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Returning 35 results for 'backs bad down creature ranges'.
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Spells
Player’s Handbook
creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM
You attempt to reshape another creature’s memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a
Monsters
Baldur’s Gate: Descent into Avernus
Bad Flier. The abyssal chicken falls at the end of a turn if it’s airborne and the only thing holding it aloft is its flying speed.Multiattack. The abyssal chicken makes two attacks: one with
its bite and one with its claws.
Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2);{"diceNotation
Monsters
The Wild Beyond the Witchlight
Constructs, Elementals, Plants, or Undead. Each other creature in the area must make a DC 10 Wisdom saving throw. On a failed save, the creature is incapacitated and its speed is halved, both 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.Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They
Monsters
Mordenkainen Presents: Monsters of the Multiverse
cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending
of a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might
Magic Items
The Book of Many Things
The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting
as an action to expend and roll one of your Hit Dice and add the deck’s bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total.
Monsters
Strixhaven: A Curriculum of Chaos
", "rollDamageType":"poison"} poison damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.Brackish trudges are lumbering masses of sentient fungus and
vegetation that thrive in the bayou. They are living examples of the conflicting forces of life and decay existing in a harmonious cycle. Flowers and other plant life grow on their backs, necks, and heads
Monsters
Strixhaven: A Curriculum of Chaos
’t make a Tail attack against another target.
Mage Tracker (Sentry Form Only). The hunter emits a pulse of energy that helps it better locate its magical quarry. Each creature within 120 feet
of the hunter that has the ability to cast spells must succeed on a DC 14 Wisdom saving throw or be mystically marked by the hunter for 1 hour.
While marked, a creature can’t become hidden from
Monsters
Strixhaven: A Curriculum of Chaos
creature (including itself) and bestow upon it a small talisman imbued with magic. Upon receiving the talisman, the creature gains 10 temporary hit points, and it can add 1d6;{"diceNotation":"1d6
","rollAction":"Briar Vine","rollDamageType":"poison"} poison damage. If the target is a Large or smaller creature, the apprentice can pull it up to 10 feet closer to itself.
Spellcasting. The apprentice casts
Monsters
Planescape: Adventures in the Multiverse
Bladed Edges. A creature takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Bladed Edges", "rollDamageType":"slashing"} slashing damage if it starts its turn grappling or being
grappled by the ferrumach.
Skewering Charge. If the ferrumach moves at least 20 feet in a straight line toward a Large or smaller creature and ends within 5 feet of it, that creature must succeed on
Monsters
The Wild Beyond the Witchlight
Mimicry. Each campestri in the swarm can mimic any voice or song it has heard, albeit in a nasal falsetto.
Swarm. The swarm can occupy another creature’s space and vice versa, and the
fewer.
Spores (1/Day). A 20-foot radius of spores extends from the swarm. These spores can go around corners, and they have no effect on Constructs, Elementals, Plants, or Undead. Each other creature
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
"} radiant damage, and the target must succeed on a DC 14 Wisdom saving throw or be charmed by the veil keeper until the start of the veil keeper’s next turn. While charmed in this way, a creature
/day each: invisibility, major image, phantasmal force
1/day: hallucinatory terrain (as an action)Obscuring Mist. If a creature that the veil keeper can see within 30 feet of itself is targeted by an
Monsters
The Wild Beyond the Witchlight
","rollDamageType":"piercing"} piercing damage.
Pixie Dust (1/Day). The hand sprinkles a pinch of pixie dust on itself or another creature it can see within 5 feet of it. The recipient gains a flying
speed of 30 feet for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet.
Spellcasting. The hand casts one of the
Monsters
Planescape: Adventures in the Multiverse
overexerts itself on the Concordant Opposition.
Rilmani are bipedal, with bodies of living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and
of blades around itself. While this aura is manifested, each creature that starts its turn within 10 feet of the aurumach must make a DC 19 Dexterity saving throw, taking 16 (3d10);{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the creature has such a feared reputation that stories about it are ingrained in the popular culture. Any rumor of a catoblepas taking up residence nearby is taken to be a bad omen, even if the rumor is
Stench. Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature
Monsters
Spelljammer: Adventures in Space
damage.
Hideous Rend. The b’rohg uses all four of its hands to target one Large or smaller creature it can see within 10 feet of itself. The target must succeed on a DC 16 Dexterity saving
","rollAction":"Hideous Rend","rollDamageType":"bludgeoning"} bludgeoning damage at the start of each of its turns. A creature reduced to 0 hit points by this damage is ripped into four pieces.B&rsquo
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"damage", "rollAction":"Crushing Hug", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target is grappled (escape DC 15 if it is a Large or smaller creature. Until the grapple ends, the target
can’t make attacks while grappling a creature in this way.
