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Returning 20 results for 'streaking creature'.
Other Suggestions:
speaking creature
spreading creature
Spells
Elemental Evil Player's Companion
— you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid
surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much
Spells
Xanathar's Guide to Everything
Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you
Magic Items
Tasha’s Cauldron of Everything
bowl. However, the mortar increases in size to accommodate anything you place inside, expanding—if there's enough space—up to Large size, meaning it can hold even a Large creature
specific place or creature. You don't need to know where your destination is, but it must be a specific destination-not just the nearest river or a red dragon's lair. If the stated destination is within
monsters
Infighting. As an Influence action, a creature that insinuates that the components of the swarm are conspiring against each other and succeeds on a DC 15 Charisma (Deception) check deals 10 Necrotic
damage to the swarm.
Spider Climb. The swarm can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Swarm. The swarm can occupy another creature’s
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes
. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. At
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes
. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. At
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes
. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. At
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes
. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. At
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
great silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light like distant stars. Most of the Astral Sea is a vast, empty expanse. Visitors occasionally
, though, a creature’s walking speed (in feet) is equal to 3 × its Intelligence score. The smarter a creature is, the easier it can control its movement by act of will.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
great silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light like distant stars. Most of the Astral Sea is a vast, empty expanse. Visitors occasionally
, though, a creature’s walking speed (in feet) is equal to 3 × its Intelligence score. The smarter a creature is, the easier it can control its movement by act of will.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Large size, meaning it can hold even a Large creature. Properties of the Pestle. The pestle is a 6-inch-long, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it
action to verbally command the mortar to travel to a specific place or creature. You don’t need to know where your destination is, but it must be a specific destination—not just the nearest river or a red
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Large size, meaning it can hold even a Large creature. Properties of the Pestle. The pestle is a 6-inch-long, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it
action to verbally command the mortar to travel to a specific place or creature. You don’t need to know where your destination is, but it must be a specific destination—not just the nearest river or a red
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
wisps of white and gray streaking among motes of light—the distant stars of far-flung Wildspace systems. Most of the Astral Sea is a vast, empty expanse. Visitors occasionally stumble upon the
, though, a creature has a Fly Speed (in feet) equal to 5 times its Intelligence score and can hover. Just as movement is accomplished by the power of thought, all that is required to find one’s destination
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
wisps of white and gray streaking among motes of light—the distant stars of far-flung Wildspace systems. Most of the Astral Sea is a vast, empty expanse. Visitors occasionally stumble upon the
, though, a creature has a Fly Speed (in feet) equal to 5 times its Intelligence score and can hover. Just as movement is accomplished by the power of thought, all that is required to find one’s destination
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Large object with AC 15, 10 hit points, and immunity to poison and psychic damage. Destroying all the beams in an area has a 25 percent chance of triggering a roof collapse. Each creature under the
check made with thieves’ tools. The first time a creature other than Flennis opens the book, a wisp of black smoke rises from its pages and coalesces into a skull that cackles madly for a few seconds
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Large object with AC 15, 10 hit points, and immunity to poison and psychic damage. Destroying all the beams in an area has a 25 percent chance of triggering a roof collapse. Each creature under the
check made with thieves’ tools. The first time a creature other than Flennis opens the book, a wisp of black smoke rises from its pages and coalesces into a skull that cackles madly for a few seconds
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
they summoned, the hags spotted the characters approaching and have hidden in the scrub nearest the wall. The hags can be noticed only by a creature who succeeds on a DC 17 Wisdom (Perception) check. The
) check. A character who makes a successful DC 16 Wisdom (Perception) check notices numerous humanoid tracks in the blood and dirt streaking the floor. With a successful DC 14 Intelligence
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
they summoned, the hags spotted the characters approaching and have hidden in the scrub nearest the wall. The hags can be noticed only by a creature who succeeds on a DC 17 Wisdom (Perception) check. The
) check. A character who makes a successful DC 16 Wisdom (Perception) check notices numerous humanoid tracks in the blood and dirt streaking the floor. With a successful DC 14 Intelligence