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                        Returning 35 results for 'deep infuses are blast'.
                    
                
                        
                            
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                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , requiring no material components:
At will: eldritch blast (see “Actions” below), mage hand
1/day each: hold person, suggestion
Sunlight Sensitivity. While in sunlight, Xardorok has
                                                
                                            
                                                
                                                     disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. Xardorok attacks twice with a weapon or casts eldritch blast twice.
Spiked Gauntlet. Melee Weapon
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    ., one target. Hit: 12 (3d6 + 2);{"diceNotation":"3d6+2","rollType":"damage","rollAction":"Laser Pistol","rollDamageType":"radiant"} radiant damage.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6
                                                
                                            
                                                
                                                    ","rollType":"recharge","rollAction":"Mind Blast"}. The ceremorph magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     blast, mending, prestidigitation, thorn whip, vicious mockery
1st–3rd level (2 3rd-level slots): dissonant whispers, fly, hex, misty step, sending, shatterMultiattack. K'thriss makes two attacks with his
                                                
                                            
                                                
                                                     when enemies hear K'thriss whisper the deep truths of the Ur — typically something about how on a geologic time scale, everyone's desires are meaningless — they remember it.
K'thriss's familiar
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     from the relics of their respective courts.
In the wake of the Phyrexian invasion, whole orders of knights have journeyed deep into the wilds, searching for a magical remedy to restore the kingdom to
                                                
                                            
                                                
                                                    .
Knights of Eldraine channel their devotion to the virtues of the realm into magical power that infuses their attacks. Most knights deal extra radiant damage with these attacks, but some knights
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     grapple ends. The elder brain can have up to four targets grappled at a time.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Mind Blast"}. Creatures of the elder brain
                                                
                                            
                                                
                                                    ’s choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5);{"diceNotation":"5d10+5","rollType":"damage","rollAction":"Mind Blast","rollDamageType
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     provoking opportunity attack;opportunity attacks.
Wrathful Blast (Costs 2 Actions). The medusa makes one Wrathful Strike attack.
Final Slash (Costs 3 Actions). The medusa makes one Final Blade attack
                                                
                                            
                                                
                                                     medusa’s lair.
3
Maintain a planar crossing from which great power flows while also curtailing the effects of that power as it infuses the world.
4
Seek out a new generation of
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    . Unfortunately, their favorite food is giant squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey.
Topaz dragons often
                                                
                                            
                                                
                                                     or take 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Negative Energy Infusion", "rollDamageType":"necrotic"} necrotic damage. Negative energy then infuses the lair until
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     dragons hate the water. Unfortunately, their favorite food is giant squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey
                                                
                                            
                                                
                                                     infuses the lair until initiative count 20 on the next round. While the infusion lasts, creatures in the lair other than the dragon can’t regain hit points.
Regional Effects
The region
                                                
                                            
                                        
                                                    Elder Brain
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    ","rollDamageType":"psychic"} psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6
                                                
                                            
                                                
                                                    ","rollType":"recharge","rollAction":"Mind Blast"}. The elder brain magically emits psychic energy. Creatures of the elder brain’s choice within 60 feet of it must succeed on a DC 18 Intelligence
                                                
                                            
                                        
                                                    Ancient White Dragon
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Cold Breath"}. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw
                                                
                                            
                                                
                                                    ":"bludgeoning"} bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.A White Dragon’s Lair
White dragons lair in icy caves and deep subterranean chambers far from
                                                
                                            
                                        
                                                    Adult White Dragon
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    –6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Cold Breath"}. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw
                                                
                                            
                                                
                                                    ":"bludgeoning"} bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.A White Dragon’s Lair
White dragons lair in icy caves and deep subterranean chambers far from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    , knocking their blows aside and sending them reeling, until at last she stands alone. Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach
                                                
                                            
                                                
                                                     him, he exhales and a blast of fire roars from his mouth, engulfing his foes. Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    , knocking their blows aside and sending them reeling, until at last she stands alone. Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach
                                                
                                            
                                                
                                                     him, he exhales and a blast of fire roars from his mouth, engulfing his foes. Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    .; Passive Perception 16
 Languages Deep Speech, Undercommon; telepathy 120 ft.
 CR 7 (XP 2,900; PB +3)
 Traits
 Magic Resistance. The mind flayer has Advantage on saving throws against spells and other
                                                
                                            
                                                
