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dndcreaturesinfo · 8 months
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Feral Vampire by Critical Crafting
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dev-the-dm · 2 years
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Collection: Purple Dragons
“Born from amaranthine, great form uncoiled, ivory claws extended to the smoke-storming sky, pale eyes blinded by immense hands, yet no less daunting than if they would pierce each mind.” - Excerpt from “Song of the Dragon”, a mythological account of an encounter with the Great Blind Serpent, Rilzriaduss (author unknown)
Scourge of the Underdark. Where some are lucky enough to see - and survive - an encounter with a red, blue or green dragon, those who have encountered their purple cousins are fewer and far between. Purple dragons are difficult to learn about, both because they are extremely solitary creatures, preferring the company of none in their caves and underground burrows, and because any unfortunate soul that meets one rarely escapes with their life. Purple dragons burrow out their lairs, digging it out of stone and earth, and are most often found in the Underdark, where they prey on unsuspecting passersby, which are most often drow or svirfneblin. On rare occasions, purple dragons have dealt with humanoid races through mutual agreements - purple dragons are, in fact, smart enough to manipulate, and wise enough to understand when they have been outnumbered or when escape is unlikely. They are powerful though disloyal allies, although their pure strength is often enough to make up for their rapidly-shifting alliances.
Mental masters. Purple dragons are, just moments after hatching, notoriously difficult to control, whether through mind magic or through deception. Their nature allows them a strong defense against magical effects, and influencing their minds is nearly impossible. They are well-spoken beings, capable of such mental gymnastics that they can change other creatures’ minds without revealing their intentions. However, as cousins to the chromatic dragons, purple dragons are also greatly manipulative, evil, and cruel.
For better, full-page high quality imagery, take a look at the Purple Dragons Collection at the Homebrewery here!
Under the Read More, you’ll find the purple dragon’s lair actions and regional effects.
Lair actions. Purple dragons lair underground, preferring darkness or minor fluorescence over the brightness of day. Their adaptation to their subterranean surroundings has made their lairs dangerous to any that venture within. Purple dragons enjoy hiding in loose earth or amongst crystalline rock, to camouflage themselves, and are masters of stealth, especially within their own lairs.
On initiative count 20 (losing initiative ties), the purple dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
Thick magical fog billows around the dragon in a 20-foot radius that spreads around corners. The area is heavily obscured and creatures within it are blind. A creature with darkvision can’t see through the darkness, and light (nonmagical or not) cannot illuminate it. After 1d4 rounds, the fog becomes slightly transparent and the area is lightly obscured. The next round, the fog vanishes.
One creature of the dragon’s choice within 120 feet of the dragon is set upon by illusory imagery of attackers. That creature must succeed on a DC 15 Wisdom saving throw or be frightened of these imaginary creatures for 1 minute. While frightened, the creature attempts to fight these creatures off, which appear to approach it from any area in dim light or darkness. At the end of each of its turns, the affected creature can repeat its saving throw, ending the effect on a success. A creature can’t be affected by this lair action twice within 24 hours.
The dragon’s shadow appears to start moving on its own. Until the start of the dragon’s next turn, it gains a +3 bonus to AC, and attack rolls against it have disadvantage.
Regional effects. The region containing a legendary purple dragon’s lair is warped by the dragon’s presence, which creates one or more of the following effects:
Caves and narrow passages underground begin winding in a labyrinthine, nonsensical way. Corridors connect in non-Euclidian manners, dead ends appear where a connection to another space was expected, and previously crossed spaces suddenly seem to be cut off by steep rock walls or unexpected cave-ins that were unnoticed before.
Nonmagical and magical illumination is immediately snuffed out within 1 mile of the lair, and can’t be lit again.
Twisted crystalline constructions or dimly phosphorescent mushrooms grow in great numbers within 5 miles of the lair. Areas with large concentrations of crystals or mushrooms are considered difficult terrain. A mushroom that is disrupted (such as stepped upon or destroyed) releases a cloud of poisonous gas. A creature that inhales the gas must succeed on a DC 14 Constitution saving throw or take 3d6 poison damage and be poisoned for 1 hour.
