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Returning 35 results for 'feet threatened'.
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feet threaten
feet threatens
Monsters
Planescape: Adventures in the Multiverse
who enthrall crowds with spectacle and minor sensory experiences. When threatened, they beguile their foes, placating their enemies with magical displays.Enchanting Presence. Each creature within 30
feet of the muse must make a DC 13 Wisdom saving throw. On a failed save, the creature has the charmed condition for 1 minute. On a successful save, the creature becomes immune to any muse’s
Monsters
Bigby Presents: Glory of the Giants
", "rollType":"recharge", "rollAction":"Lightning Barrage"}. The cradle hurls multiple magical lightning bolts at up to two creatures it can see within 500 feet of itself. Each target must make a DC 22
thunder and then magically teleports up to 60 feet to an unoccupied space it can see. Each creature within 10 feet of the space the cradle left must make a DC 22 Constitution saving throw, taking 14 (4d6
Monsters
Tales from the Yawning Portal
against a creature if at least one of her allies is within 5 feet of the creature and the ally isn’t incapacitated.Dagger. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
who enter her throne room, and in fact is looking for some help from a group of outsiders that can help her contend with the goblins that live nearby. But if she or any other kobolds are threatened or set upon, Yusdrayl defends herself and her tribe as fiercely as she can.
Monsters
Planescape: Adventures in the Multiverse
Aura of Menace. As long as the archon doesn’t have the incapacitated condition, each creature of the archon’s choice that starts its turn within 20 feet of the archon must make a DC 12
, continual flame
Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.Hound archons are the foot soldiers of
Monsters
Bigby Presents: Glory of the Giants
a wave of water. Each creature within 10 feet of it must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction
a wail infused with magical anguish. Each creature within 30 feet of it must make a DC 14 Wisdom saving throw. A creature in the mist hulk’s space has disadvantage on the saving throw. On a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated
;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Chromatic Bolt"} to hit, range 60 feet, one target. Hit: 9 (2d6 + 2) of a type of the kobold’s choice: acid;{"diceNotation":"2d6+2
Magic Items
Keys from the Golden Vault
cut yourself with the shard and are poisoned until the next dawn.
2
You experience a vision of an ancient calamity—a beautiful city threatened by crumbling mountains and erupting volcanoes
—and are stunned until the end of your next turn.
3
For a few seconds, the ground shakes under you. You and each creature within 10 feet of you must succeed on a DC 16 Dexterity saving throw
Monsters
Bigby Presents: Glory of the Giants
Amorphous. The mud hulk can move through a space as narrow as 1 inch without squeezing.
Sticky Mud. The ground within 15 feet of the mud hulk is difficult terrain for other creatures.Enveloping Slam
successful save, the target escapes and enters the nearest unoccupied space.
Mud Splash. The mud hulk lobs a mass of mud that splashes in a 10-foot-radius sphere centered on a point within 30 feet of the mud
Monsters
Bigby Presents: Glory of the Giants
and devastation.
A cradle of the storm scion stirs into action not only when the scion is threatened but also if the scion’s sleep is troubled by nightmares. When roused, the cradle takes on a
scion stands 80 feet tall. It often finds some relief in waking and being freed from its troubling dreams, so it doesn’t necessarily lash out in violence when emerging from its cradle. But it
Monsters
Planescape: Adventures in the Multiverse
Aura of Menace. As long as the archon doesn’t have the incapacitated condition, each creature of the archon’s choice that starts its turn within 20 feet of the archon must make a DC 11
24 hours.
Illumination. The archon sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Incorporeal Movement. The archon can move through creatures and objects as if they
Monsters
Princes of the Apocalypse
;s eyes starts its turn within 30 feet of him, Marlos can force it to make a DC 14 Constitution saving throw if Marlos isn’t incapacitated and can see the creature. If the saving throw fails by
eyes again. If the creature looks at Marlos in the meantime, it must immediately make the save.