                                                    .
 Mind Blast (Recharge 5–6). Intelligence Saving Throw: DC 15, each creature in a 60-foot Cone. Failure: 31 (6d8 + 4) Psychic damage, and the target has the Stunned condition until the end of the mind
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                    Exploring the Gulch Dumathoin’s Gulch was once a dwarven mine, but the erosion of the stream exposed it to the sky. The mine contained a shrine to Dumathoin, and the power of that deity still infuses
                                                
                                            
                                                
                                                     feet deep and counts as difficult terrain. A creature that enters the stream or starts its turn in it must succeed on a DC 10 Strength saving throw or fall prone due to the current. Moonstone The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     ascend to the surface of the Briny Pool in area B22, read or paraphrase the following: The large chamber holding the impossibly deep pool of cerebral fluid is no longer empty. An enormous, floating
                                                
                                            
                                                
                                                     foe. It fights until destroyed. If the characters are escorting rescued townspeople, the refraction targets the former captives with its Dissonant Claw attack or mind blast in the hope of driving the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     as it infuses the world. 4 Seek out a new generation of champions, and train them to fight in a war. 5 Tend a sacred beacon fed by the Outer Planes, sending embers of that beacon to the corners of
                                                
                                            
                                                
                                                     creature’s turn. The medusa regains spent legendary actions at the start of its turn.
 Move. The medusa moves up to its speed without provoking opportunity attacks.
 Wrathful Blast (Costs 2 Actions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     work. When the process is warped only slightly, the mind flayer remains gnome-sized and is called a gnome ceremorph. It retains its knowledge of the Gnomish language while becoming able to speak Deep
                                                
                                            
                                                
                                                     +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +5
 Senses darkvision 120 ft., passive Perception 16
 Languages Deep Speech, Gnomish, Undercommon, telepathy 120 ft.
 Challenge 5
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     Perception 16
 Languages Deep Speech
 Challenge 16 (15,000 XP)
 Innate Spellcasting. The larva mage’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can
                                                
                                            
                                                
                                                     innately cast the following spells, requiring no material components:
 At will: eldritch blast (3 beams, +3 bonus to each damage roll), minor illusion
 3/day: dominate monster
 1/day: circle of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Duergar Duergar are dwarves that dwell deep in the Underdark and other sunless realms. They owe their psionic abilities to the mind flayers that enslaved them long ago. The duergar eventually broke
                                                
                                            
                                                
                                                     depths beneath the Spine of the World. In the guise of Deep Duerra, the duergar god of conquest, the archdevil Asmodeus visited Xardorok and urged him to conquer Icewind Dale, beginning with Ten-Towns
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     devoted cults of lesser creatures to serve the monsters of the deep. Storm Herald Huge Aberration, Typically Lawful Evil
 Armor Class 16 (natural armor)
 Hit Points 287 (23d12 + 138)
 Speed 50 ft., swim
                                                
                                            
                                                
                                                     damage.
 Psychic Wave (Recharge 6). The herald unleashes a blast of psionic energy into the minds of up to three creatures it can see within 90 feet of itself. Each target must make a DC 21
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     spells such as thorn whip. And when enemies hear K’thriss whisper the deep truths of the Ur — typically something about how on a geologic time scale, everyone’s desires are meaningless — they remember it
                                                
                                            
                                                
                                                     warlock spells:
 Cantrips (at will): chill touch, eldritch blast, mending, prestidigitation, thorn whip, vicious mockery
 1st–3rd level (2 3rd-level slots): dissonant whispers, fly, hex, misty step
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
                                                    
                                                
                                            
                                                     (−2)
Senses darkvision 120 ft., passive Perception 10
 Languages Deep Speech; see also Brain Dump
 Challenge 4 (1,100 XP) Proficiency Bonus +2
 Brain Dump. Whenever the neh-thalggu consumes a
                                                
                                            
                                                
                                                     0 hit points, the neh-thalggu kills the target by extracting and consuming its brain.
 Mind Blast (Recharge 5–6). The neh-thalggu magically emits psychic energy at one Humanoid it can see within 10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    . The noise comes from the gibberling in area F2. Steamy Stream. A metal bridge spans this 5-foot-deep stream, which issues from the workshop in area F8 and is scalding hot. A creature that enters the
                                                
                                            
                                                
                                                    -svirfneblin to guard their forge. The seven svirfneblin—each riding a giant lizard—constitute the entire deep gnome population here. They eagerly expect the arrival of the prophesied star. Steamy Stream. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    ., passive Perception 17
 Languages Deep Speech, Undercommon, telepathy 120 ft.
 Challenge 10 (5,900 XP)
 Magic Resistance. The alhoon has advantage on saving throws against spells and other magical effects
                                                
