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Returning 35 results for 'energy results'.
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energy result
Gremishka
Legacy
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monsters
Van Richten’s Guide to Ravenloft
"} to determine the effect:
1–2. The gremishka emanates magical energy. Each creature within 30 feet of the gremishka must succeed on a DC 10 Constitution saving throw or take 3 (1d6
);{"diceNotation":"1d6","rollType":"damage","rollAction":"Magic Allergy","rollDamageType":"force"} force damage.
3–4. The gremishka surges with magical energy and regains 3 (1d6);{"diceNotation":"1d6
Monsters
Van Richten’s Guide to Ravenloft
Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15
-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22 (5d8
Monsters
Mythic Odysseys of Theros
the realm of Nyx exist, as unrestrained magical energy often causes more chimeras to appear in a region. As such chaotic magic is inherent to a chimera’s being, these monsters often manage to
. To do so, simply roll once on one or all of the following tables. Results from the Body Composition table adjust the Theran chimera as described, while results on the Breath Weapons, Head Attacks
monsters
results were mind flayer tadpoles infected with vampirism. These terrors developed into mature mind flayers capable of harvesting psychic sustenance from sapient minds. After feeding on psionic energies
; mental energy.
mind flayer;Mind flayers loathe vampire mind flayers and view them as abominations. Nevertheless, they employ their warped brethren in desperate pursuits, such as preserving the elder
Monsters
Van Richten’s Guide to Ravenloft
":"poison"} poison damage and be poisoned until the end of its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC
Monsters
Van Richten’s Guide to Ravenloft
its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must
","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the
Monsters
Van Richten’s Guide to Ravenloft
Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage
magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature
Unspeakable Horror
Legacy
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monsters
Van Richten’s Guide to Ravenloft
turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15
":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22
Vampiric Mind Flayer
Legacy
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monsters
Van Richten’s Guide to Ravenloft
dementia and death. The results were vampiric mind flayers, feral atrocities spawned from mind flayer tadpoles infected with vampirism. These specialized but flawed terrors serve a single purpose: to drain
, PsychicDisrupt Psyche (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Disrupt Psyche"}. The mind flayer magically emits psionic energy in a 30-foot-radius sphere centered on
Monsters
Tyranny of Dragons
-undead creature within 10 feet of him that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of his next turn.
Channel Negative Energy
(Costs 2 Actions). Diderius magically unleashes negative energy. Creatures within 60 feet of him, including ones behind barriers and around corners, can’t regain hit points until the end of his next
Mummy Lord
Legacy
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Monsters
Basic Rules (2014)
be stunned until the end of the mummy lord's next turn.
Channel Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord
;{"diceNotation":"1d100","rollType":"roll","rollAction":"Misleading Result Chance"} chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become
Monsters
Candlekeep Mysteries
magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of Valin’s next turn.
Channel Negative Energy (Costs 2 Actions). Valin magically unleashes negative
energy. Creatures within 60 feet of Valin, including ones behind barriers and around corners, can’t regain hit points until the end of Valin’s next turn.
Whirlwind of Sand (Costs 2 Actions
Backgrounds
Guildmasters’ Guide to Ravnica
Armed with an inventive intellect, a love of magical technology, and an unquenchable energy, you are an enthusiastic participant in the research work of the Izzet League. Though you’re likely
nature.
Suggested Characteristics
Members of the Izzet League embody some combination of chaotic, frenetic energy with intellectual curiosity, in varying proportions. Some are committed to academic
Monsters
Waterdeep: Dungeon of the Mad Mage
Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit
vinegar, for instance.
Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results, as determined by the DM. If a divination
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
style of research: keep adding energy until something blows up, then observe the results.
— Doug Beyer, Return to Ravnica: The Secretist
The Izzet are obsessive experimenters, combining a keen
mizzium gauntlets. They emerged from a disused tunnel, leaving behind charred bricks and a haze of smoke, and their instruments crackled with energy. From what Jace had gathered, this was the Izzet
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Mood of the Town Saltmarsh is a place of constant energy. Few of the common folk are so affluent that they can afford to sit idle. At sunrise, the docks bustle with fishers preparing to venture out
, and dock workers rush to load and unload goods before the boats return. The daily energy and bustle carries over into rowdy nights. The fishers chug ale and swap stories, each seeking to outdo the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
lords can summon spectral animals, channel spiritual energy, and exhibit powers associated with one of three broad groups: foragers, hunters, or sages. These powers are tied to an animal lord’s
personality and traits associated with the creature it resembles. Roll on or choose results from the relevant Animal Lord Appearances table to inspire what creature an animal lord resembles.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
throughout the guild, he values results over success, accepting and even anticipating that Izzet experiments will end in gloriously unpredictable ways. However, the dragon rarely concerns himself with the
, and explosion. The Laboratory of Storms and Electricity focuses on controlling the weather as well as containing and conducting electrical energy. Its headquarters is in a spire atop Nivix, known as
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the results can be utterly miraculous. The mythal that protected the mighty city of Myth Drannor on the world of Toril prevented the entrance of enemy races such as dragons, illithids, drow, and
, and that can be accomplished only through the use of magical energy equal to that required for its creation. The metropolis of Waterdeep, which lies on the Sword Coast of Faerûn, benefits from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in Seadeeps can make a DC 18 Intelligence check to interpret the inscription. A failed attempt results in a crushing headache and requires the creature to succeed on a DC 11 Wisdom saving throw or
mind flayer would get from it.
