Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'creatures wonder reveals'.
                    
                
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 â 1 cards.
The
                                                
                                            
                                                
                                                     card.
Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spellâs maximum range is normally less than 120 feet, it
                                                
                                            
                                                
                                                     charges daily at dawn. If you expend the wandâs last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.
Wand of Wonder Effects
1d100
Effect
01â20
You cast
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
                                                
                                            
                                                
                                                     until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPCâs hostility toward you.
Ruin. All forms of wealth that you carry or own, other than
                                                
                                            
                                        
                                                     Magic Items
                                                    Divine Contention
                                                    
                                                
                                            
                                                    .
The wielder rolls on the chart* for the wand of wonder three times, rerolling any duplicate results. Any effects that specify a target affect all creatures in range of the grenade when it explodes. Any
                                                
                                            
                                                
                                                    . As an action, the wielder can hurl the grenade up to 120 feet. At the end of their turn, the grenade explodes. All creatures within 60 feet of the grenade when it explodes suffer the following effects
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     oreads number among the most dangerous nymphs, as they embody the wild might of flames, volcanism, and the hidden forces of the earth. These creatures typically dwell in remote mountain crags and near
                                                
                                            
                                                
                                                     oread provides the smith with materials drawn from the burning heart of the world, allowing the smith to create an even greater wonder. In more tales, though, a smith pursues an oread, then later the
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     attack, a catoblepas reveals the extent of its horrific nature. The creatureâs serpentine neck has trouble lifting its head, but one glare from its bloodshot eyes can rot flesh. At the end of its
                                                
                                            
                                                
                                                    . Degenerate creatures are likely to take up residence near a catoblepasâs territory, as are those seeking to avoid notice.
Catoblepases in Folklore
Ordinary folk rarely see a catoblepas, but
                                                
                                            
                                        
                                                     Magic Items
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     damage except radiant damage. A detect evil and good spell or similar magic reveals that the figurine has been desecrated. As long as it has at least 1 hit point, the figurine has the following magical
                                                
                                            
                                                
                                                     properties:
Undead within 30 feet of the figurine canât be turned.
Dead creatures within 30 feet of the figurine canât be brought back to life.
A creature that holds the figurine while
                                                
                                            
                                        
                                                     Magic Items
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     effects, targeting one or more creatures it has cursed:
Unconsciousness. The cursed creature falls unconscious for 1 hour. The creature is roused if it takes damage or someone uses an action to shake
                                                
                                            
                                                
                                                     or slap it awake.
Visions of Terror. The cursed creature sees terrifying visions, causing it to view all creatures that arenât also cursed as dangerous monsters for 10 minutes. The cursed
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     eye and mouth are closed, an eye monger looks like nothing more than a 12-foot-diameter asteroid. When it senses vibrations in the space around it, the eye monger opens its eye and reveals its true
                                                
                                            
                                                
                                                     items that belonged to the creatures it swallowed.
Although an eye monger doesnât project an antimagic cone from its eye as a beholder does, magic is suppressed inside its gullet, which prevents a swallowed creature from using magic to escape.
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 2: Dragonlance Creatures
                                                    
                                                
                                            
                                                     Movement. The dream eater can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Incorporeal
                                                
                                            
                                                
                                                     foesâ greatest fears. However, all dream eaters share one thing: a gaping, always-smiling mouth, which it reveals before engulfing its prey in a phantasmagorical nightmare.
The key to defeating a
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     presence reveals a glimpse of its otherworldly nature to a creature it can see within 30 feet of itself. The target must succeed on a DC 22 Wisdom saving throw or have the paralyzed condition until
                                                
                                            
                                                
                                                     row:
Distraction. A shrill sound fills the lair. Creatures that can hear it must succeed on a DC 15 Constitution saving throw or lose concentration.
Snares. Hidden snares target up to three
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     hone them on other creatures.
8
I secretly enjoy conversing with lesser beings, although I usually do so only to find their weaknesses.
Topaz Dragon Ideals
d6;{"diceNotation
                                                
                                            
                                                
                                                    ":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Solitude. My own company obviates the need for others in my life, whether they are dragons or lesser creatures. (Any)
2
Change
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     creatures.
8
I secretly enjoy conversing with lesser beings, although I usually do so only to find their weaknesses.
Topaz Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll
                                                
                                            
                                                
                                                    ","rollAction":"Ideal"}
Ideal
1
Solitude. My own company obviates the need for others in my life, whether they are dragons or lesser creatures. (Any)
2
Change. Consistency is stagnation
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     to meet one, I hone them on other creatures.
8
I secretly enjoy conversing with lesser beings, although I usually do so only to find their weaknesses.
Topaz Dragon Ideals
d6
                                                
                                            
                                                
                                                    ;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Solitude. My own company obviates the need for others in my life, whether they are dragons or lesser creatures. (Any
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     bronze dragons; while I wait to meet one, I hone them on other creatures.
8
I secretly enjoy conversing with lesser beings, although I usually do so only to find their weaknesses.
Topaz
                                                
                                            
                                                
                                                     lesser creatures. (Any)
2
Change. Consistency is stagnation. (Chaotic)
3
Mental Superiority. I hone my mental powers so I can confuse, control, or kill any who annoy me. (Evil)
4
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     released and destroyed. This reveals a fifteenth soul, a lich, that inhabits the Nether card, which appears only when the fourteen souls are defeated. If this ancient entity is destroyed, the Nether card
                                                
                                            
                                                
                                                     creatures of the night. âWe may wander amid the shadows,â Mother Luba said. âBut we must ever serve as a light to our fellow travelers.â
Some years ago, Mother Luba disappeared into
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     into a personal transport device and remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures canât remove your mobility wonder from you unless you allow it.
                                                
                                            
                                                
