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Returning 35 results for 'bark being duplicate creature resolve'.
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Spells
Player’s Handbook
You touch a willing creature. Until the spell ends, the target’s skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
Spells
Player’s Handbook
You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell’s casting and finishes growing after 120 days; you
choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.
If the original creature dies after
Spells
Player’s Handbook
duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
is real.
Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spying on the living to take knowledge from them as well. A berbalang can create a spectral duplicate of itself and send the duplicate out to gather information on other planes by watching places where
the gods and their servants gather. When a berbalang is perceiving its environment through its duplicate, its actual body is unconscious and can’t protect itself. Thus, a berbalang typically
Cloaker
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
an area of bright light, the duplicates disappear.
Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine
whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.
A duplicate has the cloaker's AC and
Berbalang
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Spectral Duplicate (Recharges after a Short or Long Rest). As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the
duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang
Mirror Image
Legacy
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Spells
Basic Rules (2014)
real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets
one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate
Barkskin
Legacy
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Spells
Basic Rules (2014)
You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
Simulacrum
Legacy
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Spells
Basic Rules (2014)
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it
can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment
Inspiring Leader
Legacy
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Feats
Player’s Handbook (2014)
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can
see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Wrathful Smite
Legacy
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Spells
Player’s Handbook (2014)
Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must succeed on a
Clone
Legacy
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Spells
Basic Rules (2014)
This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside the vessel used in the spell’s casting and grows to full size and maturity after
120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.
At any time after the
Monsters
Spelljammer: Adventures in Space
like a five-pointed star and is covered with thick, flexible bark. The tips of its branch-like extremities end in suction cups that allow the creature to climb on vertical surfaces and along ceilings
. The head contains the aartuk’s sensory organs, including a long tongue that the creature uses as a weapon.
An aartuk’s preferred method of attack is to shoot forth its gooey tongue and
Demogorgon
Legacy
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Monsters
Out of the Abyss
of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with
"} bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts
Monsters
Strixhaven: A Curriculum of Chaos
+ 4);{"diceNotation":"3d8+4","rollType":"damage","rollAction":"Ink Lance","rollDamageType":"necrotic"} necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving
wit and debilitating inky shadow. Whether weaving their magic through spoken incantations and scathing insults or through shadows, these teachers break down the resolve of their foes.
The professors
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature within 5 feet of it during its movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3);{"diceNotation":"3d12+3", "rollType":"damage", "rollAction":"Flailing
brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however, they either forget what
races
Hederans are living embodiments of alpine trees, sentient beings of bark and leaf whose bodies host moss, holly and fungi. Their outer skin is made of thick bark that toughens with age, and beneath
lies a network of green, sap-filled muscle. Twigs and berries sprout unpredictably, with the brightest clusters gathered around their heads. Their leaves and bark vary in colour, and are as diverse as
Monsters
Quests from the Infinite Staircase
False Appearance. If the wolf-in-sheep’s-clothing is motionless (except for its lure) at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t
observed the wolf-in-sheep’s-clothing move or act (except for the lure), that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the wolf-in-sheep’s-clothing is
Monsters
Waterdeep: Dungeon of the Mad Mage
.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
A duplicate reduced to 0 hit points or targeted by a dispel magic spell vanishes in a
wisp of inky smoke.Strength Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Strength Drain"} to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2);{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or an object interacts physically with Demogorgon (for example, by
":"3d12+9", "rollType":"damage", "rollAction":"Tentacle", "rollDamageType":"force"} force damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw, or its hit point
Monsters
Spelljammer: Adventures in Space
covered with thick, flexible bark. The tips of its branch-like extremities end in suction cups that allow the creature to climb on vertical surfaces and along ceilings. Each suction cup houses three
sensory organs, including a long tongue that the creature uses as a weapon.
