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

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Dragon – Dragons are winged fire-breathing reptiles. In the films, the dragons are depicted as having wings in place of their arms and walk on them like bats. Their heartstrings are one of the three main wand cores. Standing Leap. The acromantula's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Shrake – A magically created fish covered in spines and sought out to destroyed muggle-fishing nets. In Harry Potter and the Prisoner of Azkaban, the Monster Book of Monsters was required reading for students enrolled in Rubeus Hagrid’s Care of Magical Creatures course. How do you open the Monster Book of Monsters in Harry Potter?

Hippogriff – A creature that is part-eagle, part-horse. Wizards can own them provided they cast a daily Disillusionment Charm on them. 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.

Most asked questions

Obscurials first came into notice when wizard-kind was persecuted by non-magical users. In an attempt to hide their true nature and blend in with society, their pain would cause their magic to manifest into an obscurus. As such, obscurials are feared even among witches and wizards, who see them as not only destructive, but a threat to the International Statute of Secrecy. Even today, the creation of obscurials persists through the persecution of magical peoples all across the world. Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. 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. Veela – Semi-humans, highly attractive, looking sometimes like an exceptionally beautiful girl, and sometimes like a harpy, and having a power to bewitch and enchant men. [9]

Winged Horse – A horse with wings. Wizards can own them provided they cast a daily Disillusionment Charm on them. When making the Kranz I would normally use red currant jelly, in the case of this monster book of monsters I used plum butter, which is less sweet than regular jam. I thought that to be a good idea considering how sweet the rest was. Ghosts play an important secondary role, mainly as advisors to the leading characters. Unlike the ghosts in a traditional ghost story, these ghosts are neither frightening nor necessarily ghoulish. Ghosts in the novels appear silvery and translucent. They can fly and pass through walls, tables, and other solid objects, but nonetheless have some ability to physically affect, and be affected by, the living world. ( Moaning Myrtle, for instance, can splash the water in her toilet. [HP2]) Ghosts' banquet tables are laden with rotten food, as the decomposition increases their ability to smell and taste it. [HP2] Touching or walking through a ghost induces a sensation "like walking through an icy shower." [HP2] Ghosts can be affected by magic and curses, though not to the same degree that living beings can. [HP2]When students brought this book to Hogwarts for Rubeus Hagrid's Care of Magical Creatures class, they had to force the books shut with belts and Spello-tape because they didn't know how to calm the books. [5] 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. Frightful Presence. Each creature of the acromantula's choice that is within 60 feet 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 acromantula's Frightful Presence for the next 24 hours.

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