Harry Potter: The Monster Book of Monsters: It Roams and Chomps!

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Harry Potter: The Monster Book of Monsters: It Roams and Chomps!

Harry Potter: The Monster Book of Monsters: It Roams and Chomps!

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Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save, or half as much damage on a successful one.

If a creature (including the basilisk) looks at the basilisk's eyes indirectly, such as through a reflection or through an opaque material like a ghost's body, the creature must immediately make the save but can only be petrified by the gaze, even if they fail the save by 5 or more. A Beast is one of the three classifications used by the Ministry of Magic to catalogue the various magical creatures that inhabit the wizarding world. A Beast is a living thing that is not intelligent enough to abide by wizarding laws, or in other words, anything that does not fit the criteria of a Being. Wild animals and all the creatures students learn about in Care of Magical Creatures are classified as Beasts. Harry Potter: Hogwarts Mystery, Year 7, Chapter 3 ( On the Case) - Defence Against the Dark Arts Lesson "Chameleon Ghoul" Finally, we shaped the book's tentacles by mixing purple and white clay. This created problems later as these two clays took longer to cook when blended. Removing quarter sized pieces of clay for two sets of tentacles to line the jaws, we rolled out small pasta-like shapes and sharpened the ends. Gray clay was used as tiny suction cup dots underneath each tentacle. When making the tentacles we tried to make them one-of-a-kind because, like humans, each book monster should have its own unique personality. When we finished with the first four tentacles, the rest were formed by dividing the remaining clay into relatively small, similarly sized pieces. Despair Aura. Any being that enters within 60 feet of a dementor for the first time on a turn or starts its turn there must succeed on a DC 15 Wisdom saving throw or take 5 (1d10) psychic damage and be frightened for as long as it is within 60 feet of a dementor. While it is frightened, a target takes 5 (1d10) psychic damage at the start of each of its turns as it relives its worst memories. A target reduced to 0 hit points as a result of this damage automatically stabilizes. A creature can only suffer this damage once per round. If there are multiple dementors within 60 feetDepression Manifested. A dementor is best described as depression in a corporeal form. Its very presence drains the warmth and happiness out of anyone unfortunate enough to cross its path, filling them with despair and forcing them to relive their worst memories. This same aura pulls warmth from the air, causing frost to collect on surfaces and nearby water to freeze. Prolonged exposure to a dementor often drives a victim insane. This made dementors extremely effective guards in Azkaban prison, destroying any hope of escape among the inmates. Dementors are blind, but they can sense the emotions of people around them. They seem to be naturally drawn to individuals who have experienced great suffering or some kind of trauma in their lives. This sense doesn't work very well on animals, which would feel less human, less complex and less appealing. Muggles cannot see dementors, but still suffer their effects and are threatened by them. Rubeus Hagrid chose the book for third years studying Care of Magical Creatures. He sent Harry Potter a copy but he had to use a belt to keep its jaws shut because he knew Vernon and Petunia Dursley didn't want to find it in their house. He put it under the floorboards of his bedroom to hide it. Hagrid didn't tell Harry why he needed the book. [1] Frightful Presence. Each creature of the dragon's choice that is within 120 feet and aware of it must succeed on a DC 15 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. Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

If the dragon takes 60 damage or more on a single turn, the dragon must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the dragon. If the dragon dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. Legendary Actions The yeti 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 yeti regains spent legendary actions at the start of its turn.

Wands & Wizards: The Monster Book of Monsters v0.2

The inferi swarm 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 inferi swarm regains spent legendary actions at the start of its turn.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Now it's time to move outside to work with the silicone caulk. The fumes from the silicone are nasty and you will be using a lot of it, so it is best to do it outside. If you have to do it inside, make sure to have really good ventilation. This is messy stuff btw! Soft Underbelly. The Spell Resistant trait does not apply to spells that hit the underside of the acromantula. All humans are beings, as are goblins, vampires, hags, giants, house-elves, veela, werewolves, merpeople and centaurs. Goblins Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium inferius. The swarm can't regain hit points or gain temporary hit points. Actions



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