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Returning 35 results for 'minds shades with only after for for large'.
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Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Crystal Blade", "rollDamageType":"force"} force damage if the seeker is Large.
Augment Physicality (1/Day). For 1 minute, the seeker magically
heightens its physical ability and increases in size, along with anything it is wearing or carrying. While augmented, the seeker is Large, and makes Strength and Dexterity saving throws with advantage
Monsters
Quests from the Infinite Staircase
hours in a telepathic deluge. Hazy, dreamlike visions of these discharged memories lodge in the minds of creatures up to 120 feet from the memory web.Ensnare. Melee Weapon Attack: +5;{"diceNotation
":"1d20+5", "rollType":"to hit", "rollAction":"Ensnare"} to hit, reach 5 ft., one Large or smaller creature. Hit: The target has the grappled condition (escape DC 13). Until this grapple ends, the target
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
in size, along with anything it is wearing or carrying. While the veil keeper is augmented, attack rolls against it have disadvantage, it is Large, and it makes Strength and Dexterity saving throws
with advantage. If the veil keeper lacks the room to become Large, it attains the maximum size possible in the space available. These augmentations end if the veil keeper is incapacitated.
Change
Monsters
Mythic Odysseys of Theros
legendary hydra Polukranos.
Territorial Terrors. During their early years, hydras feed their rapid growth by terrorizing the land. When they grow large enough, they look for a territory to claim as
hibernation during which it continues to grow. When it awakens, it goes on a feeding rampage, so beginning the cycle once again. These rhythms of destruction sometimes become so ingrained in the minds and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain
ordinary rats and behave as such. If enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm’s
Monsters
Phandelver and Below: The Shattered Obelisk
resilient minds may fight against this assimilation, but inevitably, the mind succumbs to the discordant chorus of thoughts to kill and consume.Consume Creature. The flesh meld targets one Large or
"} piercing damage, and if the target is a Large or smaller creature, it has the grappled condition (escape DC 15) and is pulled up to 15 feet toward the flesh meld.Squelching and quivering with insatiable
Monsters
Bigby Presents: Glory of the Giants
. If the target is a Large or smaller creature, it has the grappled condition (escape DC 18). It also has the restrained condition and takes 16 (3d10);{"diceNotation":"3d10", "rollType":"damage
", "rollType":"recharge", "rollAction":"Psychic Wave"}. The herald unleashes a blast of psionic energy into the minds of up to three creatures it can see within 90 feet of itself. Each target must make a DC
Monsters
Bigby Presents: Glory of the Giants
berserk), reach 20 ft., one target. Hit: 17 (3d6 + 7);{"diceNotation":"3d6+7", "rollType":"damage", "rollAction":"Fist", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Large or
energy.During the dawn of the giants’ empires, twisted minds sought to make their fallen comrades continue their service. Wizard giants stitched and wove the flesh of various giants over an
Monsters
Van Richten’s Guide to Ravenloft
+ 4);{"diceNotation":"4d8+4","rollType":"damage","rollAction":"Force Bolt","rollDamageType":"force"} force damage, and if the target is a Large or smaller creature, the inquisitor can push it up to
":"damage","rollAction":"Implode","rollDamageType":"force"} force damage and be knocked prone and moved to the unoccupied space closest to the sphere’s center. Large and smaller objects that aren&rsquo
Monsters
Mythic Odysseys of Theros
gods, like the legendary hydra Polukranos.
Territorial Terrors. During their early years, hydras feed their rapid growth by terrorizing the land. When they grow large enough, they look for a
the minds and lore of a people that, even after a hydra’s defeat, the beast might reappear as a Nyxborn being and begin its legend anew.Acid
Monsters
Fizban's Treasury of Dragons
other nature protectors who don’t understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed
dragons decorate their lairs with mirrors to make them look bigger and brighter, as well as fabric and objects in golden shades that complement their scales. They obsessively organize their hoards but
Magic Items
Tasha’s Cauldron of Everything
(Perception) checks from constant whispers of memories and nearby minds.
9
The Disappearances of Half Hollow (vomerine tooth of a Large toad)
4 giant toad;giant toads
Your long jump is up to 30
Monsters
Fizban's Treasury of Dragons
breath weapon sows weakness, leaving the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a
Rary's telepathic bond spell.
Thriving Wildlife. giant spider;Giant spiders (a sapphire dragon’s favorite prey) are attracted to the area within 6 miles of the lair and settle there in large
Monsters
Fizban's Treasury of Dragons
the ire of druids and other nature protectors who don’t understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow
mirrors to make them look bigger and brighter, as well as fabric and objects in golden shades that complement their scales. They obsessively organize their hoards but almost never show them to anyone else
Monsters
Fizban's Treasury of Dragons
supernatural occurrences.
Shimmering Green
A emerald dragon wyrmling;wyrmling emerald dragon's scales are a dull, pale green, but they develop into richer and more varied shades of green as the dragon ages
and settle there in large numbers.
If the dragon dies, the population of giant lizard;giant lizards near the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType
Monsters
Fizban's Treasury of Dragons
.