Each door plate is imbued with psionic energy that functions like an arcane lock spell. The Qualith inscription on the plate describes the genuflections a mind flayer
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
opportunity to siphon off the energy of the shadar-kai for themselves by performing their own self-serving ritual, which would impart to them magical powers beyond those of the greatest elven wizards of
magical energy grabbing hold of her, and she was powerless to stop it. In a panic, she reached out to the souls of the shadar-kai for more power, hoping to save herself, but the gravity of the spell had
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Gremishka Gremishkas are the vicious products of mistakes made by novice spellcasters seeking to create life. The results are cat-sized, magically unstable creatures with a taste for the trappings of
determine the effect:
1–2. The gremishka emanates magical energy. Each creature within 30 feet of the gremishka must succeed on a DC 10 Constitution saving throw or take 3 (1d6) force damage.
3–4
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
.
2 Why waste time and energy murdering weaker creatures when I can make them entertain me instead?
3 My children, whether born to me or chosen by me, are treasures.
4 Nothing is
Display. One should never take risks or waste resources by using power if one can achieve the same results merely by the threat of power. (Any)
6 Loyalty. I don’t form bonds with those outside my
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Customizing a Horror An unspeakable horror has one of four body compositions, determined by rolling on the Body Composition table. You can roll on the Limbs to customize it further, while results from
the Hex Blast table replace that action in the stat block. If the results of multiple tables conflict, chose your preferred result. The results of these tables are meant to be broad, so feel free to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
dementia and death. The results were vampiric mind flayers, feral atrocities spawned from mind flayer tadpoles infected with vampirism. These specialized but flawed terrors serve a single purpose: to drain
creature reduced to 0 hit points by the psychic damage dies.
Bonus Actions
Disrupt Psyche (Recharge 5–6). The mind flayer magically emits psionic energy in a 30-foot-radius sphere centered on
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
nearly anywhere. This threat grows even more significant in regions where magic runs rampant or where portals to the realm of Nyx exist, as unrestrained magical energy often causes more chimeras to
on one or all of the following tables. Results from the Body Composition table adjust the Theran chimera as described, while results on the Breath Weapons, Head Attacks, and Tail Attacks tables
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
-wielding skills. These wands can create minor effects such as little puffs of smoke or crackles of energy, but clever spellcasters can use the wands while skating to perform minor jumps and acrobatic
characters wish to earn Relationship Points with, treat this as a Relationship encounter, as described in the rules found in the “Relationships” section in chapter 3. Have players note the results of this encounter on their tracking sheets.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action’s results
cause any of the charmed creatures to drop what they are holding when they fail the saving throw. Embodiment of the Law At 6th level, you become remarkably adept at channeling magical energy to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
that currently occupy the Platinum Rooms. The portals are permanently open, but opaque energy prevents creatures from seeing or hearing what lies on the other side. Each of these portals has a placard
various desserts. Behind them, a furious woman in crimson regalia screams, “Off with their heads!” Dungeonland Results. It takes an hour for a game of Dungeonland to play out, after which the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
confines of the Black Cabin, where Macreadus can observe the results. Once he sees the device working as intended, his spirit departs to the afterlife. Dying in the Black Cabin If a creature with an
form the spirit takes. It might look like a spectral image of the dead character, or it might be something bizarre like a ghostly crow or a blob of ectoplasmic energy. Regardless of the form it takes
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
contents. Prison The results of failed experiments from the transformation chamber are dumped into cages and cells in the prison, to prevent them from getting underfoot elsewhere in the lair. They are
kept here, bombarded with psionic energy in an effort to warp their physical development. Most creatures that undergo this process are turned into twisted, crippled wretches, but a few emerge stronger and tougher than before.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. Bearded devils are also known for their distinctive glaives, through which they channel hellish energy. Those struck by these unnatural weapons suffer infernal wounds that grow worse until stanched
and dragons. The giants used their mastery of weather to alter the essence of blue dragons. The results were the first behirs, which served as hunters with a particular taste for dragon eggs.
Behirs
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
that realm tried radical experiments. The results were mind flayer tadpoles infected with vampirism. These terrors developed into mature mind flayers capable of harvesting psychic sustenance from sapient
barbed tentacles to drain their victims’ mental energy.
Mind flayers loathe vampire mind flayers and view them as abominations. Nevertheless, they employ their warped brethren in desperate pursuits, such
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
.
Experiments in the Unknown Cania is essentially an enormous laboratory. Mephistopheles and his devotees prefer to conduct their studies in a wasteland where they can unleash gouts of arcane energy
sages and spellcasters toiling away at some seemingly forgotten endeavor. The supervisors of these projects might have achieved incredible results that they patiently wait to share with Mephistopheles the next time his attention points in their direction.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other
that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including