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Returning 35 results for 'next closer region pdf'.
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Monsters
Monster Manual
dracolich uses Spellcasting to cast Ray of Sickness (level 2 version). The dracolich canât take this action again until the start of its next turn.
Terrifying Presence. Wisdom Saving Throw: DC 19
"} Psychic damage, and the target has the Frightened condition until the end of its next turn. Failure or Success: The dracolich canât take this action again until the start of its next
Monsters
Monster Manual
":"Psychic"} Psychic damage. Failure or Success: The target has the Frightened condition until the start of the demilichâs next turn.Legendary Action Uses: 3 (4 in Lair). Immediately after another
"}. Failure or Success: The demilich canât take this action again until the start of its next turn.
Grave-Dust Flight. The demilich flies up to its Fly Speed, shedding grave dust. Each creature
Monsters
Monster Manual
its next turn.Shadow Dragon Lairs
Shadow dragons lair in places of darkness and despair, such as accursed ruins, the depths of the Underdark, or the Shadowfell.
The region around a shadow dragon
Monsters
Monster Manual
its next turn.Shadow Dragon Lairs
Shadow dragons lair in places of darkness and despair, such as accursed ruins, the depths of the Underdark, or the Shadowfell.
The region around a shadow dragon
Monsters
Monster Manual
Frightened condition until the end of its next turn. 4: Slowing Ray. Constitution Saving Throw: DC 16. Failure: 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Slowing Ray
", "rollDamageType":"Necrotic"} Necrotic damage. Until the end of the targetâs next turn, the targetâs Speed is halved; the target canât take Reactions; and it can take either an action or a
Monsters
Monster Manual
hagâs next turn. The target canât take Reactions until the curse ends.
Spellcasting. The hag casts one of the following spells, requiring no Material components and using Charisma as the
hag casts Counterspell in response to that spellâs trigger, using the same spellcasting ability as Spellcasting. If the target fails its saving throw, it is cursed until the end of its next turn
Monsters
Monster Manual
target has the Frightened condition until the end of its next turn. Success: Half damage only.
Slowing Ray. Constitution Saving Throw: DC 17. Failure: 18 (4d8);{"diceNotation":"4d8", "rollType":"damage
", "rollAction":"Slowing ray", "rollDamageType":"Necrotic"} Necrotic damage. Until the end of the targetâs next turn, the target canât take Reactions; its Speed is halved; and it can take
Monsters
Monster Manual
", "rollDamageType":"Necrotic"} Necrotic damage, and the target has the Poisoned condition until the start of the vampireâs next turn.
Hunger of Hadar (Recharge 5â6);{"diceNotation":"1d6", "rollType
the start of its next turn.
Umbral Strike. The vampire moves up to half its Speed, and it makes one Grave Strike or Sickening Ray attack.Vampire Lairs
vampire;Vampires and vampire umbral lords
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;t reduced, but it can move only in directions that bring it closer to the clockwork. A creature takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Harpoon", "rollDamageType
, this ability doesnât function at the start of its next turn.
7
Sturdy Frame. The clockworkâs hit point maximum increases by an amount equal to its number of Hit Dice.
8
Suction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"3d10","rollType":"damage","rollAction":"Mind-Breaking Howl","rollDamageType":"psychic"} psychic damage and be frightened until the end of the howlerâs next turn. While a creature is frightened in
this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.A far-off wail precedes the sight of a
Monsters
Spelljammer: Adventures in Space
","rollDamageType":"cold"} cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isnât
and heat vents, wild gardens, crystal formations, magical phenomena, or an ecosystem of lesser life forms that have adapted to living with the dragon.
Regional Effects
The region containing an
Monsters
Spelljammer: Adventures in Space
Breath","rollDamageType":"cold"} cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isnât
contain natural springs and heat vents, wild gardens, crystal formations, magical phenomena, or an ecosystem of lesser life forms that have adapted to living with the dragon.
Regional Effects
The region
Monsters
Mythic Odysseys of Theros
failed save the creature begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the
start of its turn. If the creature does so, it canât see Hythonia until the start of its next turn, when it can avert its eyes again. If the creature looks at Hythonia in the meantime, it must
Monsters
Strixhaven: A Curriculum of Chaos
. If the target is a creature, it is addled by recursive thoughts, reducing its speed to 0 until the start of Tanazirâs next turn.
Diminution Breath (Recharge 5â6);{"diceNotation":"1d6
","rollAction":"Diminution Breath","rollDamageType":"psychic"} psychic damage and is weakened until the start of Tanazirâs next turn. While weakened, it has disadvantage on the following rolls that rely
Monsters
Mordenkainen Presents: Monsters of the Multiverse
transformation lasts until the balhannoth dies or takes this lair action again.
Regional Effects
A region containing a balhannothâs lair becomes warped by the creatureâs unnatural presence
desire most. The sensation grows stronger the closer the creatures come to the balhannothâs lair.
If the balhannoth dies, these effects end immediately.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ât function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesnât regenerate.Multiattack. Zariel makes three Flail or Longsword attacks. She
. Zariel prefers to create images of intrudersâ loved ones being burned alive. Zariel doesnât need to concentrate on the spells, which end on initiative count 20 of the next round. Each
Monsters
Bigby Presents: Glory of the Giants
blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.Cinder hulks are distant descendants of fire giants who isolated themselves from the
locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great Conflagration, the border region between those two planes. They retain none of the skills and motivation
Monsters
Mythic Odysseys of Theros
","rollAction":"Aura of Erebos","rollDamageType":"necrotic"} necrotic damage and canât regain hit points until the start of its next turn. On a successful saving throw, the creature is immune to the
wonders and changing the worldâbut not always for the better. Doomwake giants arise from pernicious fears that infect a whole city or region. If enough mortals dread destruction for long enough, their
Monsters
Vecna: Eve of Ruin
;s next turn.