If Marlos sees himself reflected on a polished surface within 30 feet of him and in an area of bright
Monsters
Planescape: Adventures in the Multiverse
Aura of Menace. As long as the archon doesn’t have the incapacitated condition, each creature of the archon’s choice that starts its turn within 20 feet of the archon must make a DC 15
action)
Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.Warden archons are vigilant, ursine guardians of
Monsters
Bigby Presents: Glory of the Giants
point it can see within 120 feet of itself. Each creature in the sphere must succeed on a DC 24 Strength saving throw or be pulled straight toward the sphere’s center, ending in an unoccupied
is destroyed, the scion of Memnor emerges from the dissipating cloud, often laughing as if it just heard a great joke. Incredibly tall and lanky, the scion towers 75 feet tall and wields a morningstar
Monsters
Bigby Presents: Glory of the Giants
point it can see within 90 feet of itself. The wind vortex is a 30-foot-radius, 100-foot-high cylinder centered on that point. Each creature other than the cradle in that area must make a DC 25
creature makes a DC 19 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the creature escapes and moves 3d6;{"diceNotation":"3d6","rollType":"roll","rollAction":"Feet"} ×
Monsters
Mythic Odysseys of Theros
Pack Tactics. The Returned has advantage on an attack roll against a creature if at least one of the Returned’s allies is within 5 feet of the creature and the ally isn’t incapacitated
tirelessness, which makes them exceptional guards. In the necropoleis, this sees many Returned employed as sentries, though they might also be messengers or laborers. If threatened, groups of these Returned
Monsters
Van Richten’s Guide to Ravenloft
Aberrant Rejuvenation. When the emissary drops to 0 hit points, its body melts away. A greater star spawn emissary instantly appears in an unoccupied space within 60 feet of where the lesser emissary
teleports to an unoccupied space it can see within 30 feet of it and can make a Lashing Maw attack.
Psychic Lash (Costs 3 Actions). The emissary targets a creature it can see within 30 feet of it and
Monsters
Van Richten’s Guide to Ravenloft
","rollAction":"Unearthly Bile"}. The emissary expels bile that splashes all creatures in a 30-foot-radius sphere centered on a point within 120 feet of the emissary. Each creature in that area must make a DC
feet of that creature. The gibbering mouther;gibbering mouthers act right after the emissary on the same initiative count, gaining a +7 bonus to their attack and damage rolls, and fighting until they are
Monsters
Icewind Dale: Rime of the Frostmaiden
can use its action to polymorph into a Large hyena or a Medium cloud of mist, or back into its true form.
While in hyena form, the vampire can’t speak, and its walking speed is 50 feet. Its
vampire can’t take any actions, speak, or manipulate objects. it is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition
Monsters
Curse of Strahd
that she can see within 30 feet of her. The target must succeed on a DC 14 Wisdom saving throw or be cursed. While cursed, the target has vulnerability to one type of damage of Ezmerelda’s choice
":"Curse","rollDamageType":"psychic"} psychic damage.
Evil Eye (Recharges after a Short or Long Rest). Ezmerelda targets one creature that she can see within 10 feet of her and casts one of the
Monsters
Mordenkainen's Fiendish Folio Volume 1
Vexing Presence. While within 30 feet of a mite that can see it, a non-fey creature has disadvantage on Dexterity checks and Dexterity saving throws.Dagger. Melee or Ranged weapon attack: +4
within 60 feet of it for 1 minute. If the mite is hidden, using this ability does not reveal its location. While the creature is affected by this hex, whenever it makes an attack roll, an ability check
Halfling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife
communities are threatened.
Pastoral Pleasantries
Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Almiraj Any character with a passive Wisdom (Perception) score of 12 or higher spots 1d6 almiraj (see appendix D) 60 feet away. The almiraj run from any creature that they can see within 30 feet of
them. Any character who successfully traps an almiraj can use an action to make a DC 14 Wisdom (Animal Handling) check. If the check succeeds, the almiraj becomes calm and doesn’t attack the character or run away unless it feels threatened or is harmed.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Almiraj Any character with a passive Wisdom (Perception) score of 12 or higher spots 1d6 almiraj (see appendix D) 60 feet away. The almiraj run from any creature that they can see within 30 feet of
them. Any character who successfully traps an almiraj can use an action to make a DC 14 Wisdom (Animal Handling) check. If the check succeeds, the almiraj becomes calm and doesn’t attack the character or run away unless it feels threatened or is harmed.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
flies buzzes around him. Hruk carries a sack that contains 1d4 + 1 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. When Guh feels threatened, she yells
boulder with a successful DC 10 Dexterity (Acrobatics) check. A character can push the boulder 10 feet on flat ground by using an action and succeeding on a DC 22 Strength (Athletics) check. A hill
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
flies buzzes around him. Hruk carries a sack that contains 1d4 + 1 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. When Guh feels threatened, she yells
boulder with a successful DC 10 Dexterity (Acrobatics) check. A character can push the boulder 10 feet on flat ground by using an action and succeeding on a DC 22 Strength (Athletics) check. A hill
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
.
