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Returning 35 results for 'face area'.
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face are
fire area
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five area
Monsters
Candlekeep Mysteries
150 feet of the lich and occupy a space the lich can see, and each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a DC 19 Dexterity saving
ignites flammable objects in the area that aren’t being worn or carried. If the lich chooses, plant life in the area is unaffected by the spell.
Spellcasting. The lich casts one of the
Monsters
Bigby Presents: Glory of the Giants
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Wave of Cinders"}. The cinder hulk emits a wave of smoldering ash from its face, hands, or chest in a 30-foot cone. Each creature in that area must make
into the area for the first time on a turn or starts its turn there must succeed on a DC 16 Constitution saving throw or take 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Death
Monsters
Fizban's Treasury of Dragons
aspect uses one of the following breath weapons:
Exalting Breath. The aspect exhales the restoring winds of Mount Celestia in a 300-foot cone. Each creature in that area of the aspect’s choice
regains 71 (13d10);{"diceNotation":"13d10","rollType":"heal","rollAction":"Exalting Breath"} hit points, and each creature in that area of the aspect’s choice that has been dead for no longer
Genasi
Legacy
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Species
Elemental Evil Player's Companion
: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don’t face such troubles when venturing
a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.
Heirs to Elemental Power
Fraz-Urb'luu
Legacy
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Monsters
Out of the Abyss
that of a great gargoyle, some 12 feet tall, with an extended, muscular neck and a smiling face framed by long, pointed ears and lank, dark hair, and bat-like wings are furled against his powerful
themselves, making navigation in the area exceedingly difficult.
If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend
Monsters
Fizban's Treasury of Dragons
energy in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw. On a failed save, the creature takes 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction
ocean. (Good)
6
Code of Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures. (Lawful)
Topaz Dragon
Monsters
Fizban's Treasury of Dragons
(Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Desiccating Breath"}. The dragon exhales yellowish necrotic energy in a 30-foot cone. Each creature in that area must make a DC 13
Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures. (Lawful)
Topaz Dragon Adventures
The Topaz Dragon
Monsters
Fizban's Treasury of Dragons
in that area must make a DC 12 Constitution saving throw, taking 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType":"radiant"} radiant
, allowing the wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect
Monsters
Sleeping Dragon’s Wake
"} lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. Lhammaruntosz exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on
surrounding area as the captain of the Scaly Eye, a fleet that battled pirates and other threats. To honor her deeds, the Swords of Leilon constructed the Bronze Shrine, a massive temple to Bahamut, god
Backgrounds
Sword Coast Adventurer's Guide
company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak
a crude sense of humor.
8
I face problems head-on. A simple, direct solution is the best path to success.
d6
Ideal
1
Greater Good. Our lot is to lay down our lives in
Monsters
Fizban's Treasury of Dragons
-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 49 (11d8);{"diceNotation":"11d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType
clear crystalline points, allowing the Crystal Dragon Wyrmling;wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency
Monsters
Mordenkainen Presents: Monsters of the Multiverse
energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4);{"diceNotation":"4d8+4", "rollType":"damage", "rollAction":"Mind Blast
position of leadership normally held by an elder brain. Regardless, all such arcanists face the same stark fact: when they die, they will not join the host of minds in the elder brain—deviant
Monsters
Mordenkainen Presents: Monsters of the Multiverse
an extended, muscular neck; a smiling face framed by long, pointed ears and lank, dark hair; and bat-like wings are furled against his powerful shoulders. He can assume other forms, however, from the
navigation in the area exceedingly difficult.
If Fraz-Urb’luu dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.
Cultists of Fraz-Urb’luu
Fraz
Monsters
Fizban's Treasury of Dragons
":"recharge", "rollAction":"Scintillating Breath"}. The dragon exhales a burst of brilliant radiance in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 27
the Crystal Dragon Wyrmling;wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have
Monsters
Waterdeep: Dungeon of the Mad Mage
ghostly, 1-foot-diameter humanoid eye surrounded by motes of light. The sensor is stationary, though Halaster can reorient the eye to face in any direction. Halaster can see through the eye as though he
effect is triggered, as though Halaster had cast minor illusion in an area. Common illusions include the echo of rattling chains, the distant sound of explosive spells being cast, a dusty cloak or a rusty
Monsters
Fizban's Treasury of Dragons
a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 40 (9d8);{"diceNotation":"9d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType
points, allowing the Crystal Dragon Wyrmling;wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest
Monsters
Fizban's Treasury of Dragons
creates a shining bead of gravitational force in its mouth, then releases the energy in a 90-foot cone. Each creature in that area must make a DC 23 Strength saving throw. On a failed save, the
’s hoard.
3
An amethyst dragon magically disables all teleportation within a thousand miles of their lair. Governments within that area seek emissaries who can negotiate an end to the
Monsters
Fizban's Treasury of Dragons
creates a shining bead of gravitational force in its mouth, then releases the energy in a 60-foot cone. Each creature in that area must make a DC 20 Strength saving throw. On a failed save, the
rests within an amethyst dragon’s hoard.
