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

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Curiously in said versions, there is always a single Book in the Charms classroom that is in a defeated state groaning throughout, but can always be refought whenever the flying books from the shelves are defeated either through casting Flipendo or Snufflifors at them. Once they are all dealt with, the Monster Book will reanimate itself with its health bar shown in full, and can be fought and defeated as normal. Exiting and re-entering the room allows this process to be repeated as many times as one wishes, accessible as soon as the Charms class is completed in the playthrough. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bird. The swarm can't regain hit points or gain temporary hit points. Actions Death Gaze. If a creature can see the basilisk's eyes and starts its turn within 60 feet of the basilisk, the creature must make a DC 14 Dexterity saving throw to attempt to avert its gaze. If the saving throw fails by 5 or more, the creature looks directly into the basilisk's eyes and instantly dies. Otherwise, a creature that fails the save catches the gaze of the basilisk indirectly and is petrified until freed by a Mandrake Restorative Draught.

Incorporeal Movement. The swarm can move through objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Frightful Presence. Each creature of the dragon's choice that is within 120 feet and aware of it must succeed on a DC 14 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. 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 roll a natural 1 or fail the save by 5 or more.Frightful Presence. Each creature of the dragon's choice that is within 120 feet and aware of it must succeed on a DC 17 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. Rubeus Hagrid gave one to Harry Potter for his 13th birthday in 1993 as it was part of his requirements for his third year at Hogwarts School of Witchcraft and Wizardry. [3] 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. Drain Emotion. The dementor targets one being it can see within 10 feet of it. The target must make a DC 15 Charisma saving throw, with disadvantage if the target is frightened, taking 21 (4d8 + 3) psychic damage on a failed save and half as much damage on a successful one. A target reduced to 0 hit points as a result of this damage automatically stabilizes. of the target when it takes this damage, increase the damage by 1 for each other dementor in range. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if any dementors are within line of sight, ending the effect on itself on a success.

Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

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The nundu is extremely hard to subdue, as it is vicious with finely honed instincts. Myths and folklore surround this creature in the regions it resides in, the local residents find the nundu truly terrifying.

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! Condition Immunities charmed, crippling pain, exhaustion, frightened, grappled, incapacitated, paralyzed, poisoned, prone, restrained, stunned, unconscious Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead. Goblin Cunning. The goblin has advantage on all Intelligence and Wisdom saving throws against magic.The cerberus 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 cerberus regains spent legendary actions at the start of its turn. A scale replica prop of The Monster Book of Monsters is included with the Harry Potter Limited Edition. [23] Soft Underbelly. The Spell Resistant trait does not apply to spells that hit the underside of the acromantula. The book has a green cover and its title is written in emblazoned gold. It is sentient and will move, flip and shuffle around sideways of its own accord. It hides in dark spaces and snaps itself shut like it has jaws. To subdue it, the book has to he flattened and secured by putting a belt round it which causes it to shudder in anger. [1] It will be tamed if its spine is stroked which will make it shiver and open up. [2] It is sold in Flourish and Blotts. [3] History [ ]

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