If the purple dragon dies, the mushrooms wither and die after 1d10 days, but the crystals remain indefinitely. Immediately after its death, routes within the caves no longer change randomly, and lanterns can be lit once again.
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trastornadosrevista · 2 years
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Se viene una nueva edición del Cosquín Rock!
Ya salió la grilla del COSQUIN ROCK 2023. 18 Y 19 de Febrero en Santa María de Punilla.
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Hoy por tandas desde las 9hs se anunciaron de forma consecutiva los artistas que formarán parte de CR2023, que cuenta con muchas novedades, adaptadas a la renovación generacional, nuevos conceptos, talentos frescos y la evolución de hábitos de consumo que marcan un claro camino hacia la evolución del NUEVO COSQUÍN ROCK, que suma contenidos, experiencias y formatos.
La MAS notable incorporación es el Escenario de Montaña: El sector más vanguardista y de vuelo internacional del festival, será el escenario central en el predio, programado con la combinación de pop/rock y la electrónica. CR2023 tendrá una grilla de características únicas. Como los últimos años, el Escenario Norte será el lugar que hará honor a la tradición: allí, la columna vertebral de los clásicos del festival estará presentes en ambos días. El Escenario Sur, será el espacio donde los nuevos talentos, ya consagrados, muestran el futuro. Una grilla indie, trapera y pop, validada por algunas leyendas lo muestra como uno de los 3 escenarios principales del festival.
La Casita del Blues, el ya tradicional sector del festival, será nuevamente el escenario boutique, un lugar de relax, cerveza y blues! También estarán los espacios programados y producidos por gestores culturales que el festival suma para enriquecer la grilla: el Boomerang, stage emergente validado por artistas consagrados de nicho para conformar una personalidad artística marcada; y el Paraguay, escenario que unifica las tendencias del rock, el movimiento urbano y las fiestas más convocantes del país.
Otra evolución destacada, se da en servicios, comodidades y atención de las personas que asisten al festival, desde el momento de comprar el ticket hasta el regreso a su casa. En ese sentido, la temprana disponibilidad del canje de tickets en los puntos para que puedan retirar las tarjetas físicas y tenerla con tiempo para evitar las colas el día de festival, es una clara muestra de la preocupación de Cosquín Rock por mejorar la experiencia global del público.
Por supuesto que también se contará con lugares donde cargar los celulares, puestos de hidratación, refugios para el sol, guardarropas, y más puestos sanitarios.
Más conectividad, y servicios adaptados. Desde hace años Cosquín es un festival inclusivo, además del lenguaje de señas en pantallas, apostando siempre a mejorar, esta edición contará con un cupo ampliado para discapacitados, con plataformas especiales en cada escenario, además de sumar un nuevo acceso 100% asfaltado hasta el predio, mejorando la accesibilidad general.
Por primera vez, quienes adquieran las entradas FANATIC, va a tener un sector de servicios y plataformas en todos los escenarios.
Además, se suman iniciativas de Experiencias Gourmet como otro punto destacado, ya que también por primera vez habrá un Restaurante, además de un sector especial para degustación de vinos y coctelería Premium.
Siempre CR2023 se preocupa por el cuidado la salud de las personas y del planeta, fomentando la justicia ambiental. En esa línea, para sostener la defensa de nuestro ambiente y disminuir los perjuicios ambientales, se potenciará un sector verde, y diferentes acciones que aportarán en la disminución de la huella de carbono, fomentando la resiliencia en nuestro territorio.
GRILLA DÍA 1SÁBADO 18
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GRILLA DÍA 2 DOMINGO 19
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ENTRADAS A LA VENTA https://cosquinrock.net/entradas/
¡NOS VEMOS EN EL POGO!
