30 feet below. Visible from this location is a spectral bridge that
any creature it can see. The dragon disappears when it is slain or after 1 minute. When the dragon disappears, the piece that was removed from the arch magically reappears in its previous place
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Ruined Armory Chasm. The air is hot and dry. A crumbling ledge overlooks a great chasm brightly lit by a bubbling pool of lava 30 feet below. Visible from this location is a spectral bridge that
any creature it can see. The dragon disappears when it is slain or after 1 minute. When the dragon disappears, the piece that was removed from the arch magically reappears in its previous place
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
longer has a mouth through which to speak.
H6. Library These ruined chambers contain high shelves stacked with Thalivar’s moldering research notes. Each chamber houses a large statue of a peasant girl
can hear, always targeting the creature making the most noise. If this is unclear, they target the creature with the lowest passive Dexterity (Stealth). The statues never leave the library. H7
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
swirling sand is 80 feet thick. The properties of the sandstorm are as follows: Any creature that enters the sandstorm for the first time on a turn or starts its turn in the storm takes 55 (10d10
sandstorm emerge to see the ruined wall and the mastaba that houses the vault. The following locations are keyed to the map of the mastaba. Map 17.2: necropolis and mastaba View Player Version
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Adventure Summary “The Lost City” is a dungeon delve with a dose of intrigue. While in the desert, the characters discover a ruined ziggurat peeking over the dunes. Inside the monument, they
characters might learn that Zargon, the one-eyed creature that caused Cynidicea’s fall, still dwells beneath the monument. The party might even discover an entrance to the surviving Cynidiceans