Webbed Feet. The borthak can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesnât cost it extra
and has the poisoned condition until the start of the borthakâs next turn. On a successful save, the creature takes half as much damage only.Reactive Tail. When a creature within 10 feet of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Gaze"}):
1â2: Beguiling Gaze. The target is stunned until the start of Demogorgonâs next turn or until Demogorgon is no longer within line of
sight.
3â4: Confusing Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgonâs next turn. Demogorgon doesn
Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property canât be used again until the next dawn.
Innate Spellcasting. Orcusâs
necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcusâs next turn. Creatures in that area are vulnerable to necrotic damage.Orcus is the Demon
Monsters
Mordenkainen Presents: Monsters of the Multiverse
lairs. Their lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept
saving throw or be deafened until the end of its next turn.
Fog. The giant creates a 20-foot-radius sphere of fog (or murky water if within water) centered on a point anywhere in its lair. The sphere
Demogorgon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
doesnât need to concentrate on the spells, which end on initiative count 20 of the next round.
Regional Effects
The region containing Demogorgonâs lair is warped by his magic
;t see Demogorgon until the start of his next turn. If the target looks at him in the meantime, it must immediately make the save.
If the target fails the save, the target suffers one of the
Monsters
Icewind Dale: Rime of the Frostmaiden
start of its next turn.Vaelish Gant, Prisoner 237 within the walls of Revel's End, is a member of the Arcane Brotherhood who first engaged in criminal activity by insinuating himself into the trade
network of Ten-Towns. He hoped that his work would help the Arcane Brotherhood gain control of the region. A few years ago, shortly after his arrival in Ten-Towns, Gant established a protection racket in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
with a 10-foot radius rises from that point and lasts until the end of Orcusâs next turn. Creatures in that area have vulnerability to necrotic damage.Orcus is the Demon Prince of Undeath, also
that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear
Monsters
The Book of Many Things
is a creature, it must succeed on a DC 20 Wisdom saving throw or be unable to speak until the start of the corrupterâs next turn.
Debilitating Touch. The corrupterâs squirming tentacle
lashes out at a creature the corrupter can see within 30 feet of itself. The target must succeed on a DC 20 Constitution saving throw or have the paralyzed condition until the end of its next turn, after
Monsters
Van Richtenâs Guide to Ravenloft
effect on itself on a success. If a targetâs saving throw is successful, or if the effect ends for it, the creature is immune to Isoldeâs Fiendish Charm for the next 24 hours.Isolde was a holy
do not carry the burden do not eat.â
Ideal. âThose most deserving of aid are those who never ask for it.â
Bond. âYou share a bond with those you travel with, a bond closer
Monsters
Bigby Presents: Glory of the Giants
", "rollType":"damage", "rollAction":"Thunderous Vortex", "rollDamageType":"thunder"} thunder damage and must succeed on a DC 24 Constitution saving throw or have the stunned condition until the end of its next
threatened, it wields thunder and wind to demolish its enemies.
Regional Effects
The region surrounding a scion of Memnor is altered by the giantâs magic, creating one or more of the
Monsters
The Book of Many Things
":"radiant"} radiant damage. If the target is a creature, it must succeed on a DC 22 Charisma saving throw, or on its next turn, it can either move or take an action, but not both.
Revelation. The veiled
the end of its next turn, after which the target is immune to this Revelation for 24 hours.Uncanny Dodge. When an attacker the veiled presence can see hits the veiled presence with an attack, the veiled
Monsters
Quests from the Infinite Staircase
next turn. While charmed in this way, the target has the incapacitated condition, and its speed is 0.
Regional Effects
The region within 1 mile of a froghemoth elderâs lair is altered by the
takes lightning damage, it suffers two effects until the end of its next turn: its speed is halved, and it has disadvantage on Dexterity saving throws.Multiattack. The froghemoth makes one Bite
Monsters
Princes of the Apocalypse
other than OgrĂ©moch on the ground in the area must succeed on a DC 15 Strength or Dexterity saving throw (targetâs choice) or be knocked prone.
Regional Effects
The region containing
an elemental node in which Ogrémoch is present is seriously affected, becoming geologically unstable. This creates the following effects:
Earth tremors strike the region within 10 miles of
Monsters
Quests from the Infinite Staircase
fire damage, this trait doesnât function at the start of Zargonâs next turn. Zargon dies only if it starts its turn with 0 hit points and doesnât regenerate.
Shrouded Being. Zargon
, surrounds the target. The sphere is centered on the target, moves with the target, and lasts until the end of Zargonâs next turn.
Slime Wave (Recharge 5â6);{"diceNotation":"1d6", "rollType
Monsters
Out of the Abyss
beholder's next turn or until the beholder is incapacitated.
If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder
initiative count 20 on the next round.
Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that
Monsters
Waterdeep: Dungeon of the Mad Mage
until the end of its next turn.
Regional Effects
The region containing a legendary bronze dragonâs lair is warped by the dragonâs magic.
Once per day, the dragon can alter the weather
the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5â6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath
Monsters
Bigby Presents: Glory of the Giants
Roar", "rollDamageType":"thunder"} thunder damage and has the incapacitated condition until the end of its next turn.A scion of Skoraeus typically slumbers deep in the heart of a towering mountain
palm into stone.
Regional Effects
The region surrounding a scion of Skoraeus is altered by the giantâs magic, creating one or more of the following effects:
Abundant Stone and Minerals. Smooth