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pikkirat623 · 1 year
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We’re talking Defected to CR23 Bombshelter for our first show in Pueblo, CO. I can’t wait to debut our new song “Soliloquy.” This is the song I’ve needed to write for 5 years.
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"Since you guys got through half the health bar of a CR23 barbarian in a 6v1 I guess it's time for the game to get tough"
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lichpire · 2 years
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Holyyy shit just spent several days running a playtest encounter by my goddamn self. Anyways I’m never underestimating level 17s again. Managed to kill a CR23 monster with my playtest party of four. Like. For the record one of them die die and the other three could be killed by a stiff wind BUT!! They’re alive. God it’ll make my job so much easier if I don’t have to level my players all the way to 20…
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rocktambulos · 1 year
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¡Más imágenes del primer día del Cosquín Rock 2023! 🔥 Las Ligas Menores, Usted Señálemelo, Conociendo Rusia, Estelares y NTVG son algunas de las bandas que dijeron presente este sábado en Córdoba. #CosquinRock #CR23 #CosquinRock2023 #RockArgentino — view on Instagram https://ift.tt/a3DeqvP
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rssimobiliaria · 1 year
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Apartamento com 3 Quartos para Vender no Bairro do Cristo em João Pessoa Paraíba Brasil 📌 🏙O apartamento conta com: ✅Varanda, Sala ampla, 3 Quartos sendo 1 com suíte,🛀 wcb social,🧑‍🍳 Cozinha, Área de Serviço,🚘🏍 1 e 2 vagas de garagem. Código do anúncio (cr23) 🔴Área Privativa: 📐68m². 💰Valores a partir de: R$198.000,00 🔴Proximidades: ✅Restaurantes, Escola, Farmácia, Shopping, Supermercado, Transporte público, Lanchonete, Supermercado, Panificadora, Escola, Pizzaria, Academia, Lojas, Farmácia, Igreja, Dentista, Cabelereiro. 🔑RSS IMOBILIÁRIA: CRECI 1062-J🔑 Informações e visitas: 📲83998278189(Tim, Whatsapp) Fale com o corretor de plantão, clicando aqui https://linktr.ee/rssimobiliaria Código do corretor: C01 #rssimobiliaria #rssapartamentoparavendernocristo (em Cristo Redentor - João Pessoa PB) https://www.instagram.com/p/CnkbAQcJYWf/?igshid=NGJjMDIxMWI=
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bloodbelly-blues · 1 year
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Pueblo! (at CR23 Bombshelter) https://www.instagram.com/p/CnH-8V9v0Ci/?igshid=NGJjMDIxMWI=
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I heard you liked strange loops
https://www.nature.com/articles/s41586-022-05172-4#ref-CR23
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dndcreaturesinfo · 11 months
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Nautilisland
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mpanighetti · 3 years
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Halloween Zero-to-Thirty Challenge Rating Challenge
October 24th Prompt: Outer Space
Art by TigerLilyNoh!
Void Dragon
Lore
Beyond the protective atmospheres of the little worlds of the Material Plane, past the stars daintily suspended in the skies, between the grains of particles that influence the movement of nebulas and galaxies, void dragons dwell intertwined within the folds of space itself, slowly amassing their colossal matter hoards and defying entropy.
Mind over Matter. A void dragon perceives space and the interactions of the planes the same way a human sees diverging paths in a road. With a mere thought, it can bend space around its environment, and thus move across great distances, through physically small spaces, or even to other realities. To these stellar beings, physicality is oftentimes merely a convenience or a presentation, and not any sort of limitation. This cavalier attitude extends even to their size, and an individual could shift between atomic and global scales multiple times in short periods to suit its mood.
