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Returning 35 results for 'bad boulders direct cat range'.
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Spells
Player’s Handbook
You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike
simultaneously, and you can direct them to hit one creature or several.
Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.
Spells
Player’s Handbook
You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.
Cantrip Upgrade. The spell creates two beams at
level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Spells
Player’s Handbook
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders
Spells
Player’s Handbook
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options
:
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn
Spells
Player’s Handbook
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts
Spells
Player’s Handbook
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity
the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5
Magic Items
Dungeon Master’s Guide
action to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct
Spells
Player’s Handbook
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
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
Monsters
Netheril’s Fall
":"Mind Lash"}, reach 10 ft. or range 120 ft. Hit: 32 (6d8 + 4);{"diceNotation":"6d8+4", "rollType":"damage", "rollAction":"Mind Lash", "rollDamageType":"Psychic"} Psychic damage.
Vicious Stinger. Melee
casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.Phaerimm elders are generals of phaerimm forces, directing covert and direct
Spells
Forgotten Realms: Heroes of Faerûn
You create a 3-foot-long blade-shaped planar rift that lasts for the duration. The rift appears within range in a space of your choice, and you can immediately make up to two melee spell attacks
Action on your later turns, you can move the rift up to 60 feet and repeat the two attacks against a creature or an object within 5 feet of it. You can direct the attacks at the same target or at
Spells
Forgotten Realms: Heroes of Faerûn
You unleash a blast of brilliant fire. Make a ranged spell attack against a target within range; a target gains no benefit from Half Cover or Three-Quarters Cover for this attack roll. On a hit, the
for each spell slot level above 1. You can direct the blasts at the same target or at different ones. Make a separate attack roll for each blast.
Monsters
Forgotten Realms: Adventures in Faerûn
":"Slam", "rollDamageType":"Necrotic"} Necrotic damage.
Bewildering Bolt. Ranged Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Bewildering Bolt"}, range 120 ft. Hit: 27
direct action when an oblique or hidden action will suffice. Its plans always contain fallbacks and contingencies. One of these contingencies—one the other liches who constitute its new form failed
Monsters
Icewind Dale: Rime of the Frostmaiden
., one target. Hit: 1 slashing damage.The chimeric cat has antennae that grant it blindsight and tremorsense out to a range of 60 feet
Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.Claws. Melee Weapon Attack: +0;{"diceNotation":"1d20+0","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft
Grung Wildling
Legacy
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Monsters
Volo's Guide to Monsters
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Grung
Legacy
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Monsters
Volo's Guide to Monsters
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Grasping Vine
Legacy
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Spells
Player’s Handbook (2014)
You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within
30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.
Grung Elite Warrior
Legacy
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Monsters
Volo's Guide to Monsters
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Monsters
Storm King's Thunder
":"bludgeoning"} bludgeoning damage.
Rock. Ranged Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Rock"} to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6
the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.Some adult stone giants like to grab enemies and fling them through the air. They can also roll boulders across the ground, striking multiple enemies in a line.
Create Food and Water
Legacy
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Spells
Basic Rules (2014)
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
Magic Missile
Legacy
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Spells
Basic Rules (2014)
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike
simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Monsters
Acquisitions Incorporated
introduced in chapter 3Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2
Office certainly trusts him, others might wonder where his true loyalties lie.
Flabbergast's familiar, Mister Snibbly, uses the cat stat block.
Eldritch Blast
Legacy
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Spells
Basic Rules (2014)
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam
when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Monsters
Bigby Presents: Glory of the Giants
;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Boulder"} to hit, range 60/240 ft., one target. Hit: 19 (3d8 + 6);{"diceNotation":"3d8+6", "rollType":"damage", "rollAction":"Boulder
", "rollType":"roll", "rollAction":"Boulder"}; on a roll of 3 or lower, the giant has no more boulders to throw.Unyielding. In response to failing a saving throw to avoid being moved, having the prone
Faerie Dragon (Older)
Legacy
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Monsters
Monster Manual (2014)
throw, ending the effect on itself on a success.A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its
faerie dragons have innate spellcasting ability, gaining new spells as they mature.
Dragon Color
Age Range
Red
5 years or less
Orange
6–10 years
Yellow
11–20
Magic Items
Acquisitions Incorporated
location, a disembodied voice heard only by you provides directions to the location by the safest, most direct route. The voice knows to avoid natural hazards, so that it does not send you through trackless
wholly secret or not known to any creatures within range. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn.
Get Away From It All. As an action, you can
Faerie Dragon (Younger)
Legacy
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Monsters
Monster Manual (2014)
only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin
hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.
Dragon Color
Age Range
Red
5
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollType":"to hit","rollAction":"Shortbow"} to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Shortbow","rollDamageType":"piercing
":"1d10","rollType":"roll","rollAction":"Calling Card"}
Calling Card
1
Tiny, folded paper cat
2
Red bird feather
3
Rose petal
4
Figurine made from twigs and twine
5
Wind Wall
Legacy
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Spells
Basic Rules (2014)
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Rend", "rollDamageType":"slashing"} slashing damage.
Boulder. Ranged Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Boulder"} to hit, range 60/240 ft
of 4 or lower, the fensir has no more boulders to throw.Some fensirs undergo a transformation after living in Ysgard for at least a thousand years. They grow rapidly to a height of 25 feet, fueled by
Monsters
Storm King's Thunder
Spear. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2
"} piercing damage if used with two hands to make a melee attack.
Shortbow. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Shortbow"} to hit, range 80/320 ft., one
Command
Legacy
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Spells
Basic Rules (2014)
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is
. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending
Species
Mythic Odysseys of Theros
existence of deities; they merely see the gods as mercurial and ultimately unworthy of adoration. The Leonin and the Gods table suggests the range of attitudes that leonin might adopt toward the gods
adversaries—incredibly clever and well-prepared to play a long game but ultimately doomed to lose their games.
4
I’m certain every bad thing that happens can ultimately be blamed on the






