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Returning 6 results for 'prone about and his confusing'.
Other Suggestions:
plane about and his consuming
plane about and his confusing
plane about and his confusion
prove about and his consuming
prove about and his confusion
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. They have difficulty standing still, and are prone to quick, darting movements. They pace constantly, walking in circles around creatures talking to them. A kuo-toa priest speaking to a group of
that kuo-toa all look the same sleeping as awake — and virtually all kuo-toa sleepwalk, making things even more confusing. There is a 25 percent chance that any individual kuo-toa the party encounters
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. They have difficulty standing still, and are prone to quick, darting movements. They pace constantly, walking in circles around creatures talking to them. A kuo-toa priest speaking to a group of
that kuo-toa all look the same sleeping as awake — and virtually all kuo-toa sleepwalk, making things even more confusing. There is a 25 percent chance that any individual kuo-toa the party encounters
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Immunities charmed, frightened, poisoned
Senses truesight 120 ft., passive Perception 18
Languages —
Challenge 13 (10,000 XP) Proficiency Bonus +5
Confusing Burble. The jabberwock burbles to itself
jabberwock beats its wings. Each creature within 10 feet of the jabberwock must succeed on a DC 18 Dexterity saving throw or take 8 (1d6 + 5) bludgeoning damage and be knocked prone.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Immunities charmed, frightened, poisoned
Senses truesight 120 ft., passive Perception 18
Languages —
Challenge 13 (10,000 XP) Proficiency Bonus +5
Confusing Burble. The jabberwock burbles to itself
jabberwock beats its wings. Each creature within 10 feet of the jabberwock must succeed on a DC 18 Dexterity saving throw or take 8 (1d6 + 5) bludgeoning damage and be knocked prone.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
walls.
The monster in the western portion of the chamber is an umber hulk. The cultists partially blinded the creature and removed its natural claws, so the hulk no longer has its Confusing Gaze power
prone. While the stairs are collapsed, climbing back up requires a successful DC 15 Dexterity (Acrobatics) check. Typically, the Black Earth cultists shove victims down the stairs and pull the lever
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
walls.
The monster in the western portion of the chamber is an umber hulk. The cultists partially blinded the creature and removed its natural claws, so the hulk no longer has its Confusing Gaze power
prone. While the stairs are collapsed, climbing back up requires a successful DC 15 Dexterity (Acrobatics) check. Typically, the Black Earth cultists shove victims down the stairs and pull the lever