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Returning 35 results for 'dawn insects are brown'.
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dawn insect are broken
Magic Items
Dungeon Master’s Guide
expend to cast the spell.
Spell
Charge Cost
Giant Insect
4
Insect Plague
5
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.
This staff has 10 charges.
Insect Cloud. While holding the staff , you can take a Magic action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot Emanation originating
Magic Items
Dungeon Master’s Guide
creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your
in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.
Gray Bag of Tricks
1d8
Creature
Magic Items
Dungeon Master’s Guide
charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.
Wand of Wonder Effects
1d100
Effect
01–20
You cast
are picked off, the leaves turn brown and fall off after 24 hours.
78–82
Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a
Monsters
Mythic Odysseys of Theros
next dawn.
If Arasta dies, the spiders and insects lose their supernatural link to her. The webs remain, but they dissolve within 1d10;{"diceNotation":"1d10","rollType":"roll"} days.Acid
attack with her claws.
Swarm (Costs 2 Actions). Arasta causes two Swarm of Insects (Spiders) ;swarms of spiders (see the Monster Manual) to appear in unoccupied spaces within 5 feet of her.
Toxic Web
Staff of Swarming Insects
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses
charges).
Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain
Bag of Tricks
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
bag's color. See the Monsters Listing for the creature's statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions
absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
Gray Bag of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.
Staff of Swarming Insects Staff, Rare (Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) This staff has 10 charges. Insect Cloud. While holding the staff, you can take a
Wand of Wonder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed
.
85-87
Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Staff of Swarming Insects Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you
expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. Spells. While holding the staff, you can use an action to expend some of its charges to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Beast Allosaurus
Ankylosaurus
Ape
Archelon
Baboon
Badger
Bat
Black Bear
Blood Hawk
Boar
Brown Bear
Camel
Cat
Constrictor Snake
Crab
Crocodile
Deer
Dire Wolf
Draft
Polar Bear
Pony
Pteranodon
Rat
Raven
Reef Shark
Rhinoceros
Riding Horse
Saber-Toothed Tiger
Scorpion
Seahorse
Spider
Swarm of Bats
Swarm of Insects
Swarm of Piranhas
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Staff of Swarming Insects Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you
expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. Spells. While holding the staff, you can use an action to expend some of its charges to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff.
Staff of Swarming Insects Staff, Rare (Requires Attunement by a Bard, Cleric, Druid
Invulnerability 6 Hold Monster 5 Levitate 2 Lightning Bolt (level 5 version) 5 Magic Missile 1 Ray of Enfeeblement 1 Wall of Force 5 Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
-kreen is the Dawn Mother. Although the giant has long been a stoic guardian of the Llanos, her recent dreams of otherworldly insects have confused and enraged her. Fearing the thri-kreen are to blame
The Dawn Mother It takes Cht-Chak and the characters only a few hours to reach the Basket and, from there, to follow a trail of lightning scorches to where the Dawn Mother still pursues a group of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Throughout the adventure, highlight how the Feywild has influenced the land, with vegetation and animals demonstrating friendly or capricious behavior, the sun rising amid a psychedelic dawn, or characters
experiencing random instances of good luck. Meanwhile, Far Realm energies manifest as eyes staring from the dark, insidious insects, or misshapen silhouettes looming in the distance. The land’s
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts
orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. Gray Bag of Tricks 1d8
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
To the Nightsea However the characters spend the night, the same guards who took them to Castle Djaynai the previous morning come to Anadoua’s Rest House at dawn to escort them to the docks to board
: Beneath the pink dawn sky, a swift-looking, double-masted vessel floats in the aquamarine water. Two wiry figures wearing green-blue armor and matching silk cloaks stand on the deck. One looks dour
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Life in Umizu Umizu is a welcoming city, and many citizens hail from far-flung lands. Humans are the most numerous, with skin tones ranging from pale to medium brown, and with hair and eyes ranging
from dark brown to black. Social Mores Umizu is a matrilineal culture with a preference for succession by women. Most families live in multigenerational homes, and the wealthiest favor polyamorous
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
consulting the table that corresponds to the bag’s color. See the Monster Manual for the creature’s statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is
until the next dawn. Gray Bag of Tricks d8 Creature 1 Weasel 2 Giant rat 3 Badger 4 Boar 5 Panther 6 Giant badger 7 Dire wolf 8 Giant elk Rust Bag of Tricks d8 Creature 1 Rat 2 Owl 3 Mastiff
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts
orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. Gray Bag of Tricks 1d8
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