An aartuk’s preferred method of attack is to shoot forth its gooey tongue and use it to drag enemies toward the
Monsters
Candlekeep Mysteries
Alternate Forms. The gingwatzim has two alternate forms, both of which are chosen by its creator when the gingwatzim comes into being. One form is an exact duplicate of a Tiny nonmagical object (such
be changed.Energy Drain (True Form Only). Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Energy Drain"} to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2
Monsters
Strixhaven: A Curriculum of Chaos
":"to hit", "rollAction":"Heuristic Lance"} to hit, reach 5 ft. or range 60 ft., one creature. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Heuristic Lance
professor until the start of the professor’s next turn. The charmed creature must immediately use its reaction, if available, to move up its speed toward another creature of the professor&rsquo
Monsters
Mythic Odysseys of Theros
Hold the Line. While the hoplite is holding a spear, other creatures provoke an opportunity attack from the hoplite when they move within 5 feet of it. When the hoplite hits a creature with an
opportunity attack using its spear, the creature takes an extra 4 (1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Hold the Line","rollDamageType":"piercing"} piercing damage, and the
Monsters
Quests from the Infinite Staircase
False Appearance. If the barkburr is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the barkburr move or act, that creature
Barb. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Poison Barb"} to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3", "rollType":"damage
Monsters
Tyranny of Dragons
", "rollDamageType":"bludgeoning"} bludgeoning damage when used with two hands.Illusory Self (Recharges after a Short or Long Rest). When a creature Rath can see makes an attack roll against him, he can
interpose an illusory duplicate between the attacker and himself. The attack automatically misses Rath, then the illusion dissipates.
Monsters
Van Richten’s Guide to Ravenloft
comatose. Over the course of hours, the creature is dissolved and its body repurposed into a podling duplicate.
Podlings are near-perfect mimics of the creatures they replace. Despite having the
Semblance of Life. The podling is a physical copy of a creature digested by a bodytaker plant. The podling has the digested creature’s memories and behaves like that creature, but with
Magic Items
Storm King's Thunder
used as part of rituals to resolve disputes. The gavel has the following properties.
Arbiter’s Shield. At the start of every combat, attack rolls against you have disadvantage before the start of
your first turn, provided that the gavel is on your person.
Bond of Amity. As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature
Monsters
Spelljammer: Adventures in Space
star and is covered with thick, flexible bark. The tips of its branch-like extremities end in suction cups that allow the creature to climb on vertical surfaces and along ceilings. Each suction cup
the aartuk’s sensory organs, including a long tongue that the creature uses as a weapon.
An aartuk’s preferred method of attack is to shoot forth its gooey tongue and use it to drag enemies
Magic Items
Divine Contention
the grenade shine with a rainbow of color when held up in the light.
As a bonus action, a creature can turn a special key to arm the grenade. Once armed, the grenade explodes in a matter of seconds
:
Each creature must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much fire damage on a successful one.
Each creature must make a DC 15 Constitution
Monsters
Mordenkainen Presents: Monsters of the Multiverse
roots. After three days, a sprout emerges from the ground at the base of the tree and swiftly grows into a bipedal form.
This new body, armored in tough bark and bearing a gnarled club and shield, is
at once ready to perform its duty. The one who performed the ritual sets the wood woad to its task, and the creature follows those orders unceasingly.
A wood woad has a hole where its heart would be
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, Piercing, and Slashing from Nonmagical AttacksLoot Likeness. The high fae magically transforms into a duplicate of a Small or Medium creature it can see. While transformed, the high fae retains its
", "rollAction":"Fae Blade", "rollDamageType":"force"} force damage.
Vexing Prank. The high fae targets one creature it can see within 60 feet of itself with a magical trick. The target must make a DC 18 Wisdom
Species
Spelljammer: Adventures in Space
impossible to duplicate. To interact with other folk, thri-kreen rely on a form of telepathy.
Creating Your Character
When you create your D&D character, you decide whether your character is a
to add or remove languages from that list for a particular campaign.
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that identifies the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of common deer. Second, it can duplicate the call or the vocal expressions of just about any creature it has heard. The monster uses its mimicry to lure in potential victims, then attacks while they
Mimicry. The leucrotta can mimic Beast sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check.
Stench. Any
Monsters
Van Richten’s Guide to Ravenloft
). Immediately after a creature within 30 feet of the gremishka casts a spell, the gremishka can spontaneously react to the magic. Roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Magic Allergy
"} to determine the effect:
1–2. The gremishka emanates magical energy. Each creature within 30 feet of the gremishka must succeed on a DC 10 Constitution saving throw or take 3 (1d6






