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Returning 35 results for 'based bestial diffusing construct remain'.
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Spells
Player’s Handbook
no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead.
When you cast the spell, you gain a number of Temporary
Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.
Your game statistics are replaced by the stat
Spells
Player’s Handbook
spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The trigger can be as general or as detailed as you like, though it must be based on visual
Spells
Xanathar's Guide to Everything
Tree.
Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
Your walking speed increases by 10 feet.
You gain darkvision with a range
of 120 feet.
You make Strength-based attack rolls with advantage.
Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree. Your skin appears barky, leaves sprout from your
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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races
Mordenkainen Presents: Monsters of the Multiverse
Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t fully change shape, but
facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter
Awaken
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead
of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground
Monsters
Bigby Presents: Glory of the Giants
, fomorians ordered themselves based on achievements of knowledge and magical power. Before Karontor urged his descendants into an ill-fated assault against the Feywild, some of the most ambitious
unopposed.
In their arrogance, these fomorian nobles unknowingly escaped the dreadful fate of their kin, and they remain unchanged in their remote enclaves. Occasionally they return to the Material Plane
Magic Mouth
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
carries is invisible with it.Xarrorn are specialists who construct weapons using a mixture of alchemy and psionics.
Duergar
Duergar are dwarves of the deep reaches of the Underdark and other sunless
in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Life Sense. The mist can sense the location of any creature within 60 feet of it, unless that creature’s type is Construct or Undead.
Forbiddance. The mist can’t enter a residence
undetected to bleed their victims dry.
Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn’t return to their burial places after being defeated or suffering
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Wandering Outcasts
Most tabaxi remain in their distant
stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant
Animate Objects
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
12
+5 to hit, 2d6 + 1 damage
Large
50
10
14
10
+6 to hit, 2d10 + 2 damage
Huge
80
10
18
6
+8 to hit, 2d12 + 4 damage
An animated object is a construct with AC, hit points
bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
Orcus
Legacy
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Monsters
Out of the Abyss
.
Master of Undeath. When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely
, emulating their dread master.
Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat, and a humanoid upper body with a corpulent belly swollen with rot
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Master of Undeath. Orcus can cast animate dead (at will) and create undead (3/day). He chooses the level at which the spells are cast, and the creatures created by them remain under his control
the dead, emulating their dread master.
Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower body of a goat and a humanlike upper body with a belly swollen with
magic-items
A delicate winged creature, this homunculus was designed to facilitate communication between warforged soldiers during the Last War. A Final Messenger is a Tiny Construct with an AC of 20, 6 Hit
at a time. A messenger can only remain active for 8 hours after it detaches from a warforged body, after which time its energy dissipates and it gains the Unconscious condition. An Unconscious
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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races
Eberron: Rising from the Last War
weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they
typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like
races
Spelljammer: Adventures in Space
it, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their
game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Full Moons Every Moonstalker learns how to embrace and manage the bestial impulses of their lycanthropy as part of their training. Still, the full moon makes it difficult for many members to maintain
self-control—and more importantly, to remain covert. For this reason, all Moonstalkers lock themselves in the guildhall on the night of the full moon. Many of the guildhall’s walls sport long scratch marks from particularly restless nights.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Full Moons Every Moonstalker learns how to embrace and manage the bestial impulses of their lycanthropy as part of their training. Still, the full moon makes it difficult for many members to maintain
self-control—and more importantly, to remain covert. For this reason, all Moonstalkers lock themselves in the guildhall on the night of the full moon. Many of the guildhall’s walls sport long scratch marks from particularly restless nights.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Full Moons Every Moonstalker learns how to embrace and manage the bestial impulses of their lycanthropy as part of their training. Still, the full moon makes it difficult for many members to maintain
self-control—and more importantly, to remain covert. For this reason, all Moonstalkers lock themselves in the guildhall on the night of the full moon. Many of the guildhall’s walls sport long scratch marks from particularly restless nights.
races
Mordenkainen Presents: Monsters of the Multiverse
emotions captured in the Feywild in the form of seasons—affinities that affect the eladrin’s mood and appearance. An eladrin’s season can change, though some remain in one season
you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Similar and Diverse Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and
swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Similar and Diverse Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and
swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Similar and Diverse Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and
swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Similar and Diverse Shifters are similar to humans in height and build but are more naturally lithe and flexible. Their facial features have a bestial cast, with large eyes, flat noses, and pointed
shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Similar and Diverse Shifters are similar to humans in height and build but are more naturally lithe and flexible. Their facial features have a bestial cast, with large eyes, flat noses, and pointed
shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Similar and Diverse Shifters are similar to humans in height and build but are more naturally lithe and flexible. Their facial features have a bestial cast, with large eyes, flat noses, and pointed
shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Shifter Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t fully change shape
facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Shifter Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t fully change shape
facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Shifter Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t fully change shape
facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree. Primal Beast. Bestial fur covers your body, your facial
features become feral, and you gain the following benefits: Your walking speed increases by 10 feet. You gain darkvision with a range of 120 feet. You make Strength-based attack rolls with advantage
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree. Primal Beast. Bestial fur covers your body, your facial
features become feral, and you gain the following benefits: Your walking speed increases by 10 feet. You gain darkvision with a range of 120 feet. You make Strength-based attack rolls with advantage
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree. Primal Beast. Bestial fur covers your body, your facial
features become feral, and you gain the following benefits: Your walking speed increases by 10 feet. You gain darkvision with a range of 120 feet. You make Strength-based attack rolls with advantage
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Shifter Traits As a shifter, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet. Bestial Instincts. Channeling the
were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Shifting. As a bonus action, you can assume a more bestial appearance. This
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Shifter Traits As a shifter, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet. Bestial Instincts. Channeling the
were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Shifting. As a bonus action, you can assume a more bestial appearance. This