Solitary Nature. Because a void dragon's greed knows no boundaries of space and distance, the extent of their neighborhoods tend to be limited only by the presence of other void dragons. The creatures are fiercely competitive and jealous of each other's galactic collections, sometimes gravitationally skimming off rogue planets and comets, but unless there's a drastic discrepancy in mass, they tend to be evenly matched and thus give each other the space needed to avoid collisions. Void dragons will seek each other out to birth new generations amongst stellar nurseries, but otherwise spend most of their lives alone. Observational evidence indicates that almost every large galaxy has no more than a single void dragon at its center, and the complex distortions to space caused by multiple void dragons in cohabitation might spell disaster for any civilizations within their gravity well.
A Void Dragon's Lair
A void dragon is not without the material interests of its more terrestrial kin. Like the chromatic and metallic dragons, void dragons too amass collections of wealth, but their ability to shift size and scale grants them a much broader perspective of value. The hoard of a void dragon might constitute some carbon atoms with particularly excitable electrons, or they might drift freely in space as grand nebulas of diamond and quartz deposits. Most often, though, a void dragon will simply pile up their valuables in orbit around a star, allowing gravity and accretion to eventually form rocky hoard planets that act as their lairs.
The most valuable treasures tend to be among a void dragon's oldest possessions, and thus they typically reside within the hoard planet's core. Though this provides ample natural protection, a void dragon wouldn't dare leave their favored gems and compounds unwatched. Massive tunnels are bored through the entire length of hoard planets, creating crisscrossing channels and byzantine mazes difficult for foolhardy treasure-seekers to navigate.
In some cases, a void dragon leaves the surface of its world entirely unattended while it lies under the mantle, and after thousands or millions of years, new life can take root. Societies could rise and fall dozens of times over without ever discovering what causes the occasional quakes as the planet's core churns and throws the surface into disarray. Their happy ignorance might be preferable to learning the awful truth when the void dragon eventually wakes and decides to expand its collection.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 16 Dexterity saving throw or be knocked prone.
Gravity becomes less reliable in a 60-foot radius around the dragon. Each creature other than the dragon in that area is suddenly pulled in a random direction as their personal gravity shifts. An affected creature can grab onto the nearest surface within reach to prevent falling by succeeding on a DC 15 Dexterity saving throw, otherwise they fall until they hit a solid object or surface. The effect ends on a creature when it moves more than 60 feet away from the dragon.
The dragon bends space around a creature it can see within 120 feet of it. That creature must succeed on a DC 13 Constitution saving throw or it grows smaller or larger by one size category, similar to the effects of an enlarge/reduce spell. A creature can be affected by this lair action more than once (e.g. a Medium creature made Small can be made Tiny if targeted twice). Casting greater restoration will remove one instance of this effect per casting.
Regional Effects
The hoard planet containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
Small quakes are common on random continents on the hoard planet's surface.
The hoard planet is orbited by a cloud of captured asteroids. Creatures and objects take 1d4 piercing damage from micrometeoroids for every hour spent in orbit.
The hoard planet is full of tunnels created by the void dragon's travels over time, which vary greatly in size and create complex mazes difficult to navigate. For each hour spent traveling the tunnels, creatures must succeed on a DC 15 Survival check or reach a dead end as the tunnel becomes too small to traverse, requiring backtracking to find other routes. Tiny creatures are not affected by this limitation and can continue through the microtunnels normally.
If the dragon dies, the quakes fade over the course of 1d10 days, and the other effects fade over the course of 1d100 years.
Void Dragon Wyrmling
Attributes
Medium dragon, chaotic neutral
Armor Class: 16 (natural armor)
Hit Points: 45 (6d8 + 18)
Speed: 30 ft., fly 60 ft.
STR: 10 (+0)
DEX: 16 (+3)
CON: 17 (+3)
INT: 13 (+2)
WIS: 12 (+1)
CHA: 11 (+0)
Saving Throws: DEX +5, CON +5, INT +4, WIS +3
Skills: Perception +4, Stealth +5, Survival +3
Damage Immunities: cold
Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages: Draconic, telepathy 30 ft.