consulting the table that corresponds to the bag’s color. See the Monster Manual for the creature’s statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is
until the next dawn. Gray Bag of Tricks d8 Creature 1 Weasel 2 Giant rat 3 Badger 4 Boar 5 Panther 6 Giant badger 7 Dire wolf 8 Giant elk Rust Bag of Tricks d8 Creature 1 Rat 2 Owl 3 Mastiff 4
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
sitting on a stump, whittling a piece of wood 41 1d4 elk 42 1d4 winged kobolds with 1d6 kobolds 43 1d6 + 2 giant wolf spiders 44–45 2d4 wolves 46 1 swarm of insects 47 1d8 + 1 axe beaks 48–49 1 brown
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
insects, vine blight, worg 1/2 (100 XP) Brown bear, bugbear, dire wolf, dryad, faerie dragon (yellow or younger), giant hyena, giant spider, giant toad, goblin boss, half-ogre, harpy, tiger, yuan-ti
, swarm of insects, worg 1/2 (100 XP) Brown bear, dire wolf, giant eagle, giant hyena, goblin boss, half-ogre, harpy, hippogriff, lion 1 (200 XP) Bandit captain, berserker, druid, giant boar, giant elk
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Caverns filled with smoke or gas. 3 Dead magic* or wild magic* zones. 4 The lair of a creature it is trying to bait out. 5 A nest of rats, insects, or other vermin. 6 Patches of brown mold* or green
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, Pseudodragon, Sprite, Swarm of Bats, Swarm of Rats, Winged Kobold, Wolf 1/2 Ape, Black Bear, Giant Wasp, Gnoll Warrior, Hobgoblin Warrior, Satyr, Swarm of Insects, Vine Blight, Worg 1 Brown Bear, Bugbear
Snake, Giant Wolf Spider, Goblin Warrior, Panther, Pseudodragon, Swarm of Ravens, Winged Kobold, Wolf 1/2 Giant Goat, Gnoll Warrior, Hobgoblin Warrior, Swarm of Insects, Worg 1 Brown Bear, Copper
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Staff of Power Staff, very rare (requires attunement by a sorcerer, warlock, or wizard) Staffs Left to Right: Insects,
Healing, Power, Magi, and Frost This staff can be wielded as a magic
following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
candidate has been elected, they must face the fifteen founding Dawn Incarnates and pass their tests. Some Dawn Incarnates question the candidate until they are satisfied, while others send the
end of their tenure, they can step down; if they don’t, they must face the same selection process again. There is no assurance a Speaker will be reelected, or if they are, that the Dawn Incarnates will
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
candidate has been elected, they must face the fifteen founding Dawn Incarnates and pass their tests. Some Dawn Incarnates question the candidate until they are satisfied, while others send the
end of their tenure, they can step down; if they don’t, they must face the same selection process again. There is no assurance a Speaker will be reelected, or if they are, that the Dawn Incarnates will
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. In another, sunlight streams through the leaves above and flower-laden vines twine up every trunk. Signs of corruption — rotting wood, foul-smelling water, and rocks covered with slimy brown moss — can
spend the next three days trudging through knee-deep mud — the first two days and nights in the pouring rain, and then another day under the beating sun, with swarms of hungry insects feasting on your blood.”
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
rescue a lost friend 41 2d4 blink dogs 42 1d8 + 1 sprites 43 1d6 + 2 elk 44 1d4 lizardfolk or 3d6 bandits 45 1d4 + 4 wolves 46 2d4 giant wolf spiders 47 1 swarm of insects or 2d8 blood hawks 48 1d6 + 2
pixies 49 1 brown bear 50 1d4 + 3 goblins 51 1d3 dryads 52 1 awakened tree 53 1 phase spider 54 1d6 harpies 55 1 ettercap or 1d8 + 1 orcs 56 1 goblin boss with 2d6 + 1 goblins 57 1 ankheg 58 1 giant
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Ape, black bear, cockatrice, crocodile, darkling (WW), giant dragonfly (WW), giant goat, giant sea horse, giant wasp, hobgoblin, myconid adult, satyr, scout, swarm of insects, vine blight, warhorse
, worg 1 Animated armor, brown bear, bugbear, dryad, faerie dragon (young), giant eagle, giant hyena, giant octopus, giant spider, giant toad, giant vulture, goblin boss, half-ogre, harpy, hippogriff, lion
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
help. 5 The inhabitants see the characters as no more than insects and refuse to interact with them unless forced. 6 The inhabitants see the characters as gods and can be convinced to worship them
they spend on the island. If they fail, they gain one level of exhaustion. The DC for this check equals 10 + the number of hours spent on the island. 3 Each day at dawn, the island conjures 2d10 magma
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
an effect has multiple possible subjects, the DM randomly determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20
Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed. Wand of Wonder Effects 1d100 Effect
. Unless they are picked off, the leaves turn brown and fall off after 24 hours. 78–82 Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a 30
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
walls or trees). The webs are flammable. Any webs exposed to fire burn away in 1 round. Any destroyed webs are magically repaired at the next dawn. If Arasta dies, the spiders and insects lose their
warped by her presence, which creates one or more of the following effects: Spiders and insects within 1 mile of Arasta’s lair serve as her eyes and ears. Birds and other flying creatures are absent
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
an effect has multiple possible subjects, the DM randomly determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20
Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24






