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                        Returning 35 results for 'drake instead are branches'.
                    
                
                        
                            
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                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     fails a saving throw, she can choose to succeed instead.
Magic Resistance. Trostani has advantage on saving throws against spells and other magical effects.
Magic Weapons. Trostani’s weapon
                                                
                                            
                                                
                                                     Mat'Selesnya"}. Trostani conjures a momentary whirl of branches and vines at a point she can see within 60 feet of her. Each creature in a 30-foot cube on that point must make a DC 24 Dexterity
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     interfere with the goings-on of the faerie court. Instead, treefolk serve as guardians and shepherds of their wild groves, dispensing wisdom and blessings to travelers who wander under their branches
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 1: Spelljammer Creatures
                                                    
                                                
                                            
                                                     Conduit. If the yggdrasti is subjected to lightning damage, it is unhurt, and the lightning damage is instead divided evenly among all creatures it is grappling. In addition, the yggdrasti regains one
                                                
                                            
                                                
                                                     Tree, yggdrasti look like gigantic, dead trees covered with barnacles. They fly through Wildspace and the Astral Sea with their topmost branches leading the way and their withered roots trailing behind
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     to succeed instead.
Misty Escape. When he drops to 0 hit points outside his resting place, Zorak transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious
                                                
                                            
                                                
                                                    ":"1d8+4","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage. Instead of dealing damage, Zorak can grapple the target (escape DC 18).
Bite. (Bat or Vampire
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     can choose to succeed instead.
Magic Resistance. Yan-C-Bin has advantage on saving throws against spells and other magical effects.Multiattack. Yan-C-Bin makes two slam attacks.
Slam. Melee Weapon
                                                
                                            
                                                
                                                     touch.
Gale force winds tear across the landscape in a 5-mile radius, whisking away small or light objects, dismantling roofs and fences, tearing branches from trees, and making flight impossible
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Armor of Spiders (Mythic Trait; Recharges after a Short or Long Rest). If Arasta is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead, she regains 200 hit points. In
                                                
                                            
                                                
                                                     succeed instead.
Magic Resistance. Arasta has advantage on saving throws against spells and other magical effects.
Spider Climb. Arasta can climb difficult surfaces, including upside down on ceilings
                                                
                                            
                                        
                                                    Vampire Spawn
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    ., one creature. Hit: 8 (2d4 + 3);{"diceNotation":"2d4+3","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage. Instead of dealing damage, the vampire can grapple the
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                    Vampire Warrior
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of
                                                
                                            
                                                
                                                    : 8 (1d8 + 4);{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage. Instead of dealing damage, the vampire can grapple the
                                                
                                            
                                        
                                                    Vampire
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    ). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the
                                                
                                            
                                                
                                                     Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.
While it has 0 hit points in mist form, it
                                                
                                            
                                        
                                                    Vampire Spellcaster
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of
                                                
                                            
                                                
                                                    );{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     that three of the shrubs are not ordinary greenery, but are instead awakened shrubs, each with a glistening crown of leaves. If a character uses an action to pat the shrubs on these leaves, the
                                                
                                            
                                                
                                                     branches part to reveal a cuddly Strixhaven mascot (see chapter 2), representing a random mascot. This magic works only once per character.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    . Created from a few logs and branches, Mother Hedgehog sits quietly in the corner of the cottage. If the characters attempt to speak with her, the programmed illusion is able to mumble a few incoherent
                                                
                                            
                                                
                                                     free the dryads to set the woods back to order.  Instead of the hags being disguised as goodly dryads, you might instead choose to reverse the scenario. The Three Mothers might really be dryads in need
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     demonic ichor appear where demons are slaughtered in great numbers. Malformed trees grow on their shorelines, their branches laden with fleshy sacs. These eventually flop to the ground and wetly break
                                                
                                            
                                                
                                                     help them run faster, and they taste like fatty chicken. With your permission, a character who casts the find familiar spell can henceforth choose to conjure an abyssal chicken instead of a raven.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                     trident, with a shark’s tail instead of legs. Four iron torch brackets are bolted to the damp walls, which are covered with peeling plaster and set with colorful coral branches and starfish. A narrow
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     Encounters  d8 Encounter   1 6 kobolds 2 3 kobolds and 1 ambush drake (see appendix D) 3 6 cultists 4 4 cultists and 1 guard 5 2 cultists and 1 acolyte* 6 3 guards and 1 acolyte* 7 1d6 townsfolk being hunted
                                                