Challenge: 2 (450 XP)
Proficiency Bonus: +2
Special Traits
Void Nature. The wyrmling doesn't require air and can squeeze through a space as narrow as 1 inch wide.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Gravity Breath (Recharge 5-6). The wyrmling exhales an invisible aura of increased gravitational pull in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw. On a failed save, a creature takes 18 (4d8) force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. Until the start of the wyrmling's next turn, any object that isn't being worn or carried in the cone requires a successful Strength check (DC 12) to pick up or move.
Young Void Dragon
Attributes
Large dragon, chaotic neutral
Armor Class: 18 (natural armor)
Hit Points: 152 (16d10 + 64)
Speed: 40 ft., fly 80 ft.
STR: 12 (+1)
DEX: 18 (+4)
CON: 19 (+4)
INT: 16 (+3)
WIS: 13 (+1)
CHA: 14 (+2)
Saving Throws: DEX +8, CON +8, INT +7, WIS +5
Skills: Perception +6, Stealth +8, Survival +5
Damage Resistances: psychic
Damage Immunities: cold
Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 16
Languages: Common, Draconic, telepathy 120 ft.
Challenge: 9 (5,000 XP)
Proficiency Bonus: +4
Special Traits
Innate Spellcasting. The dragon's innate spellcasting ability is Intelligence (spell save DC 15). The dragon can innately cast the following spells, requiring no material components:
At will: dancing lights, thaumaturgy
3/day each: catapult
1/day each: immovable object, misty step
Void Nature. The dragon doesn't require air and can squeeze through a space as narrow as 1 inch wide.
Actions
Multiattack. The dragon makes up to three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) force damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 2 (1d4) cold damage.
Gravity Breath (Recharge 5-6). The dragon exhales an invisible aura of increased gravitational pull in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 36 (8d8) force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. Until the start of the dragon's next turn, any object that isn't being worn or carried in the cone requires a successful Strength check (DC 15) to pick up or move.
Adult Void Dragon
Attributes
Huge dragon, chaotic neutral
Armor Class: 19 (natural armor)
Hit Points: 250 (20d12 + 120)
Speed: 40 ft., fly 80 ft. (hover)
STR: 15 (+2)
DEX: 20 (+5)
CON: 22 (+6)
INT: 21 (+5)
WIS: 16 (+3)
CHA: 17 (+3)
Saving Throws: DEX +10, CON +11, INT +9, WIS +8
Skills: Insight +8, Investigation +10, Perception +11, Stealth +10, Survival +8
Damage Resistances: force
Damage Immunities: cold, psychic
Senses: truesight 60 ft., darkvision 120 ft., passive Perception 21
Languages: Common, Draconic, telepathy 120 ft.
Challenge: 16 (15,000 XP)
Proficiency Bonus: +5
Special Traits
Innate Spellcasting. The dragon's innate spellcasting ability is Intelligence (spell save DC 18). The dragon can innately cast the following spells, requiring no material components:
At will: catapult, immovable object, thaumaturgy
3/day each: misty step, Otiluke's resilient sphere
1/day each: dimension door, synaptic static, thunder step
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Weapons. The dragon’s weapon attacks are magical.
Void Nature. The dragon doesn't require air, can fly freely in a vacuum, and can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes up to three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 9 (2d8) force damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 5 (2d4) cold damage.
Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (2d8 + 2) 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 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
Gravity Breath (Recharge 5-6). The dragon exhales an invisible aura of increased gravitational pull in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, a creature takes 54 (12d8) force damage, it is pulled up to 10 feet toward the dragon, and its speed is reduced to 0 until the end of its next turn. On a successful save, a creature takes half as much damage, its speed is halved until the end of its next turn, and it is not pulled. Until the start of the dragon's next turn, any object that isn't being worn or carried in the cone requires a successful Strength check (DC 18) to pick up or move.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 9 (2d6 + 2) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Wyrmhole (Costs 2 Actions). The dragon uses its innate spellcasting to cast misty step or thunder step.