Spellcasting. The hag casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
3/day each
Monsters
The Wild Beyond the Witchlight
","rollDamageType":"piercing"} piercing damage.
Pixie Dust (1/Day). The hand sprinkles a pinch of pixie dust on itself or another creature it can see within 5 feet of it. The recipient gains a flying
speed of 30 feet for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet.
Spellcasting. The hand casts one of the
Monsters
Strixhaven: A Curriculum of Chaos
pledgemage can touch one willing creature (including itself) and bestow upon it a small talisman imbued with magic. Upon receiving the talisman, the creature gains 10 temporary hit points, and it can add
":"4d8","rollType":"damage","rollAction":"Briar Vine","rollDamageType":"poison"} poison damage. If the target is a Large or smaller creature, the apprentice can pull it up to 10 feet closer to itself
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage.
Freezing Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Freezing Breath"}. The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make
weapons and armor.
Although frost salamanders can burrow their way through loose soil, they prefer to dig into ice. They roll around in piles of broken chunks of ice, allowing it to scratch their backs
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"damage", "rollAction":"Harpoon", "rollDamageType":"piercing"} piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature’s speed isn&rsquo
;t reduced, but it can move only in directions that bring it closer to the clockwork. A creature takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Harpoon", "rollDamageType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the
Creature Sense. The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well
Monsters
The Wild Beyond the Witchlight
Boon of Immortality. Skabatha is immune to any effect that would age her, and she can’t die from old age.
Forgetfulness. The first creature that Skabatha sees after she finishes a long rest is
invisible to her. She can’t remember seeing the creature or perceive it using her truesight until the end of her next long rest.Multiattack. Skabatha makes two Claw attacks.
Claw. Melee Weapon
Monsters
Curse of Strahd
Ambusher. During the first round of combat, Pidlwick II has advantage on attack rolls against any creature that hasn't had a turn yet.Club. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType
Ideal. “I wish I could make people happy.”
Bond. “I would like to find someone—anyone—who isn't afraid of me and who enjoys my company.”
Flaw. “When I'm upset, I do bad things.”Poison
Monsters
Icewind Dale: Rime of the Frostmaiden
d20; on a 1, the staff turns to water and is destroyed.Banishing Rebuke (Recharges after a Long Rest). When Avarice is damaged by a creature that she can see within 60 feet of her, she can banish that
creature to a frigid extradimensional prison for 1 minute. While there, the creature is incapacitated and takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Banishing Rebuke
Monsters
Princes of the Apocalypse
instead.
Magic Resistance. Olhydra has advantage on saving throws against spells and other magical effects.
Water Form. Olhydra can enter a hostile creature’s space and stop there. She can move
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. Olhydra regains spent legendary actions at the
Monsters
Fizban's Treasury of Dragons
cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an
action to wake it.
Moonlight Breath. The dragon exhales a beam of moonlight in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6
Monsters
Fizban's Treasury of Dragons
.
Scintillating Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Scintillating Breath"}. The dragon exhales a burst of brilliant radiance in a 15-foot cone. Each creature
their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with anger, lying back with fear or suspicion, and rippling
Monsters
Fizban's Treasury of Dragons
", "rollAction":"Breath Weapon"}. The dragon uses one of the following breath weapons:
Dream Breath. The dragon exhales mist in a 90-foot cone. Each creature in that area must succeed on a DC 14
Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Moonlight Breath. The dragon exhales a beam of
Monsters
Fizban's Treasury of Dragons
":"recharge", "rollAction":"Scintillating Breath"}. The dragon exhales a burst of brilliant radiance in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 27
starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with anger, lying back with fear or
Monsters
Fizban's Treasury of Dragons
", "rollType":"damage", "rollAction":"Tail", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Breath
-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses
Monsters
Fizban's Treasury of Dragons
a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 40 (9d8);{"diceNotation":"9d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType
the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Claw. The dragon makes one Claw attack.
Psionics (Costs 2 Actions). The dragon uses
Monsters
Fizban's Treasury of Dragons
-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 49 (11d8);{"diceNotation":"11d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType
time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Claw. The dragon makes one Claw attack.
Psionics (Costs 2 Actions). The
Monsters
Fizban's Treasury of Dragons
+6", "rollType":"damage", "rollAction":"Tail", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone
90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone
Species
Mordenkainen Presents: Monsters of the Multiverse
Tortles have a saying: “We wear our homes on our backs.” These turtle folk live on many worlds, most often journeying up and down coasts, along waterways, and across the sea. Tortles don
’t have a unified story of how they were created, but they all have a sense of being mystically connected to the natural world. Carrying their shelter on their backs gives tortles a special
Ulitharid
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the
Creature Sense. The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well






