Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 13 results for 'foot tempt'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        foot temple
                                    
                                
                                    
                                        foot text
                                    
                                
                                    
                                        from tempt
                                    
                                
                                    
                                        foot test
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     ground in a 30-foot radius centered on her. The area becomes difficult terrain until the start of her next turn. Any creature, other than Hythonia, takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage
                                                
                                            
                                                
                                                     magical plants and Hythonia’s various treasures. Hythonia encourages such rumors by letting lone survivors escape her realm, letting the ravings of survivors tempt more playthings into her clutches
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     serve loyally, but as their powers grow to match their ambitions, they eventually betray or abandon their associates. These wyrmlings tempt small groups of creatures into their service, rewarding them
                                                
                                            
                                                
                                                     creature in a 30-foot-long, 5-foot-wide Line. Failure: 21 (6d6) Lightning damage. Success: Half damage.
  Antonio José manzanedo
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     abandoned structures or around the bends of treacherous paths, these spirits tempt the curious into peril. Once their prey is vulnerable, will-o’-wisps feed on the life force of those they lay low. Roll
                                                
                                            
                                                
                                                     plus one other language
 CR 2 (XP 450; PB +2)
 Traits
 Ephemeral. The wisp can’t wear or carry anything.
 Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     Plane. Many nalfeshnees view themselves as prospective demon lords and seek to conquer realms of their own. They often use promises of fiendish magic or Abyssal alliances to tempt ambitious mortals
                                                
                                            
                                                
                                                     unoccupied space it can see.
 Bonus Actions
 Horror Nimbus (Recharge 5–6). Wisdom Saving Throw: DC 15, each creature in a 15-foot Emanation originating from the nalfeshnee. Failure: 28 (8d6) Psychic damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    23. Fazrian’s Court Time and neglect have diminished the grandeur of these vaulted halls, wherein the fallen angel awaits. 23a. Grand Foyer The 18-foot-high double doors to the west swing inward
                                                
                                            
                                                
                                                    , revealing a stone-tiled foyer with a 40-foot-high ceiling. The area contains the following features: Braziers. The foyer is heated and dimly lit by two 6-foot-tall, 6-foot-wide stone braziers filled with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     (Recharge 5–6). Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 77 (22d6) Poison damage. Success: Half damage.
 Spellcasting. The dragon casts one of the following spells
                                                
                                            
                                                
                                                     start of each of its turns.
 Mind Invasion. The dragon uses Spellcasting to cast Mind Spike (level 5 version).
 Noxious Miasma. Constitution Saving Throw: DC 21, each creature in a 30-foot-radius
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     wizard Halaster built his tower at the foot of Mount Waterdeep and delved deep into tunnels first built by dwarves and drow in search of ever greater magical power. Halaster and his apprentices expanded
                                                
                                            
                                                
                                                     return trip, but enough come back with riches and tales of adventure to tempt other groups into trying their luck. THE GREEN DRAGON INN
 The Yawning Portal is not the only renowned tavern in D&D lore
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     contains three unhatched eggs, numerous bones, a green key card, a robot controller, and a gold medallion worth 200 gp. S56: Outer Garden (Green) A twenty-foot-high, grassy wall surrounds this vast
                                                
                                            
                                                
                                                     naturalness and space, gradually sloping down in 5-foot tiers to the inner garden. Since the ship’s crash, nature has reclaimed the area. Carnivorous plants grow untamed, and escaped specimens have made the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     plants and Hythonia’s various treasures. Hythonia encourages such rumors by letting lone survivors escape her realm, letting the ravings of survivors tempt more playthings into her clutches. Lair
                                                
                                            
                                                
                                                     makes one attack with her snaky hair.
 Petrified Earth (Costs 2 Actions). Hythonia causes stone spikes to erupt from the ground in a 30-foot radius centered on her. The area becomes difficult terrain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     a point you can see within 120 feet of yourself. Each creature within a 20-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 6d6
                                                
                                            
                                                
                                                     tempt you to undertake an evil act in exchange for further service. After 1 minute or when the devil’s hit points drop to 0, the devil returns to the Lower Planes. Once this property is used, it can’t
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     to Vaprak, a rapacious god of strength and hunger worshiped by ogres and trolls, out of desperation. Vaprak likes to tempt frost giants with dreams of glory followed by nightmares of bloody cannibalism
                                                
                                            
                                                
                                                     giant creates a 20-foot-radius sphere of fog (or murky water within water) centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The fog lasts
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     creator of symbionts—treasures that tempt people to bind alien entities to their flesh. Dyrrn’s Cults. Dyrrn’s lair touches the Eldeen Reaches, and the druids of the Towering Wood are always watching for
                                                
                                            
                                                
                                                     initiative order.
 Mind Blast (Costs 3 Actions). Dyrrn magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 23 Intelligence saving throw or take 30 (5d8 + 8
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     5 ft., one target. Hit: 3 (1d6) piercing damage.
 Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.
 Fetid Cloud (1/Day). A 10-foot radius of disgusting
                                                
                                            
                                                
                                                     creatures foolish enough to summon them. Although glabrezus are devastating in combat, they prefer to tempt victims into ruin, using power or wealth as a lure. Engaging in guile, trickery, and evil
                                                
                                            
                                        