                                            
                                                
                                                     by raiders (roll a d6 to determine the raiding group) 8 1d6 townsfolk hiding  * Acolytes have command prepared instead of sanctuary. Most of the cultists, guards, and acolytes are human. You can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                       d8 Encounter   1 6 kobolds 2 3 kobolds and 1 ambush drake (see appendix D) 3 6 cultists 4 4 cultists and 1 guard 5 2 cultists and 1 acolyte* 6 3 guards and 1 acolyte* 7 1d6 townsfolk being hunted
                                                
                                            
                                                
                                                     by raiders (roll a d6 to determine the raiding group) 8 1d6 townsfolk hiding * Acolytes have command prepared instead of sanctuary.  Most of the cultists, guards, and acolytes are human. You can include a few dwarves, half-elves, half-orcs, or halflings without altering any game statistics.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    , three massive trees have grown together, their trunks entwining overhead. A hollow between them forms the interior of a dwelling, with thick branches acting as its roof. Dense patches of mushrooms grow
                                                
                                            
                                                
                                                     this evil unicorn. They do not want Banrion killed, however. Instead, if the characters can capture the unicorn, Mother Stag claims that they can undo her corruption—and perhaps even convert her to more
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
                                                    
                                                
                                            
                                                     forested wilds. Though many treefolk rival members of the high fae in age, they rarely interfere with the goings-on of the faerie court. Instead, treefolk serve as guardians and shepherds of their wild
                                                
                                            
                                                
                                                     groves, dispensing wisdom and blessings to travelers who wander under their branches. Treefolk Large Plant (Druid), Any Alignment
 Armor Class 17 (natural armor)
 Hit Points 171 (18d10 + 72)
 Speed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     alive at the beginning of the fourth round of the fight, one of them runs to fetch help. Ten minutes later, two cultists, ten kobolds, and one ambush drake (see appendix D) arrive to guard the tunnel
                                                
                                            
                                                
                                                     safely. Each time they use the tunnel exit, roll a d6. On a 1, raiders see and attack the characters (use the Chapter 1 Encounters table). On a 2, they are seen but not attacked. Instead, the raiders set an ambush and attack the next time the characters return to the tunnel exit.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     alive at the beginning of the fourth round of the fight, one of them runs to fetch help. Ten minutes later, two cultists, ten kobolds, and one ambush drake (see appendix D) arrive to guard the tunnel
                                                
                                            
                                                
                                                     safely. Each time they use the tunnel exit, roll a d6. On a 1, raiders see and attack the characters (use the Chapter 1 Encounters table). On a 2, they are seen but not attacked. Instead, the raiders set an ambush and attack the next time the characters return to the tunnel exit.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                     white coral branches and mosaics in the form of sharks made of decorative stones and shells. Pillars carved to look like thick strands of kelp support the cracked, thirty-foot-high domed ceiling. Two
                                                
                                            
                                                
                                                     have a reach of 10 feet instead of 5 feet. Otherwise, their statistics are unchanged. The shadows can’t go outside, nor can they communicate. They fight until turned or destroyed. The room also
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Factions in Greyhawk Instead of the Forgotten Realms factions, the Flanaess has its own set of knightly orders, mage guilds, and elite societies that serve as power groups the player characters can
                                                
                                            
                                                
                                                     the Hart (usually referred to as the Knights of the Hart). This society of human and elf nobles has branches in Furyondy, Veluna, and the Vesve Forest. Though principally concerned with the danger
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     stonemasons and woodshapers to create Selesnya enclaves. Summoned Mount. When leading its guild into battle, a dryad rides a magically summoned creature woven of living branches, vines, and grasses and
                                                
                                            
                                                
                                                     until the dryad dismisses it as an action. The mount uses the stat block of an elk (see the Monster Manual) with these changes: it is a plant instead of a beast, it has an Intelligence of 6, and it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     comfortably lounge. Threaded through the branches are bones from the dragon’s meals—some messily clustered among the leaves, and others deliberately arranged to create macabre dioramas for the dragon’s
                                                
                                            
                                                
                                                     green dragon’s lair, in addition to or instead of those described in the Monster Manual: Inviting Whispers. Whispers rustle in the foliage within 1 mile of the dragon’s lair. The words are indistinct
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
                                                    
