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Returning 35 results for 'infestation'.
Spells
Xanathar's Guide to Everything
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison
monsters
.
Secret. The Fey spirits that make up a vermin infestation loathe one another and can be tricked into fighting among themselves by a clever suggestion.Bludgeoning, Piercing, Slashing
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Infestation Conjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S, M (a living flea) Duration: Instantaneous You cause a cloud of mites, fleas, and other parasites to appear
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Infestation Conjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S, M (a living flea) Duration: Instantaneous You cause a cloud of mites, fleas, and other parasites to appear
Monsters
Van Richten’s Guide to Ravenloft
temporary hit points.Infestation. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Infestation"} to hit, reach 0 ft., one target in the swarm’s space. Hit: 10
(4d4);{"diceNotation":"4d4","rollType":"damage","rollAction":"Infestation","rollDamageType":"piercing"} piercing damage, or 5 (2d4);{"diceNotation":"2d4","rollType":"damage","rollAction":"Infestation
Monsters
Out of the Abyss
":"Slam"} to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3","rollType":"damage","rollAction":"Slam","rollDamageType":"bludgeoning"} bludgeoning damage.
Infestation Spores (1/Day
Monsters
Out of the Abyss
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Infestation Spores (1/Day). The bridesmaid releases spores that burst out in a cloud that
Monsters
Out of the Abyss
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Infestation Spores (1/Day). Yestabrod releases spores that burst out in a cloud that fills a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
within the lair. They vanish after 1 hour.
Unleash Spores. Zuggtmoy uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or other fungus within her lair, instead of on
(Medicine) and Wisdom (Survival) checks have disadvantage.
Fungal Infestation. Molds and fungi grow on surfaces within 6 miles of the lair, even where they would normally find no purchase.
Mutating
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
":"Pseudopod","rollDamageType":"poison"} poison damage.
Infestation Spores (3/Day). Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it
can use their reactions to move up to their speed and make one weapon attack.
Zuggtmoy uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or other fungus within her
Monsters
Van Richten’s Guide to Ravenloft
instantly kills the larvae in the creature, ending the effect on it.
If a creature is reduced to 0 hit points by the infestation, it dies. The larvae remain in the corpse, and one survives to become a fully
Classes
Tasha’s Cauldron of Everything
final rest, violate the cycle and must be thwarted.
Circle of Spores Features
Druid Level
Feature
3rd
Circle Spells, Halo of Spores, Symbiotic Entity
6th
Fungal Infestation
10th
Spreading Spores
14th
Fungal Body
Monsters
Fizban's Treasury of Dragons
its hit points. Casting a wish spell on the unconscious creature rids it of the infestation and prevents it from turning into a mind flayer.The dragon can take 3 legendary actions, choosing from the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold dies. If the dead creature is a Beast, a Giant, or a Humanoid, one or more vegepygmies emerge from its body 24
Classes
Tasha’s Cauldron of Everything
final rest, violate the cycle and must be thwarted.
Circle of Spores Features
Druid Level
Feature
2nd
Circle Spells, Halo of Spores, Symbiotic Entity
6th
Fungal Infestation
10th
Spreading Spores
14th
Fungal Body
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the infestation. A creature reduced to 0 hit points by the mold dies. If the dead creature is a Beast, a Giant, or a Humanoid, one or more vegepygmies emerge from its body 24 hours later: one from a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold dies
monsters
"} to hit, range 20/60 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Swarm Spit", "rollDamageType":"Piercing"} Piercing damage.
Swarming Infestation (Recharge 5–6
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":" Swarming Infestation"}. The derghodaemon spews a swarm of biting insects. Dexterity Saving Throw: DC 17, each creature in a 20-foot
Monsters
Mordenkainen's Fiendish Folio Volume 1
infest and overwhelm an unprepared population. Desperate rulers discovering that settlements are at risk often order entire neighborhoods or whole villages burned at the first sign of infestation. Within
headfirst into wildfires often reveal an infestation of assassin bugs, as they immolate themselves in an instinctive effort to rid themselves of this scourge.
