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Returning 35 results for 'must score with only are fur for lair'.
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Spells
Player’s Handbook
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a
moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”).
For the duration, as long as you are on the same plane of existence as the
Monsters
Monster Manual
. The area within 1 mile of the lair is Lightly Obscured by pale fog. Whenever a creature other than the dracolich or one of its allies finishes a Long Rest in that area, it must succeed on a DC 15
Legendary Resistance (3/Day, or 4/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.
Life Suppression. Creatures within 60 feet of the dracolich can’t
Monsters
Monster Manual
Detect Intelligence. The intellect devourer magically senses the location of any creature within 300 feet of itself that has an Intelligence score of 3 or higher, regardless of interposing
intellect devourer must leave it. The intellect devourer is also forced out if the target regains its devoured brain by means of a Wish spell. By spending 5 feet of its movement, the intellect devourer
Monsters
Monster Manual
presence, creating the following effects:
Enervating Domain. Whenever a creature other than the demilich or one of its allies finishes a Long Rest within 1 mile of the lair, the creature must succeed on a
Legendary Resistance (3/Day, or 4/Day in Lair). If the demilich fails a saving throw, it can choose to succeed instead.
Undead Restoration. If the demilich is destroyed, it reforms and regains all
Magic Items
Dungeon Master’s Guide
While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it
the weapon against a hard surface to create a loud clap of thunder audible out to 300 feet. You also create a 30-foot Cone of thunderous energy. Each creature in the Cone must succeed on a DC 15
Monsters
Monster Manual
mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest.
Mists. The area within 1 mile of the lair is Lightly Obscured by a persistent, creeping fog. The vampire
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place
Monsters
Monster Manual
within 1 mile of the lair feel as if they’re being watched. Any creature (excluding the beholder and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 13
Legendary Resistance (3/Day, or 4/Day in Lair). If the beholder fails a saving throw, it can choose to succeed instead.Multiattack. The beholder uses Eye Rays three times.
Bite. Melee Attack Roll
Monsters
Monster Manual
lair feel as if they’re being watched. Any creature (excluding the death tyrant and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 15 Wisdom saving
Legendary Resistance (3/Day, or 4/Day in Lair). If the death tyrant fails a saving throw, it can choose to succeed instead.Multiattack. The death tyrant uses Eye Rays three times.
Bite. Melee Attack
Magic Items
Dungeon Master’s Guide
feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back
to which you are also attuned, you gain the following benefits:
Giants’ Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed
Monsters
Monster Manual
Intelligence as the spellcasting ability (spell save DC 19): Augury, Find Familiar, Identify,Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
that spell again.
Legendary Resistance (4/Day, or 5/Day in Lair). If the hag fails a saving throw, it can choose to succeed instead.
Magic Resistance. The hag has Advantage on saving throws against
Monsters
Monster Manual
Amphibious. The kraken can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the kraken fails a saving throw, it can choose to succeed instead.
Siege Monster. The kraken
":"Swallow", "rollDamageType":"Acid"} Acid damage at the start of each of its turns.
If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25
Magic Items
Dungeon Master’s Guide
book must spend 80 hours reading and studying it to digest its contents and use its Adjusted Ability Scores, Tireless Form, Spells, Vile Lore, and Vile Speech properties.
The Book of Vile Darkness
by any means while your soul remains imprisoned.
Adjusted Ability Scores. One ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
Magic Items
Dungeon Master’s Guide
Effect
01
5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the
makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature
Magic Items
Dungeon Master’s Guide
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If
Monsters
Eberron: Rising from the Last War
);{"diceNotation":"4d12","rollType":"damage","rollAction":"Lair Action","rollDamageType":"psychic"} psychic damage. Unless the target has immunity to psychic damage, its Intelligence score is reduced by 1d4
each time it fails the saving throw for this lair action. The target dies if its Intelligence score is reduced to 0. The reduction lasts until the target finishes a short or long rest.
Regional
Monsters
Storm King's Thunder
’s lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the kraken. On a success, the creature is pushed 10 feet away
electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Kraken's Lair
Monsters
Ghosts of Saltmarsh
through the kraken’s lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the kraken. On a success, the creature is
’s lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6);{"diceNotation":"3d6","rollType":"damage
Yeenoghu
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the Madness of Yeenoghu table. A
);{"diceNotation":"2d12","rollType":"damage","rollDamageType":"bludgeoning"} bludgeoning damage.
2. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
additional effects, each of which he can apply only once per turn:
Confusion. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu
’s next turn.
Force. The target takes an extra 13 (2d12);{"diceNotation":"2d12", "rollType":"damage", "rollAction":"Force", "rollDamageType":"force"} force damage.