                                                
                                            
                                                     topmost branches leading the way and their withered roots trailing behind them. Each one has its own gravity plane and air envelope. Creatures sometimes try to hitch a ride on an yggdrasti to take
                                                
                                            
                                                
                                                     yggdrasti is subjected to lightning damage, it is unhurt, and the lightning damage is instead divided evenly among all creatures it is grappling. In addition, the yggdrasti regains one use of Lightning
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     Tree MARCELA MEDEIROS  Path of the World Tree Subclass Trace the Roots and Branches of the Multiverse Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through
                                                
                                            
                                                
                                                     vanish. Level 6: Branches of the Tree Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction to summon spectral branches of the World
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     tiered, open-air ballrooms soar into the sky on the alabaster branches of wise, old sycamores. The Seven Spiritors, eidolons of revelry from the plane of Arborea, govern the gate-town. Neither living nor
                                                
                                            
                                                
                                                     other things. They have no known physical forms, instead preferring to roister along in commandeered vessels, such as willing party guests, animated statues, or meticulously trimmed topiary hedges
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     them when the camp packed up and left. Instead, she left them under the care of Mondath and the kobolds. The chamber is dark; the kobolds extinguished their lights when they heard fighting in area 9
                                                
                                            
                                                
                                                     can discern many large, dark stains on the rough floor at the base of the ledge, but what caused them is not apparent. 10A. Black Dragon Eggs 
 Guard Drake
 This area is warm and humid. After
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     them when the camp packed up and left. Instead, she left them under the care of Mondath and the kobolds. The chamber is dark; the kobolds extinguished their lights when they heard fighting in area 9
                                                
                                            
                                                
                                                     into 10A without using the stairs, they trigger the kobolds’ attack before exploring this area.  Guard drake Mixed in among the stalactites near the southeast corner of the room is an unusual roper that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    , although these half-ton creatures shy away from scaling trees that can’t support their bulk. Instead, they stalk the forest floor, lurk in narrow ravines or shallow caves, or hide in ruined sites while
                                                
                                            
                                                
                                                     another sort of forest — and better yet, one whose uppermost “branches” can easily support the creatures. In such a setting, the girallons take full advantage of their skill in climbing. The creatures
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     often come down out of the mountains. Castle Hartwick and Stagwick Between two branches of the Clear Whirl River lies a great island on which Hartkiller built his castle. Stagwick, on the east bank of
                                                
                                            
                                                
                                                     the river, is a small community of folk who work as farmers, fishers, herders, and artisans. These folk do a brisk business, as most outland merchants choose not to journey beyond Stagwick and instead
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     remained was a blasted moor. It is a rocky wilderness infested with trolls and goblinoids and all manner of other dangers for anyone who treks across it instead of going around. As the name suggests
                                                
                                            
                                                
                                                     attention or ire. Travelers who leave the inhabitants of the Misty Forest alone, and who build their campfires small and solely of fallen branches, are usually permitted to pass, so long as the folk of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Forest Shrine Forest shrines honoring Nylea are found in the woodlands of Theros. These places have few features made of stone or steel. Instead, the druids and nymphs who care for the shrines use
                                                
                                            
                                                
                                                     weapons hang from the tree’s branches alongside a beehive. South of the tree is a firepit with a few boulders surrounding it for seats. Nearby, a dense, flowering bush shaped as an altar stands
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     succeed instead.
 Magic Resistance. Trostani has advantage on saving throws against spells and other magical effects.
 Magic Weapons. Trostani’s weapon attacks are magical.
 Speak with Beasts and
                                                
                                            
                                                
                                                     it’s an artifact, the item’s magic is suppressed until the start of Trostani’s next turn.
 Wrath of Mat’Selesnya (Recharge 5–6). Trostani conjures a momentary whirl of branches and vines at a point
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                     frees Uni. Sprites. Willowbrush and Knock perch on high branches to keep out of melee. The Sprites target the puffball mushrooms with their arrows, hoping the exploding fungi will poison nearby bullywugs
                                                
                                            
                                                
                                                     action (see appendix A), a character can convince Grump by succeeding on a DC 12 Charisma (Intimidation or Persuasion) check. A character can instead make a DC 12 Charisma (Deception) check if
                                                
                                            
                                        





