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Returning 35 results for 'creeping within resolves'.
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creating within resolve
creating within removes
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creating within resolves
Monsters
Monster Manual
mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest.
Mists. The area within 1 mile of the lair is Lightly Obscured by a persistent, creeping fog. The vampire
within 1 mile of the lair.
Looming Shadows. Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a Short Rest while within 1
Monsters
Bigby Presents: Glory of the Giants
can see within 120 feet of itself. Each creature in that area must succeed on a DC 16 Constitution saving throw or take 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Creeping
.
Corrupting Hex (Requires Blood Rune). The fomorian targets one creature it can see within 60 feet of itself. The target must succeed on a DC 16 Charisma saving throw or take 27 (6d8);{"diceNotation":"6d8
Monsters
Planescape: Adventures in the Multiverse
-Draining Vines (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Life-Draining Vines"}. Snaking vines erupt from the blight. Each creature within 10 feet of it must make a DC 12
avoid razorvine, a creeping plant named for its prickly stems and cutting leaves. While razorvine is normally a mere environmental nuisance or deterrent, razorvine that absorbs the blood of a vampiric
Monsters
Mordenkainen Presents: Monsters of the Multiverse
);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Scimitar","rollDamageType":"force"} force damage.
Creeping Darkness (Recharge 6). The abishai casts darkness at a point within 120 feet of it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attacks.A mangler is a low-slung, creeping horror with multiple gangly arms—it most often has six arms but can have any number from four to eight. Manglers creep along the ground or the walls
within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or take 16 (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Gaze of Corruption", "rollDamageType
Monsters
The Wild Beyond the Witchlight
solar eclipse or while she is within 60 feet of a symbolic representation of one. Otherwise, Endelyn disappears in a cloud of inky smoke when she drops to 0 hit points, along with anything she was
):
At will: detect magic, mage hand
2/day each: augury, polymorph
1/day: plane shift (self only)Endelyn, also known by the names Creeping Lyn and Bitter End, is the youngest member of the Hourglass
Orcus
Legacy
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Monsters
Out of the Abyss
.
A Taste of Undeath. Orcus casts chill touch (17th level).
Creeping Death (Costs 2 Actions). Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling
creatures whose combined average hit points don’t exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands
Monsters
Waterdeep: Dungeon of the Mad Mage
stems and branches become twisted and thorny.
Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
A creeping fog clings to the ground within 500 feet of the
within 2 hours or be destroyed. Once in his resting place, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his resting place with 0
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Tail or Necrotic Bolt attack.
Creeping Death (Costs 2 Actions). Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and
creatures whose combined average hit points don’t exceed 500. These creatures magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands
Black Abishai
Legacy
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Monsters
Mordenkainen’s Tome of Foes
":"damage","rollAction":"Bite","rollDamageType":"acid"} acid damage.
Creeping Darkness (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Creeping Darkness"}. The abishai casts
darkness at a point within 120 feet of it, requiring no components. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a
spells
You curse a creature within range, filling its mind with creeping paranoia and despair. When the target takes the Attack or Magic action, it must succeed on a Wisdom saving throw or waste its action. Once the target succeeds on three saving throws against this spell, the spell ends.
Giant Insect
Legacy
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Spells
Basic Rules (2014)
You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a
the statistics for these creatures and resolves their actions and movement.
A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss
Vampire Spawn
Legacy
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Monsters
Basic Rules (2014)
of the lair seem abnormally gaunt and sometimes move as though alive.
A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as
increase in the populations of bats, rats, and wolves in the region.
Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
Shadows cast within 500 feet
monsters
attack roll, or when the target is within 5 feet of an ally of the caligni that doesn’t have the Incapacitated condition and the caligni doesn’t have Disadvantage on the attack roll
DC 12):
At Will: Darkness, Detect Magic, Fog Cloud Protective Shove. Trigger: A willing ally within 5 feet of the caligni is hit by a melee attack roll. Response: The caligni adds 3 to the
monsters
they hit a target with an attack and have Advantage on the attack roll, or when the target is within 5 feet of an ally of the caligni that doesn’t have the Incapacitated condition and the caligni
subterranean cities, creeping to the surface to steal, stalk, or make mischief. Each caligni serves in a specific role and grows into a specific form as determined by supernatural traditions and influences
monsters
, Invisibility, Suggestion, Vampiric Touch (level 3 version) Opportune Step. Trigger: A creature the caligni can see moves into a space within 5 feet of them. Response: The caligni moves up to half
Calignis lurk in subterranean cities, creeping to the surface to steal, stalk, or make mischief. Each caligni serves in a specific role and grows into a specific form as determined by supernatural
monsters
extra 7 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Sneak Attack"} damage when they hit a target with an attack and have Advantage on the attack roll, or when the target is within
the calignis most commonly encountered by surface folk.