                                            
                                                
                                                     on saving throws against any effect that turns undead.
 Actions
 Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage.
 Mind Blast (Recharge 5–6). The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
                                                    
                                                
                                            
                                                    ) in Locthwain. Some knights also wield powerful magic drawn from the relics of their respective courts. In the wake of the Phyrexian invasion, whole orders of knights have journeyed deep into the wilds
                                                
                                            
                                                
                                                     are virtues championed by other courts. Knights of Eldraine channel their devotion to the virtues of the realm into magical power that infuses their attacks. Most knights deal extra radiant damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     pack of 2d6 wolves—attack, made vicious by the effect of Baphomet’s temple deep under the hill. 2 2d4 minotaur archaeologists (their stat block appears in this chapter) explore the hill, looking for
                                                
                                            
                                                
                                                    . The demons vanish at dawn.
 Labyrinthine Recall. Brusipha can perfectly recall any path she has traveled.
 Actions
 Multiattack. Brusipha makes two Eldritch Blast attacks.
 Eldritch Blast. Ranged
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    
 Senses darkvision 120 ft., passive Perception 16
 Languages Deep Speech, Undercommon, telepathy 120 ft.
 Challenge 7 (2,900 XP)
 Magic Resistance. The mind flayer has advantage on saving throws
                                                
                                            
                                                
                                                     hit points, the mind flayer kills the target by extracting and devouring its brain.
 Mind Blast (Recharge 5–6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                    Warlock’s Crypt On the western edge of the Troll Hills lies an area of bizarre terrain: shattered rubble is strewn across the landscape, between and among mounds of upturned earth and deep furrows of
                                                
                                            
                                                
                                                    , which ignited with himself at its center. As one might imagine, this blast drew the attention of all manner of twisted predators and hungry undead, which came forth to investigate. I don’t know how
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     120 ft., passive Perception 18
 Languages Deep Speech, Undercommon, telepathy 2 miles
 Challenge 9 (5,000 XP)
 Creature Sense. The ulitharid is aware of the presence of creatures within 2 miles of
                                                
                                            
                                                
                                                    . If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain.
 Mind Blast (Recharge 5–6). The ulitharid magically emits psychic energy in a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     an easy escape. A falling portcullis trap can be especially devious if it causes a portcullis to drop some distance away from the pressure plate that activates the trap. Although the trap is deep in
                                                
                                            
                                                
                                                    ) check reveals the pressure plate. A successful DC 20 Dexterity check using thieves’ tools disables it, and a check with a total of 5 or lower triggers the trap. Fiery Blast Simple trap (level 5–10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    , twenty-foot-deep pit. A sturdy hemp rope is tied around one of three stalagmites in the cavern and dangles into the pit.
 This was the Rockseekers’ campsite. The dead dwarf is Tharden, Gundren’s
                                                
                                            
                                                
                                                    , the snake slithers from the water and attacks the character at the back of the party. Pool. The pool is 20 feet deep in the middle. The stream to the northeast is 3 feet deep, and the ceiling of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     to traverse these smooth-walled tunnels will find it difficult to move deep into the lair and virtually impossible to confront the beholder in its sanctum. Minions and other creatures under a
                                                
                                            
                                                
                                                     chamber to hold captives that it chooses not to kill. The simplest kind of prison, easy enough for a beholder to create, typically consists of 20-foot-deep holes disintegrated into the floor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     poison
 Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
 Senses truesight 120 ft., passive Perception 17
 Languages Deep Speech, Undercommon, telepathy 120 ft
                                                
                                            
                                                
                                                    . Hit: 14 (4d6) cold damage, and the alhoon regains 14 hit points.
 Arcane Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 28 (8d6) force damage.
 Mind Blast (Recharge 5–6). The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     Intimidation +4, Perception +3
 Senses darkvision 60 ft., passive Perception 13
 Languages Common, Deep Speech, Undercommon
 Challenge 3 (700 XP)
 Mental Fortitude. The neogi has advantage on
                                                
                                            
                                                
                                                     Wis +3
 Skills Arcana +5, Deception +6, Intimidation +6, Perception +3, Persuasion +6
 Senses darkvision 120 ft. (penetrates magical darkness), passive Perception 13
 Languages Common, Deep Speech
                                                
                                            
                                        