Paralysis. The target must
Monsters
Princes of the Apocalypse
an Intelligence score of 2 or lower within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw when they enter the area. If the saving throw succeeds, the creature is frightened and
uses her lair action to cause one of the following effects:
Pools of water in the lair surge outward in a grasping tide. Any creature within 20 feet of such a pool must succeed on a DC 20 Strength
Monsters
Fizban's Treasury of Dragons
nearest unoccupied space.
Compulsive Dance. The dragon targets a creature it can see in its lair, and a merry waltz begins to play that only the target can hear. The target must succeed on a DC 15
images flit through the dragon’s lair. Each creature in the lair must succeed on a DC 20 Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following
Monsters
Mordenkainen Presents: Monsters of the Multiverse
), a ki-rin can take one of the following lair actions, and it must finish a long rest before taking the chosen lair action again:
Create Comforts. The ki-rin conjures up one or more permanent objects
muscular stag, covered in golden scales lined in some places with golden fur. It has a long mane and tail, coppery cloven hooves, and a spiral-shaped coppery horn just above and between its luminous
Monsters
Storm King's Thunder
and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it
cry resembles a human scream of terror. It often elicits such sounds from its victims, for it prefers human flesh to all other fare.
Crag cats blend in with their surroundings. During winter, their fur
Monsters
Fizban's Treasury of Dragons
see in its lair, and a merry waltz begins to play that only the target can hear. The target must succeed on a DC 15 Intelligence saving throw or dance until initiative count 20 on the following round
. The dancing creature is incapacitated and must use all its movement to dance.
Disorienting Visions. Disorienting illusory images flit through the dragon’s lair. Each creature in the lair must
Monsters
Princes of the Apocalypse
","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.
Summon Elementals (1/Day). Ogrémoch
creatures standing on the ground in that radius must succeed on a DC 23 Dexterity saving throw or fall prone.
Create Gargoyle (Costs 3 Actions). Ogrémoch’s hit points are reduced by 50 as he
Monsters
Bigby Presents: Glory of the Giants
", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or have the prone condition if it is a creature.Titanotheres are a family of enormous
horny plates; and some have thick, shaggy fur. These creatures are united by their tremendous stature, their herding behavior, and their irritable disposition.
Monsters
Phandelver and Below: The Shattered Obelisk
Creature Sense. The refraction is aware of creatures within 100 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one
’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollAction":"Charge","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Sure-Footed. The goat has
of the World and on the slopes of Kelvin’s Cairn, their thick fur and layers of body fat protecting them from the extreme cold. They are expert climbers, able to leap and bound up sheer slopes
Monsters
Tales from the Yawning Portal
attack while within 5 feet of it must make a DC 12 Constitution saving throw. On a failure, the creature is diseased for 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Mucous Cloud"} hours
","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed
Monsters
Tomb of Annihilation
Aggressive. As a bonus action, the zombie can move up to its speed toward a hostile creature that it can see.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a
with white fur. Girallon zombies are slower than their non-undead counterparts but no less fierce. The necromantic energy empowering them fuels their murderous hearts and their hunger for living flesh.Poison
Monsters
The Book of Many Things
row:
Distraction. A shrill sound fills the lair. Creatures that can hear it must succeed on a DC 15 Constitution saving throw or lose concentration.
Snares. Hidden snares target up to three
creatures the villain can see in the lair. Each creature must succeed on a DC 15 Strength saving throw or have the grappled condition (escape DC 15) and the restrained condition until it escapes or the snare
Monsters
Mordenkainen Presents: Monsters of the Multiverse
looks like an oversized, four-armed ape with grayish-tan skin and white fur. Its vicious fangs and claws reveal it to be a monstrous predator.
Girallons are most common in temperate or warm forest
of several individuals and their offspring, usually led by a dominant adult that also tends to be the oldest member of the group. When on the hunt away from their lair, girallons use roars and body
Monsters
Storm King's Thunder
target must make a DC 11 Constitution saving throw, taking 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Bite","rollDamageType":"poison"} poison damage on a failed save, or half as
psychic damage).Ice spiders have red eyes and white fur covering their bodies, and they weave liquid webs that crystallize quickly, forming frosty sheets and icy cocoons.Cold
Monsters
Mordenkainen Presents: Monsters of the Multiverse
two rounds in a row:
Deafening Boom. The giant creates a thunderclap centered on a point anywhere in their lair. Each creature within 20 feet of that point must succeed on a DC 18 Constitution
, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must succeed on a DC 18 Strength saving throw or be pushed