Calignis
Calignis lurk in subterranean cities, creeping to the surface to steal, stalk, or make mischief. Each caligni serves in a specific
monsters
an attack and have Advantage on the attack roll, or when the target is within 5 feet of an ally of the caligni that doesn’t have the Incapacitated condition and the caligni doesn’t have
cities, creeping to the surface to steal, stalk, or make mischief. Each caligni serves in a specific role and grows into a specific form as determined by supernatural traditions and influences in caligni
spells
You detach your hand at the wrist, transforming it into a Spider. While the spider is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Magic action, you can see
killed or doesn’t return to you before the spell ends, your hand is restored, but you take 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollDamageType":"Psychic"," rollAction":"Creeping Touch
Vampire
Legacy
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Monsters
Basic Rules (2014)
of the lair seem abnormally gaunt and sometimes move as though alive.
A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as
can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it
Vampire Spellcaster
Legacy
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Monsters
Monster Manual (2014)
.
Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes
reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in
Vampire Warrior
Legacy
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Monsters
Monster Manual (2014)
twisted and thorny.
Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog
reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in
True Polymorph
Legacy
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Spells
Basic Rules (2014)
Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the
’s statistics and resolves all of its actions and movement.
If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a
scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a
scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a
scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a
scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
similar effect reveals an aura of divination over the water. When any character gazes into the font, read: As the water begins to swirl, eerie light emanates from within the basin. Slowly, an image resolves
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
similar effect reveals an aura of divination over the water. When any character gazes into the font, read: As the water begins to swirl, eerie light emanates from within the basin. Slowly, an image resolves
Compendium
- Sources->Dungeons & Dragons->Monster Manual
smaller Beasts have the Charmed condition while within 1 mile of the lair. Looming Shadows. Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies
) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest. Mists. The area within 1 mile of the lair is Lightly Obscured
Compendium
- Sources->Dungeons & Dragons->Monster Manual
smaller Beasts have the Charmed condition while within 1 mile of the lair. Looming Shadows. Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies
) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest. Mists. The area within 1 mile of the lair is Lightly Obscured
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
discovery: the ruins of an ancient dwarven empire, vast halls deep within the Ironroot Mountains. Explorers uncovered mines still brimming with jewels and precious ores and vaults filled with riches and
, which resolves disputes and issues affecting the entire nation. Each hold includes a number of lesser clans, who owe fealty to the noble line. Those who occupy land above have the right to claim the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
transformation. Deeper. Deeper and Deeper. Deeper and creeper. Creeping they come. Up from the place that isn’t a place. They come to feed. Feed on what I know. So I hide. I hide away. Away in the
attacks.
Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage.
Rotting Gaze. Constitution Saving Throw: DC 13, one creature the nothic can see within 120 feet. Failure: 17 (5d6
Compendium
- Sources->Dungeons & Dragons->Monster Manual
transformation. Deeper. Deeper and Deeper. Deeper and creeper. Creeping they come. Up from the place that isn’t a place. They come to feed. Feed on what I know. So I hide. I hide away. Away in the
attacks.
Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage.
Rotting Gaze. Constitution Saving Throw: DC 13, one creature the nothic can see within 120 feet. Failure: 17 (5d6
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
discovery: the ruins of an ancient dwarven empire, vast halls deep within the Ironroot Mountains. Explorers uncovered mines still brimming with jewels and precious ores and vaults filled with riches and
, which resolves disputes and issues affecting the entire nation. Each hold includes a number of lesser clans, who owe fealty to the noble line. Those who occupy land above have the right to claim the