Ancient Void Dragon
Attributes
Gargantuan dragon, chaotic neutral
Armor Class: 22 (natural armor)
Hit Points: 512 (25d20 + 250)
Speed: 40 ft., fly 100 ft. (hover)
STR: 19 (+4)
DEX: 26 (+8)
CON: 30 (+10)
INT: 25 (+7)
WIS: 19 (+4)
CON: 19 (+4)
Saving Throws: DEX +15, CON +17, INT +14, WIS +11
Skills: Insight +11, Investigation +14, Perception +15, Stealth +15, Survival +11
Damage Immunities: cold, force, psychic
Senses: truesight 60 ft., darkvision 120 ft., passive Perception 25
Languages: Common, Draconic, telepathy 120 ft.
Challenge: 23 (50,000 XP)
Proficiency Bonus: +7
Special Traits
Innate Spellcasting. The dragon's innate spellcasting ability is Intelligence (spell save DC 22). The dragon can innately cast the following spells, requiring no material components:
At will: catapult, immovable object, misty step
3/day each: banishing smite, dimension door, disintegrate, Otiluke's resilient sphere, synaptic static, thunder step
1/day each: crown of stars, plane shift, reverse gravity, scatter
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Magic Weapons. The dragon’s weapon attacks are magical.
Void Nature. The dragon doesn't require air, can fly freely in a vacuum, and can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes up to three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 18 (4d8) force damage.
Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 10 (4d4) cold damage.
Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) 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 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
Gravity Breath (Recharge 5-6). The dragon exhales an invisible aura of increased gravitational pull in a 90-foot cone. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a creature takes 72 (16d8) force damage, it is pulled up to 30 feet toward the dragon, and its speed is reduced to 0 until the end of its next turn. On a successful save, a creature takes half as much damage, its speed is halved until the end of its next turn, and it is not pulled. Until the start of the dragon's next turn, any object that isn't being worn or carried in the cone requires a successful Strength check (DC 20) to pick up or move.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Wyrmhole (Costs 2 Actions). The dragon uses its innate spellcasting to cast misty step or thunder step.
[id: monster stat block for the void dragon, depicting a dragon silhouette flying against the backdrop of space, seemingly blending into the constellations, or perhaps forming one]
[Original prompt]
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t-urbulence · 7 years
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One(?) gifset per episode || 23 The Rematch
Pike left back there to finish up the renovation of the temple of Sarenrae that was discovered—the rest of the party moved on back to Emon, the rest of their business complete. Within Emon, they returned to the Greyskull Keep where [...] Seeker Assum [...] came to [Vox Machina] notifying [them] that within a week's time the Briarwoods, Lord and Lady Briarwood, are supposed to be arriving here within Emon for a feast, to discuss, apparently, the building of a bridge and a more political joining between Emon and the Tal'Dorei royal family and these up-and-coming Lords and Ladies, who have a very dark history, apparently, with Percy.
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cleared4to · 6 years
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#caminhoreal #caminhorealpontopt #cr23
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caminhoreal · 7 years
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#pontadopargocr23 #pontadopargo #cr23 #caminhoreal (at Ponta Do Pargo, Madeira, Portugal)
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rocktambulos · 1 year
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🔥¡El Cosquín Rock 2023 arrancó con fuerza! 😎 Les dejamos algunas fotos de El Bordo, La Chancha Muda, los mexicanos DLD, Ojos Locos, Guasones y la cantante Wayra Iglesias (hija de Tete, bajista de La Renga). Wayra contó con dos miembros de La Renga (Tete y Tanque) durante su show en el escenario "La Casita del Blues". 😍 Estas son tan solo algunas de las bandas que ya pasaron por los escenarios este primer día de festival. 🤘 #CosquinRock #CR23 #CosquinRock2023 #RockArgentino #LaRenga #ElBordo #LaChanchaMuda #Guasones — view on Instagram https://ift.tt/3NXnAoK
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