Shimmering Green
A Emerald Dragon Wyrmling;wyrmling emerald dragon's scales are a dull, pale green, but they develop into richer and more varied shades of green as the dragon ages. Eventually, the
; are attracted to the area within 6 miles of the lair and settle there in large numbers.
If the dragon dies, the population of giant lizard;giant lizards near the lair returns to normal levels
Monsters
Fizban's Treasury of Dragons
the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline
spider;Giant spiders (a sapphire dragon’s favorite prey) are attracted to the area within 6 miles of the lair and settle there in large numbers.
If the dragon dies, the population of giant
Monsters
Misplaced Monsters: Volume One
Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Wires"} to hit, reach 20 ft., one Large or smaller creature. Hit: The target has the grappled condition (escape DC 16) and must
, broad-shouldered automatons usually found in scrap yards. Sparks erupt from the loose wires that protrude from their hulking frames. Their quasi-mechanical minds are shielded with lead, protecting
Species
Guildmasters’ Guide to Ravnica
, standing almost a head taller than humans on average but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack
.
Reasoning toward Perfection
Their curious intellects and rational minds incline vedalken toward membership in the Azorius Senate, the Simic Combine, and (less often) the Izzet League. Whatever their guild
Species
Mythic Odysseys of Theros
.
Noble and Fierce
Leonin tend to be tall compared to humans and move with a boldness that suggests their physical might. Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from
exercise their minds and bodies. It follows, too, that leonin aren’t inclined to carry grudges. A warrior might react with sudden violence to an insult, but when the fight is over (and the leonin
Species
Mordenkainen Presents: Monsters of the Multiverse
ages passed, githzerai explorers ranged out to other planes and worlds of the multiverse.
Githzerai are generally slender, with speckled skin in shades of yellow, green, or brown. Eons of cultivating
their mental powers within the endless chaos of Limbo have imbued githzerai with the ability to shape psionic energy to protect themselves and probe minds.
Creating Your Character
At 1st level, you
Tiefling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling
. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a
xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.
Exemplars of Ambition
Humans who
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. As the ages passed, githzerai explorers ranged out to other planes and worlds of the multiverse. Githzerai are generally slender, with speckled skin in shades of yellow, green, or brown. Eons of
cultivating their mental powers within the endless chaos of Limbo have imbued githzerai with the ability to shape psionic energy to protect themselves and probe minds.
Species
Sword Coast Adventurer's Guide
possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling
. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes
— black, red, white, silver, or gold — with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
crystal sheds dim light in a 30-foot radius. Shades of blue swirl within the crystal, occasionally resolving into murky images of giants’ faces or Giant runes. The crystal radiates powerful but
fluctuating magic. Plants. The plants around the crystal grow quite large and can move on their own as if sapient—often uprooting themselves to wander into the forest, keeping the glade relatively free of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes
— black, red, white, silver, or gold — with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of
inaction. Reasoning toward Perfection Their curious intellects and rational minds incline vedalken toward membership in the Azorius Senate, the Simic Combine, and (less often) the Izzet League. Whatever
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
desired direction of travel. Limbo conforms to the will of the creatures inhabiting it. Very disciplined and powerful minds can create whole islands of their own invention within the plane, sometimes
slaadi live here and swim amid this chaos, creating nothing, whereas githzerai monks build entire monasteries with their minds. Optional Rule: Power of the Mind As an action, a creature on Limbo can make
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. You discern colors in that darkness only as shades of gray. Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Long-Limbed. When you make a
lift. Sneaky. You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature. Surprise Attack. If you hit a creature
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
secret: behind a facade of respectable messengers and reporters lurks an association of spies and assassins whose existence is barely suspected by the populace at large. Secrecy is both House Dimir’s best
and even wiping their own minds to remove any evidence of their completed assignments. The first guildmaster of House Dimir was a vampire named Szadek, whose organization agreed to serve as Ravnica’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the Mark of Detection across an eye, while another has it in the palm of the hand. Dragonmarks appear with vivid shades of blue and purple and shimmer or even move slightly. When used, they grow warm
is unusually small or faint. 2 Your dragonmark is exceptionally large. 3 Your dragonmark appears somewhere else on your body whenever you finish a long rest. 4 Your dragonmark emits dim light in a 5
Compendium
- Sources->Dungeons & Dragons->Monster Manual
exhibit skin and hair in a range of shades, including hues suggestive of the earth and mosses near their dwellings. Among hidden valleys, pristine waterfalls, and game-filled slopes, hill giants
. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Trash Lob. Ranged Attack Roll: +8, range 60/240 ft. Hit: 16 (2d10 + 5) Bludgeoning damage, and the target has the Poisoned condition until the end of its next turn.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
emerging through the floor of a large cavern. The ceiling arches sixty feet overhead, bristling with stalactites that drip water onto stalagmites rising from the uneven and broken floor. Here and there
over uncounted years. Even though they are transformed into stone statues, the fallen angels remain very much alive, their petrified bodies having become prisons for their minds and souls. They remember






