Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 22 results for 'starts shifting'.
Other Suggestions:
stars shifting
status shifting
starts shining
Monsters
Monster Manual
Paralyzed condition until the weapon is removed. Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability
sunlight or running water, it shape-shifting;shape-shifts into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft. [hover]), or it returns to its vampire
Monsters
Forgotten Realms: Adventures in Faerûn
start of its turn. If the beast takes Radiant damage or damage from a Critical Hit, this trait doesn’t function at the start of the beast’s next turn. The beast dies only if it starts its
ferocity.Recuperative Shape-Shift. The beast Shape-Shifting;shape-shifts into its land form, sea form, or sky form and regains 9 (2d8) Hit Points. Its game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Fizban's Treasury of Dragons
Putrid Aura (Acid and Poison Forms Only). A creature that starts its turn within 5 feet of the animated breath must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its
animated lightning breath is a constantly shifting form of crackling lightning, and it can suddenly vanish from one place to reappear in another, striking like a bolt from the blue.Poison
Monsters
Fizban's Treasury of Dragons
Putrid Aura (Acid and Poison Forms Only). A creature that starts its turn within 5 feet of the animated breath must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its
lightning breath is a constantly shifting form of crackling lightning, and it can suddenly vanish from one place to reappear in another, striking like a bolt from the blue.Acid
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Foul. Any creature other than an Ooze that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature’s next turn
starts its turn with 0 hit points and doesn’t regenerate.
Spider Climb. Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Multiattack
Monsters
Fizban's Treasury of Dragons
(1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Fire Aura","rollDamageType":"fire"} fire damage.
Putrid Aura (Acid and Poison Forms Only). A creature that starts its turn within 5 feet
shifting form of crackling lightning, and it can suddenly vanish from one place to reappear in another, striking like a bolt from the blue.Damage of the type matching the animated breath's form (acid, cold
Juiblex
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
Foul. Any creature, other than an ooze, that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature’s next
its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Spider Climb. Juiblex can climb difficult surfaces, including upside down on ceilings, without
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Aura of Overwhelming Splendor. The high fae radiates dazzling and mollifying magic. Each creature of the high fae’s choice that starts its turn within 5 feet of the high fae must succeed on a
mocking phrases that magically stun and ridicule their opponents. High fae nobles will spend countless years in mind-bendingly complicated games of political calculus, their alliances ever-shifting as
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Final Séance This séance occurs whenever you choose to run it, likely after the party has fulfilled any requests made during the second séance. At its end, the house wakes, shifting the party’s
objective from investigation to survival. An investigator starts the final séance as they have previously. The same spirit answers this call, but its demeanor has changed. Their effect on the room is more
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to drag victims into its bulk. Those consumed by Juiblex are obliterated. Juiblex
Huge Fiend
truesight 120 ft., passive Perception 22
Languages all, telepathy 120 ft.
Challenge 23 (50,000 XP) Proficiency Bonus +7
Foul. Any creature other than an Ooze that starts its turn within 10 feet
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, while a white dragon’s animated cold breath looks like a walking ice sculpture with frigid air whirling around it. A blue dragon’s animated lightning breath is a constantly shifting form of crackling
being worn or carried ignite. A creature that touches the animated breath or hits it with a melee attack takes 3 (1d6) fire damage.
Putrid Aura (Acid and Poison Forms Only). A creature that starts its
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
disadvantage on Intelligence and Wisdom checks from being distracted by whispers, shifting movement, and other hallucinations while inside the mine. M2. Southern Wing This tunnel ends at a small
, velvety black moss covers every surface of this eight-foot-high chamber. Set into the far wall is a deep alcove.
Whenever a creature that isn’t a meenlock enters the alcove or starts its turn there
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
make contact with a mirror. A creature that makes contact with a mirror for the first time on a turn or starts its turn in contact with one takes 22 (4d10) psychic damage. A creature that passes
, the liquid is now unpleasantly odorous and boiling. Any creature that starts its turn in the water takes 36 (8d8) fire damage. A creature that drinks the water must succeed on a DC 15 Constitution
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, Sylvania, or Xaos—but Gzemnid’s Realm is elusive, even by the mutable standards of the Outlands. The portion of the Great Modron March that R04M belonged to became lost in a magically shifting cave
frequently. When a creature enters the area covered in ooze for the first time on a turn or starts its turn there, it must succeed on a DC 16 Strength saving throw or take 55 (10d10) acid damage and have the
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
ever-shifting as they jockey for favors and status in the Kindly Lord’s court. High Fae Noble Medium Fey, Any Alignment
Armor Class 17
Hit Points 175 (27d8 + 54)
Speed 40 ft., fly 40 ft. (hover
that starts its turn within 5 feet of the high fae must succeed on a DC 19 Wisdom saving throw or have the charmed condition until the start of its next turn. While charmed, the creature also has the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
3 Actions). The corrupter dissolves into a shifting mass of flesh, tentacles, eyes, claws, and mouths. Up to two creatures the corrupter can see within 20 feet of itself must make a DC 20
turn, during which time attack rolls against it have disadvantage and it has advantage on attack rolls. The sphere moves with the veiled presence. When another creature starts its turn in the light or
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the foyer by rolling once on the Gala Guests table. Ice Mephits. Six ice mephits are disguised as ice decorations along the perimeter of the room. The mephits attack anyone who starts a fight in this
the Gala Guests table. Ice Mephits. Six ice mephits are disguised as ice decorations along the perimeter of the room. The mephits attack anyone who starts a fight in this area. Only Zorhanna, her
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
) check hears distant chittering. Light. None. The sunken floor of this huge hall is covered in dead insects, their dried shells shifting and whispering in a faint breeze. Dozens of demonic faces are
become restrained by a vine. A creature takes 11 (2d10) piercing damage each time it starts its turn restrained in this way. As an action, a restrained creature can free itself or another creature with a
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
wall is a candy contraption that magically stretches its contents into saltwater taffy. Any creature that starts its turn in the space occupied by the taffy puller’s arms must succeed on a DC 15
freely partake of the apples. Characters who wish to avoid a fight can obtain apples through a variety of clever means: By shape-shifting into a woodland animal By freeing Asger, a child trapped in
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Perception 15
Languages Abyssal, telepathy 120 ft.
Challenge 6 (2,300 XP)
Drone. The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn
green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
magic flames for 24 hours. If the brazier is lit, the heat it gives off starts to melt the ice in the chamber, revealing the words of the inscription after 10 minutes. Alcoves. Examination of the alcoves
in their bases, which open into shafts that ascend to the dome. The shafts are 60 feet long and lit from above by the shifting auroral light of the dome’s interior. A character who steps inside a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
legendary actions at the start of his turn.
Attack. Lazav makes a weapon attack.
Cast a Spell (Costs 2 Actions). Lazav casts one of his innate spells.
Shifting Nightmare (Costs 3 Actions). Lazav
the start of his turn. If he takes fire or radiant damage, this trait doesn’t function at the start of his next turn. He dies only if he starts its turn with 0 hit points and doesn’t regenerate






