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Returning 35 results for 'ends terror'.
Other Suggestions:
ends tremor
ends terrors
Monsters
Lorwyn: First Light
takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Ephemeral Movement", "rollDamageType":"Force"} Force damage if it ends its turn inside an object.
Magic Resistance. The
through an empty village.
Incarnations of Nature
Incarnations of nature embody abstract ideas such as curiosity, relief, or terror. Incarnations of nature are beyond the ken of most mortal beings
feats
Forgotten Realms: Heroes of Faerûn
language tables in the Player's Handbook or Chapter 2 of this book.
Dragon’s Terror. You can take a Magic action to instill terror in a creature you can see within 30 feet of yourself. The
when the effect ends for a target, the target is immune to this effect for 24 hours.
Inspired by Fear. When you cause a creature to have the Frightened condition and you are the source of its fear
Monsters
Mordenkainen Presents: Monsters of the Multiverse
is successful or the effect ends for it, the target is immune to any shadow mastiff’s Terrifying Howl for the next 24 hours.Each pack of shadow mastiff;shadow mastiffs is led by an alpha, the
smartest one of the group. The sound of an alpha’s howl strikes terror into those who hear it and is a sure sign that a pack is on the prowl.
Shadow Mastiffs
Shadow mastiffs—hounds of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fiends.Multiattack. Fraz-Urb’luu makes one Bite attack and two Fist attacks, and he uses Phantasmal Terror.
Bite. Melee Weapon Attack: +16;{"diceNotation":"1d20+16","rollType":"to hit","rollAction":"Bite
"} force damage.
Phantasmal Terror. Fraz-Urb’luu targets one creature he can see within 120 feet of him. The target must succeed on a DC 23 Wisdom saving throw, or it takes 16 (3d10);{"diceNotation
Monsters
Baldur’s Gate: Descent into Avernus
magically turns invisible until the start of its next turn. This invisibility ends if the reaper makes an attack roll, makes a damage roll, or casts a spell.Bhaal's cultists emulate their deity
wounds plunge deep into a victim's body and cause terrible pain and bleeding.
Killers from the Shadows. Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in
Magic Items
Strixhaven: A Curriculum of Chaos
’s hateful thoughts, and that creature suffers from headaches that are persistent but not debilitating until the curse ends. On your turn, the orb can use an action to produce one of the following
or slap it awake.
Visions of Terror. The cursed creature sees terrifying visions, causing it to view all creatures that aren’t also cursed as dangerous monsters for 10 minutes. The cursed
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"damage", "rollAction":"Crushing Hug", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target is grappled (escape DC 15 if it is a Large or smaller creature. Until the grapple ends, the target
with terror, so folk never venture out at night, strangers are met with suspicion and anger, and parents warn their children: “Be good, or the annis will get you.”
When an annis feels
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
. When a creature marked by the archon’s Radiant Lance ends its turn within 120 feet of the archon, the archon teleports to an unoccupied space it can see within 5 feet of the creature.
Haunting
wilds at bay simply by driving archons deeper into the wilds. Such efforts are futile; not only are archons difficult to kill, but they don’t create the boundaries, merely mark them.
“A winged dawn dispels the terror of night.”
—Chulane, Teller of Tales
Radiant
Monsters
Acquisitions Incorporated
: 16 (2d10 + 5);{"diceNotation":"2d10+5","rollType":"damage","rollAction":"Mandibles","rollDamageType":"piercing"} piercing damage, and the target is grappled (escape DC 17). Until this grapple ends
feet, and the cluster of red eyes that are the most unsettling part of its appearance.
Terror from Above. The deep crow's most fearsome attack is the bite of its mandibles, which can seize and hold
Monsters
Icewind Dale: Rime of the Frostmaiden
can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is
imbues the construct with malevolence, allowing it to enjoy the terror it causes. This effect extends outward from it, corrupting other creatures who get too close to the dragon. Those affected by the
Greater Star Spawn Emissary
Legacy
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Learn More
monsters
Van Richten’s Guide to Ravenloft
);{"diceNotation":"5d12","rollType":"damage","rollAction":"Mind Cloud","rollDamageType":"psychic"} psychic damage. In addition, every spell ends on creatures and objects of the emissary’s choice in
.
Star Spawn Emissary
Few understand the full hungry hostility of the multiverse. Star spawn emissaries are the fingers of alien realms, digits that tip the scales of reality toward terror. Heralded by
Yuan-ti Malison (Type 3)
Legacy
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Monsters
Monster Manual (2014)
grapple ends, the target is restrained, and the yuan-ti can’t constrict another target.
Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe.
Yuan-ti know that the world they hope to rule can
monsters
. Strahd can’t enter a residence without an invitation from an occupant.
Running Water. Strahd takes 20 Acid damage if he ends his turn in running water.
Stake to the Heart. If a weapon that deals
he desires. In such cases, Strahd makes bloody examples of his opponents, drawing out his vengeance into campaigns of terror.
Strahd’s Domain
Barovia is altered by Strahd’s presence
Monsters
Mythic Odysseys of Theros
"} bludgeoning damage, and if the target is a creature, it is grappled (escape DC 26). Until the grapple ends, the target is restrained, and Tromokratis can’t use this attack on anyone else
":"piercing"} piercing damage. If the target is a Large or smaller creature grappled by Tromokratis, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained
Spells
Tasha’s Cauldron of Everything
or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Terror Frenzy
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
creature, it is also grappled (escape DC 24), and it is restrained until the grapple ends. Fraz-Urb’luu can grapple only one creature with his tail at a time.
Terror (Costs 2 Actions). Fraz-Urb’luu
, or detected by abilities that sense demons or Fiends.
Actions
Multiattack. Fraz-Urb’luu makes one Bite attack and two Fist attacks, and he uses Phantasmal Terror.
