Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'pupils after and his creature'.
Other Suggestions:
perils after and his creature
pupil after and his creature
pulls after and his creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
typically has one or more pupils who are druid;druids (see the Monster Manual), and the archdruid’s lair is usually guarded by loyal Beasts and Fey creatures.
When an archdruid uses their Change
Shape action, you may choose the creature they turn into, abiding by the action’s restrictions. Or you may roll on the Archdruid Favored Shapes table to determine the form the archdruid adopts
Monsters
Fizban's Treasury of Dragons
gravitational force in its mouth, then releases the energy in a 15-foot cone. Each creature in that area must make a DC 13 Strength saving throw. On a failed save, the creature takes 22 (5d8);{"diceNotation
, the creature takes half as much damage, and its speed isn’t reduced.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as
Monsters
Fizban's Treasury of Dragons
cone. Each creature in that area must make a DC 17 Strength saving throw. On a failed save, the creature takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Singularity Breath
", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s next turn. On a successful save, the creature takes half as much damage, and its speed isn’t
Monsters
Fizban's Treasury of Dragons
creates a shining bead of gravitational force in its mouth, then releases the energy in a 90-foot cone. Each creature in that area must make a DC 23 Strength saving throw. On a failed save, the
creature takes 63 (14d8);{"diceNotation":"14d8", "rollType":"damage", "rollAction":"Singularity Breath", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s
Monsters
Fizban's Treasury of Dragons
creates a shining bead of gravitational force in its mouth, then releases the energy in a 60-foot cone. Each creature in that area must make a DC 20 Strength saving throw. On a failed save, the
creature takes 45 (10d8);{"diceNotation":"10d8", "rollType":"damage", "rollAction":"Singularity Breath", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s
monsters
topic of her reading must be a single question concerning a specific goal, event, or activity directly involving the inquiring creature that will occur within 24 hours. Wrin attempts an Intelligence check
using Navigator's Tools (DC 10 + the inquiring creature’s level or Challenge Rating). On a successful check, the GM offers a truthful reply in the form of a horoscope reading. The reply doesn
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, although neither of them knows how to play the game. The halflings have no idea their foray into grave robbing has awakened an undead creature; the thought of Froderic Dartwild exacting revenge from
Wylie van Timmel, one of his pupils. The van Timmels are filthy rich, and Sythian believes their financial support is worth more than the mandolin itself.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, although neither of them knows how to play the game. The halflings have no idea their foray into grave robbing has awakened an undead creature; the thought of Froderic Dartwild exacting revenge from
Wylie van Timmel, one of his pupils. The van Timmels are filthy rich, and Sythian believes their financial support is worth more than the mandolin itself.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
but can’t be surprised. Teleport Trap. This trap fills a 10-foot-square section of the passage leading to area 24d. A creature teleported by this trap arrives at a location determined by rolling a d20
zerths include Yrlakka, the group’s leader, and three of his pupils: two female githzerai named Azal and Vond, and a male named Rishindar. Yrlakka’s primary concern is the safe return of his missing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
but can’t be surprised. Teleport Trap. This trap fills a 10-foot-square section of the passage leading to area 24d. A creature teleported by this trap arrives at a location determined by rolling a d20
zerths include Yrlakka, the group’s leader, and three of his pupils: two female githzerai named Azal and Vond, and a male named Rishindar. Yrlakka’s primary concern is the safe return of his missing
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
4 A vaguely human-shaped creature made of slime
5 A fey-like shape, either brooding or passionate
6 A body constructed of metal, stone, or machinery
Transformation. You can
second form remains after the spell ends. This visibly marks you unless you actively hide or disguise it. The mark is a perceptible change such as scaly skin, stunted wings, eyes without pupils, or
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
4 A vaguely human-shaped creature made of slime
5 A fey-like shape, either brooding or passionate
6 A body constructed of metal, stone, or machinery
Transformation. You can
second form remains after the spell ends. This visibly marks you unless you actively hide or disguise it. The mark is a perceptible change such as scaly skin, stunted wings, eyes without pupils, or
Compendium
- Sources->Dungeons & Dragons->Monster Manual
encourage ruthless individuals to pursue forbidden magic, leading their pupils down paths to the Nine Hells.
Along with psychological threats and physical harm, a chain devil uses its unnerving gaze to make
: 11 (2d6 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two chains, and it has the Restrained condition until the grapple
Compendium
- Sources->Dungeons & Dragons->Monster Manual
encourage ruthless individuals to pursue forbidden magic, leading their pupils down paths to the Nine Hells.
Along with psychological threats and physical harm, a chain devil uses its unnerving gaze to make
: 11 (2d6 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two chains, and it has the Restrained condition until the grapple
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sister Violence to escape. Statues The room’s three statues are life-size carvings of robed human wizards. They are used for testing the spellcasting abilities of pupils. A detect magic spell reveals
looks out from behind a smooth, featureless mask.
The statues are indestructible in their inanimate state. When a creature moves between the west and east statues, all three become flesh and attack
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sister Violence to escape. Statues The room’s three statues are life-size carvings of robed human wizards. They are used for testing the spellcasting abilities of pupils. A detect magic spell reveals
looks out from behind a smooth, featureless mask.