                                                    While inactive, the mobility wonder resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the mobility wonder transforms
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     mobility wonder transforms into a personal transport device and remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures canât remove your mobility wonder from you unless you allow it.
                                                
                                            
                                                
                                                    A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function.
A Mechanical Wonder is a dormant object until
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures canât remove your mobility wonder from you unless you allow it.
                                                
                                            
                                                
                                                    A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function.
A Mechanical Wonder is a dormant object until
                                                
                                            
                                        
                                                    Deck of Illusions
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except
                                                
                                            
                                                
                                                     with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15
                                                
                                            
                                        
                                                    Deck of Many Things
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     ability to cast the wish spell 1d3 times.
Rogue. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals
                                                
                                            
                                                
                                                    
Challenge -- (0 XP)
Incorporeal Movement. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object
                                                
                                            
                                        
                                                    Lizardfolk
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the
                                                
                                            
                                                
                                                     other humanoids. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure.
Lizardfolk experience most feelings as detached descriptions of creatures and situations
                                                
                                            
                                        
                                                    Halfling
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     might be a wagon jostling along a dirt road or a raft floating downriver.
Small and Practical
The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring
                                                
                                            
                                                
                                                     wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity.
Halfling Names
A halfling has a given name, a family name, and possibly a nickname
                                                
                                            
                                        
                                                    Tortle
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    The Tortle Package
                                                    
                                                
                                            
                                                     Yondalla relate to tortles most of all.
Tortles believe that night and day watch over them and other creatures. The moon is the eye of night that watches over them in darkness, and the sun is the
                                                
                                            
                                                
                                                     regard these settlements as places worth defending with their lives, and they will abandon a settlement when it no longer serves their needs.
Most tortles like to see how other creatures live and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    Hall of Horrors A severe, bespectacled academic, Professor Pacali runs the Carnivalâs Hall of Horrors. This sizable, sinister tent contains a maze of taxidermic creatures, cabinets of curiosity
                                                
                                            
                                                
                                                    , peculiar specimens in jars, and the occasional true wonder. Pacali hides a personal unsettling secret. During his time as a researcher at the Brautslava Institute in Darkon, Pacali was cursed: his worst
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    Ataaz Kahakla The river canyon called Ataaz Kahakla (âGorge of Deathâ) inspires wonder in most people who see it. The cliff walls, which vary from 50 to 200 feet high, are lined with row upon row of
                                                
                                            
                                                
                                                     coral. Itâs all dead, but it retains its rainbow colors, making the canyon into a breathtaking, pseudo-underwater seascape. Mixed in among the corals are intact skeletons of plesiosauruses, giant sharks, and other sea creatures.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Hapless Soft Ones At their core, lizardfolk view other humanoids with an indifference verging on pity. Born into the world lacking stout scales and sharp teeth, itâs a wonder they have managed to
                                                
                                            
                                                
                                                     survive for so long. The typical human would barely make it through a day in the swamps. Still, if other creatures prove useful to lizardfolk, those creatures can trigger a protective response made all
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Gold Dragon Lairs Gold dragons make their homes in places of natural and magical wonder. The region containing an adult or ancient gold dragonâs lair is altered by its presence, creating the
                                                
                                            
                                                
                                                     can target any creature within 6 miles. Foretelling Fog. The area within 1 mile of the lair is Lightly Obscured by opalescent fog. While in that area, creatures canât be surprised, as the fog swirls
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     comforts. The Censer of Dreams is a wonder of aeolian architecture shaped by a being of pure wind. Massive, shutterless windows line the bulbous fortress, allowing the djinni and other flying creatures
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     other rules refer to them.  Schools of Magic   School Typical Effects   Abjuration Prevents or reverses harmful effects Conjuration Transports creatures or objects Divination Reveals information
                                                
                                            
                                                
                                                     Enchantment Influences minds Evocation Channels energy to create effects that are often destructive Illusion Deceives the mind or senses Necromancy Manipulates life and death Transmutation Transforms creatures or objects
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     I wait to meet one, I hone them on other creatures. 
   8  I secretly enjoy conversing with lesser beings, although I usually do so only to find their weaknesses. 
   Topaz Dragon Ideals    d6 Ideal
                                                
                                            
                                                
                                                     
     1  Solitude. My own company obviates the need for others in my life, whether they are dragons or lesser creatures. (Any) 
   2  Change. Consistency is stagnation. (Chaotic) 
   3  Mental
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     other rules refer to them.  Schools of Magic   School Typical Effects   Abjuration Prevents or reverses harmful effects Conjuration Transports creatures or objects Divination Reveals information
                                                
                                            
                                                
                                                     Enchantment Influences minds Evocation Channels energy to create effects that are often destructive Illusion Deceives the mind or senses Necromancy Manipulates life and death Transmutation Transforms creatures or objects
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                     see how other creatures live and discover new customs and new ways of doing things. The urge to procreate doesnât kick in until the end of a tortleâs life, and a tortle can spend decades away from its
                                                
                                            
                                                
                                                     native land without feeling homesick. Tortles embrace a simple view of the world. It is a place of wonder, and tortles see beauty in the ordinary. They live for the chance to hear a soft wind blowing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     communicate with far-off individuals. Regional Effects Observatories are places of wonder that bridge the known world and the cosmos, so observatories and their environs are often affected by supernatural
                                                
                                            
                                                
                                                     area heavily obscured. At dusk, the fog clears, unveiling a cloudless night sky. Communal Dreaming. Creatures that fall asleep within 6 miles of the observatory share the same dreamscape. While dreaming
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    18. Illusory Walls This 10-foot-high hallway is closed off to the west and east by illusory walls. A detect magic spell reveals that the walls are illusions without substance, and creatures and
                                                
                                            
                                        