Bite. Melee Weapon Attack: +16
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
reaching its height—when suddenly, confused guffaws followed by screams of terror ring out.
One of the stage props barrels away from its handler, monstrous shrieks coming from its frothing beak
the magic infecting other objects in the area ends. Ending the Threat If all the characters fall unconscious during this fight, Professor Johenne Totsky (neutral human Silverquill professor of shadow
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
but not debilitating until the curse ends. On your turn, the orb can use an action to produce one of the following effects, targeting one or more creatures it has cursed:
Unconsciousness. The cursed
creature falls unconscious for 1 hour. The creature is roused if it takes damage or someone uses an action to shake or slap it awake.
Visions of Terror. The cursed creature sees terrifying visions
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Whispers Features Bard Level Feature 3rd Psychic Blades, Words of Terror 6th Mantle of Whispers 14th Shadow Lore Psychic Blades When you join the College of Whispers at 3rd level, you gain the ability
15th level. Words of Terror At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror. If you speak to a humanoid alone for at least 1 minute, you can
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Toyalis The largest town in Hazlan, Toyalis boasts a population of poor, hardworking commoners united by terror of the domain’s magic-using elite. Colorful depictions of magical creatures, arcane
pointed ends align toward the nearest magic-user. Philosopher’s Egg A cult of magic-warped beings worships an eight-story, citrine egg. The cult searches for a prophet who’s never been touched by magic to
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
students are Lorehold apprentices (see chapter 7) who were ambushed by Dean Tullus. The dean used Murgaxor’s orb to curse them with Visions of Terror (as detailed at the start of the adventure). Dean
the condition ends on them. Golden Scroll. After the battle, one of the students drops something: a piece of a golden scroll. A character who succeeds on a DC 12 Intelligence (Investigation) check
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action
frightened
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Terror Frenzy (Fury Only). The spirit
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
condition ends on you. Level 10: Retaliation When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon
or an Unarmed Strike. Level 14: Intimidating Presence As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of flesh, and any meeting with outsiders usually ends in blood being spilled. Other disciples of the Lord of Blades launch attacks on targets across Khorvaire: destroying Cannith workshops, killing
of terror and pain. But the warforged under his sway (and some objective observers of other races) believe that his rage is fueled by the injustice heaped upon the warforged after their creation. The
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
details on such adventures). Whether the characters survive or meet spectacular ends doesn’t matter, as death might mean a return to the character’s original body, a second chance to try again, or a
is in store, encourage the players to embrace it and make sure their survivors meet unforgettable ends. What’s Old Is New For survivors, any foe might become the
focus of its own horror
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
. If you knew anything about the true nature of Wildspace, anything at all, you would have hidden from it in terror. Pity I can’t destroy your world more than once.”
Here ends chapter 11. All Hail
threat to Xaryxispace (as explained in the next chapter) and concludes that the characters have outlived their usefulness. Read: “As emperor, I must reward my champions for this triumph.” Abruptly, Xedalli’s smile turns into a sneer. “Guards, seize them!”
Here ends chapter 11.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
agony and terror. Inside the pockmark left behind by the burst is one of Xinaya’s drow scouts — or at least what’s left of him. Other than a face, long white hair, and a breastplate, it is impossible to
distinguish where the drow ends, and the rot and fungi consuming him begins. The drow feebly thrashes, his screams rising ever higher in pitch, until he locks eyes with one of the characters and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
with malevolence, allowing it to enjoy the terror it causes. This effect extends outward from it, corrupting other creatures who get too close to the dragon. Those affected by the dragon’s presence turn
minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
is up to you. Should the crown fall into the wrong hands, characters might need to venture into the caverns below the Peaks of Flame to retrieve it before the world ends. Eye of Zaltec (Area 62). The
gods reside — turn to dust and are destroyed as soon as they exit the tomb. These items include Obo’laka’s ring of protection (area 10), Moa’s staff of the python (area 14), Wongo’s mace of terror (area
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
slays with its gaze withers, its face frozen in a mask of terror. The monster’s mere presence is so unnatural that it chills the soul. Ravaged Soul. The soul of a creature that becomes a bodak is so
)
Aura of Annihilation. The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Cavern map (see below). The characters arrive via the northwest tunnel, which ends at a 5-foot-high ledge overlooking the cavern. Spindle Cavern Map Cavern Features The cavern has the following
character succeeds on the check, the spectators refuse to accept the characters’ proposal, although characters can make a different one. If one spectator ends up guarding the meteorite, the other
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
light, or is incapacitated.
Shadow Mastiff Alpha Each pack of shadow mastiffs is led by an alpha, the smartest one of the group. The sound of an alpha’s howl strikes terror into those who hear it and
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s save is successful or the effect ends for it, the target is immune to any shadow
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Archon of Boundaries “A winged dawn dispels the terror of night.”
—Chulane, Teller of Tales
Chris Rahn The archons of Eldraine are enigmatic beings who fly over the perimeter where the realm
ends its turn within 120 feet of the archon, the archon teleports to an unoccupied space it can see within 5 feet of the creature.
Haunting Radiance. Immediately after a creature within 120 feet of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
provoke fear and distrust in nearby villages and settlements. To an annis hag, nothing is sweeter than making a once-vibrant community paralyzed with terror, so folk never venture out at night, strangers
(9d6 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6 + 5) bludgeoning damage at the start of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Wraith Essence of Evil Habitat: Planar (Shadowfell), Underdark; Treasure: None Wraiths are spectral evils, life-hungry embodiments of malice and terror. Arising from the souls of tyrants, moments of
damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the wraith has Disadvantage on ability checks and attack rolls.
Actions
Life Drain. Melee Attack Roll: +6