The statues are indestructible in their inanimate state. When a creature moves between the west and east statues, all three become flesh and attack
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to a nearby community. An archdruid typically has one or more pupils who are druids (see the Monster Manual), and the archdruid’s lair is usually guarded by loyal Beasts and Fey creatures. When an
archdruid uses their Change Shape action, you may choose the creature they turn into, abiding by the action’s restrictions. Or you may roll on the Archdruid Favored Shapes table to determine the form the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
moving, their bronzed pupils flicking back and forth to scan the tomb for intruders. These eyes have darkvision out to a range of 30 feet. If the eyes spot any humanoids inside the tomb, the wights
of divination magic around the disk. Sarcophagus Any creature wearing one of the wights’ papier-mâché masks can push aside the lid of the sarcophagus with a successful DC 13 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
moving, their bronzed pupils flicking back and forth to scan the tomb for intruders. These eyes have darkvision out to a range of 30 feet. If the eyes spot any humanoids inside the tomb, the wights
of divination magic around the disk. Sarcophagus Any creature wearing one of the wights’ papier-mâché masks can push aside the lid of the sarcophagus with a successful DC 13 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to a nearby community. An archdruid typically has one or more pupils who are druids (see the Monster Manual), and the archdruid’s lair is usually guarded by loyal Beasts and Fey creatures. When an
archdruid uses their Change Shape action, you may choose the creature they turn into, abiding by the action’s restrictions. Or you may roll on the Archdruid Favored Shapes table to determine the form the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
leads back to Atagua.
A character who investigates the walls and succeeds on a DC 16 Intelligence (Investigation or Nature) check realizes they’re inside some gigantic creature, though it doesn’t seem
from Atagua. The eggs are easily broken; each has AC 10, 5 hit points, and immunity to poison damage. If they’re destroyed, the energy within dissipates, leaving the closest creature with a fleeting
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
leads back to Atagua.
A character who investigates the walls and succeeds on a DC 16 Intelligence (Investigation or Nature) check realizes they’re inside some gigantic creature, though it doesn’t seem
from Atagua. The eggs are easily broken; each has AC 10, 5 hit points, and immunity to poison damage. If they’re destroyed, the energy within dissipates, leaving the closest creature with a fleeting
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
pupils or patches of scales on the skin. In yuan-ti cities, purebloods are treated fairly but live in an environment where their wants and needs are eclipsed by those of the malisons and abominations
, charmed or trained beasts, and even undead or conjured minions. Regardless of their nature, all are treated as slaves: no creature that is not a yuan-ti is fit for anything other than menial labor and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
hair that is white or yellow in color. Their uniformly pale white eyes lack both irises and pupils. Unnatural Origin. Derro believe they were created by their god, Diirinka, but they are actually the
− 1) piercing damage. If the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
pupils or patches of scales on the skin. In yuan-ti cities, purebloods are treated fairly but live in an environment where their wants and needs are eclipsed by those of the malisons and abominations
, charmed or trained beasts, and even undead or conjured minions. Regardless of their nature, all are treated as slaves: no creature that is not a yuan-ti is fit for anything other than menial labor and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
hair that is white or yellow in color. Their uniformly pale white eyes lack both irises and pupils. Unnatural Origin. Derro believe they were created by their god, Diirinka, but they are actually the
− 1) piercing damage. If the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs. Ancient Brass Dragon Ancient Brass Dragon
Gargantuan dragon, chaotic good
target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs. Ancient Brass Dragon Ancient Brass Dragon
Gargantuan dragon, chaotic good
target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
other Stage 1 Boon of your choice. You also gain the Stage 1 Flaw. Stage 1 Boon: Hag Form Hag Stage 1 Boon Your Creature Type becomes Fey in addition to any other creature type(s) you have
. You can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a Study action and a successful Wisdom (Insight) check with a DC equal to 8 plus your
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
a Tiny creature could fit. D5: Pantry The pantry is well stocked, and the foodstuffs here haven’t spoiled yet. A sack of potatoes rests against the east wall next to stairs that lead to the wine
were set aside for Markos’s pupils, who shared his drive for knowledge but didn’t share in their master’s reward for contacting Krokulmar. The pupils fled the mansion after Markos made his pact. Each
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
of jade with cowrie-shell eyes and obsidian pupils. About the corpse’s neck is a jade pendant carved with the face of a humanlike bat.
Creature. The corpse is the body of Tloques-Popolocas, a
sleep gas throughout the area. Each time a creature ends its turn in this chamber, the creature must succeed on a DC 10 Constitution saving throw or become poisoned for 5,000 years. While poisoned in
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
work shows a pair of eyes with handprints for pupils. All these images look similar in style to the picture Aunt Dellie found in Promise. Chest. A small chest against the wall is unlocked and holds work
area or disturb the pile of limbs, the heap begins to move, revealing itself as an Undead made entirely of arms and hands. This is a soul shaker (detailed at the end of this adventure). This creature has
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
a Tiny creature could fit. D5: Pantry The pantry is well stocked, and the foodstuffs here haven’t spoiled yet. A sack of potatoes rests against the east wall next to stairs that lead to the wine
were set aside for Markos’s pupils, who shared his drive for knowledge but didn’t share in their master’s reward for contacting Krokulmar. The pupils fled the mansion after Markos made his pact. Each
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
work shows a pair of eyes with handprints for pupils. All these images look similar in style to the picture Aunt Dellie found in Promise. Chest. A small chest against the wall is unlocked and holds work
area or disturb the pile of limbs, the heap begins to move, revealing itself as an Undead made entirely of arms and hands. This is a soul shaker (detailed at the end of this adventure). This creature has
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
of jade with cowrie-shell eyes and obsidian pupils. About the corpse’s neck is a jade pendant carved with the face of a humanlike bat.
Creature. The corpse is the body of Tloques-Popolocas, a
sleep gas throughout the area. Each time a creature ends its turn in this chamber, the creature must succeed on a DC 10 Constitution saving throw or become poisoned for 5,000 years. While poisoned in