This tower is all that remains of Castle Laventz. Here, Dalk Dranzorg threatened to imprison Mara Silvra within the castle’s walls. A bricked-over alcove remains, but while the house is dormant it’s
impossible to notice or access. Both the tower and the floor are protected by the structure’s resistance to damage until after the house wakes. The stairs here climb 10 feet to area 5b. Awakened Haunt
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
observation reveals that the light is emitted by giant beetles. There seem to be around a dozen of these creatures in the room, each about three feet in length. They don’t appear to take notice of you
beetles are nonaggressive unless their nest is threatened. Any sudden noise will bring a beetle or two to investigate. They examine any strange object with their feelers, and if it is edible, they bite
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
begin prancing around silently like mimes. If Gleam’s shadow is among them, it leaps onto the trapeze and swings from it. The shadows act as Endelyn’s spies and attack only if they feel threatened
-diameter sphere of white glass sheds bright light out to a range of 20 feet and dim light for an additional 20 feet. Casting dispel magic on the sphere automatically causes its light to go out. Treasure. Characters who search the shadow theater find a pair of opera glasses (250 gp) resting on one seat.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
observation reveals that the light is emitted by giant beetles. There seem to be around a dozen of these creatures in the room, each about three feet in length. They don’t appear to take notice of you
beetles are nonaggressive unless their nest is threatened. Any sudden noise will bring a beetle or two to investigate. They examine any strange object with their feelers, and if it is edible, they bite
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
.
This tower is all that remains of Castle Laventz. Here, Dalk Dranzorg threatened to imprison Mara Silvra within the castle’s walls. A bricked-over alcove remains, but while the house is dormant it’s
impossible to notice or access. Both the tower and the floor are protected by the structure’s resistance to damage until after the house wakes. The stairs here climb 10 feet to area 5b. Awakened Haunt
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
begin prancing around silently like mimes. If Gleam’s shadow is among them, it leaps onto the trapeze and swings from it. The shadows act as Endelyn’s spies and attack only if they feel threatened
-diameter sphere of white glass sheds bright light out to a range of 20 feet and dim light for an additional 20 feet. Casting dispel magic on the sphere automatically causes its light to go out. Treasure. Characters who search the shadow theater find a pair of opera glasses (250 gp) resting on one seat.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Wyllow Wyllow is a moon elf druid with eyes as green as emeralds. Butterflies nest in her tangled black hair, and small critters gather around her feet. Over two hundred years ago, Wyllow fell in
threatened. Before setting out to destroy interlopers, she rallies the green dragon and the werebats, using them to soften up her adversaries. She can also summon six awakened trees from the forest with a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Wyllow Wyllow is a moon elf druid with eyes as green as emeralds. Butterflies nest in her tangled black hair, and small critters gather around her feet. Over two hundred years ago, Wyllow fell in
threatened. Before setting out to destroy interlopers, she rallies the green dragon and the werebats, using them to soften up her adversaries. She can also summon six awakened trees from the forest with a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. Zurkhwood Grove Ceiling. This immense cavern is 50 feet high.
Fungi. A forest of zurkhwood erupts from the guano- and moss-covered floor, the tallest and oldest standing over 40 feet tall
guarded by four awakened zurkhwoods (use awakened tree statistics).
A svirfneblin druid inhabited this grove until a few months ago, when he felt threatened by the arrival of the aboleth and decided
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Society of Sensation Muse The muses of the Society of Sensation are performers who enthrall crowds with spectacle and minor sensory experiences. When threatened, they beguile their foes, placating
lights
1/day each: comprehend languages, hypnotic pattern
Bonus Actions
Enchanting Presence. Each creature within 30 feet of the muse must make a DC 13 Wisdom saving throw. On a failed save, the