Monstrous Interactions. Few creatures are
monsters
mushrooms and other fungal growths. The spores given off by their infestation can spread to victims killed by festerhulks, giving rise to further Undead.
Secret. Festerhulks shrink from sunlight, which harms the fungus that animates them.Necrotic, Poison
monsters
each of its turns. The infestation ends when the target regains Hit Points or is targeted by an effect that ends the Poisoned condition.Disgusting Fey who delight in warping flesh and spreading
Monsters
Mordenkainen's Fiendish Folio Volume 1
communicate with such rodents. Underdark explorers know to keep a careful watch when encountering signs of a rat infestation. Those rodents, as creatures of the surface world, are rare in the deep Underdark. Their presence invariably signals the presence of a jermlaine colony.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Araumycos’s caverns before returning to Neverlight Grove to root out any remainder of the demon queen’s infestation.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Araumycos’s caverns before returning to Neverlight Grove to root out any remainder of the demon queen’s infestation.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Hazard Type d20 Hazard Type 1–3 Crew conflict 4–6 Fire 7–9 Fog 10–12 Infestation 13–20 Storm Hazard DC d20 Hazard DC 1–9 10 10–17 15 18–19 20 20 25 Crew Conflict Sailors can be a rough-and
by half for the day and causing it to move in a random direction. Infestation Provisioning a sea journey is challenging, particularly when allocating what to pack for the voyage. A rat infestation
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Hazard Type d20 Hazard Type 1–3 Crew conflict 4–6 Fire 7–9 Fog 10–12 Infestation 13–20 Storm Hazard DC d20 Hazard DC 1–9 10 10–17 15 18–19 20 20 25 Crew Conflict Sailors can be a rough-and
by half for the day and causing it to move in a random direction. Infestation Provisioning a sea journey is challenging, particularly when allocating what to pack for the voyage. A rat infestation
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Warlock Spells Cantrips (0 Level)
Create bonfire (conjuration)
Frostbite (evocation)
Infestation (conjuration)
Magic stone (transmutation)
Thunderclap (evocation)
Toll the dead
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Warlock Spells Cantrips (0 Level)
Create bonfire (conjuration)
Frostbite (evocation)
Infestation (conjuration)
Magic stone (transmutation)
Thunderclap (evocation)
Toll the dead
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Druid Spells Cantrips (0 Level)
Control flames (transmutation)
Create bonfire (conjuration)
Frostbite (evocation)
Gust (transmutation)
Infestation (conjuration)
Magic stone
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Druid Spells Cantrips (0 Level)
Control flames (transmutation)
Create bonfire (conjuration)
Frostbite (evocation)
Gust (transmutation)
Infestation (conjuration)
Magic stone
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
and overwhelm an unprepared population. Desperate rulers discovering that settlements are at risk often order entire neighborhoods or whole villages burned at the first sign of infestation. Within
headfirst into wildfires often reveal an infestation of assassin bugs, as they immolate themselves in an instinctive effort to rid themselves of this scourge. Monstrous Interactions. Few creatures are
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
and overwhelm an unprepared population. Desperate rulers discovering that settlements are at risk often order entire neighborhoods or whole villages burned at the first sign of infestation. Within
headfirst into wildfires often reveal an infestation of assassin bugs, as they immolate themselves in an instinctive effort to rid themselves of this scourge. Monstrous Interactions. Few creatures are
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, mutated, and halfway human.
6 Stop the infestation before it can use more townsfolk as incubators for giant insects.
7 Solve the mystery of whatever is causing a town’s inhabitants to melt
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
irritable and self-serving, but not evil. They treat any invasion by humanoids as a vermin infestation, nothing more, and attempts to parley with them fall on deaf ears for the most part. They are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
irritable and self-serving, but not evil. They treat any invasion by humanoids as a vermin infestation, nothing more, and attempts to parley with them fall on deaf ears for the most part. They are