3
An amethyst dragon magically disables all teleportation within a thousand miles of their lair. Governments within that area seek emissaries who can
Monsters
Fizban's Treasury of Dragons
–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw
rises 80 feet above the shelf. The exterior face of the reef is covered with stinging corals.
Reef Hollow. The dragon turtle’s lair lies in a hollow in the reef’s interior that was bored
Monsters
Fizban's Treasury of Dragons
creature in that area must make a DC 20 Constitution saving throw. On a failed save, the creature takes 49 (14d6);{"diceNotation":"14d6", "rollType":"damage", "rollAction":"Desiccating Breath
the sight of the vast beauty of the ocean. (Good)
6
Code of Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures
Monsters
Fizban's Treasury of Dragons
creature in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 35 (10d6);{"diceNotation":"10d6", "rollType":"damage", "rollAction":"Desiccating Breath
beauty of the ocean. (Good)
6
Code of Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures. (Lawful)
Topaz
Monsters
Fizban's Treasury of Dragons
who will listen to lectures on military history without complaint.
8
An adult sapphire dragon and an aboleth psychically face off for control of an area of the Underdark. The constant bombardment
dragon exhales a pulse of high-pitched, nearly inaudible sound in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, the creature takes 44 (8d10
Fire Storm
Legacy
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Spells
Basic Rules (2014)
have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must
monsters
lost half our number to the blizzard, but not a one of us would have survived had we stayed to face the creature that brought that storm.
—Barabos Tollnek
The gnoph-keh is a six-limbed horror
Storm. The gnoph-keh can generate a supernatural storm that fills the area around it in a howling blizzard. Driving snow and wind fill the area in a 300-foot Emanation centered on the gnoph-keh. The area
monsters
.
Site-Bound. Otari can’t leave area D18 . He can’t be destroyed permanently until the four icons are placed on the altar in area D13.
Sneak Attack (1/Turn). Otari deals an extra
to face alone. Time and time again, he was forced to flee ever deeper into the vaults, until finally he was cornered in a dead-end cave by an immense otyugh that left him trapped and infected with
Barbarian
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Classes
Basic Rules (2014)
the latest challenger to her authority over their tribe, ready to break his neck with her bare hands as she did to the last six rivals.
Frothing at the mouth, a dwarf slams his helmet into the face
fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to.
Their courage in the face of danger makes
monsters
2d4;{"diceNotation":"2d4", "rollType":"roll", "rollAction":"Site-Bound"} days within area J20 (though she can reduce this time by using the Ebon Fulcrum Lens). Belcorra can be permanently destroyed
’t calm her mind enough to focus for long, even in the face of this existential threat.
Belcorra bedevils the characters throughout the lower three levels of the Abomination Vaults, but the final
monsters
Jafaki realizes the characters are powerful enough to face them directly, the seugathi understands that they would make excellent candidates for experimentation. Unfortunately for Jafaki, this
realization probably comes too late.
Jafaki works in their main laboratory (area F25) on the sixth level of the Abomination Vaults.Poison, PsychicBludgeoning
monsters
in circles or guiding them away from the community. Beasts in the region grow violent, attacking outsiders but allowing cultists to hunt them down with ease. Communities in the area face a ghastly
of desperate exiles fleeing persecution, face starvation in the wilds. Seemingly by chance, they stumble across ancient standing stones or a similar edifice. The runes on the site are strangely
monsters
, judging whether aspirants are worthy to join Nhimbaloth’s cult. Lady’s Whisper knows that the characters have come to face Belcorra and are ill-suited to join the now-nonexistent cult, but they
put them through the initiation trials anyway, in the hopes of weakening and killing them. The doors within the temple of Nhimbaloth, as well as the wisps tied to it, serve Lady’s Whisper’s silent will.
Lady’s Whisper initially appears in area I61.Necrotic, Poison, Radiant
monsters
urdefhan war champion who leads the largest and most active group of adversaries the characters will face in the Abomination Vaults. His confrontation with the characters is inevitable, because he
vision of falling at the characters’ hands doesn’t give him fear, but burning fury.
Khurfel can usually be found at the heart of urdefhan territory (area I37).Necrotic (with Emerald Fulcrum Lens)Radiant
Bugbear
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Species
Volo's Guide to Monsters
One useful trick: if ye face bugbears who have severed heads on spikes as trophies, cast a spell to make the heads speak. After that, ye can cozen the bugbears into doing almost anything.
&mdash
.
Gang Mentality
Since bugbears aren’t a particularly fecund race, their overall population is small and spread over a wide area. Bugbears live in family groups that operate much like gangs. The
Orc
Legacy
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Species
Volo's Guide to Monsters
herself and claw Maglubiyet’s beady eyes from his face to prevent him from taking them from her. The cosmic battle between the two pantheons has raged for eons without resolution, leading those
raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area
must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area
must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.