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Returning 35 results for 'battle been down can regions'.
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bottle been down can regains
battle been down can region
Equipment
quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Equipment
a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Equipment
, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Equipment
quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Spells
Player’s Handbook
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction
. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can’t see anything there more than 60 feet away.
While on the
Spells
Player’s Handbook
to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature
, though you might get a different creature anyway (DM’s choice).
When the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in
Magic Items
Dungeon Master’s Guide
cast a spell, you can’t cast that spell again from it until the next dawn.
Spirit of Kas. While the sword is on your person, you gain the following benefits:
Battle Hunger. You add 1d10 to your
detrimental property
Spells. While the sword is on your person, you can cast the following spells (save DC 18) from it:
Call Lightning
Divine Word
Finger of Death
Once you use the sword to
Magic Items
Dungeon Master’s Guide
a lich.
A treacherous lieutenant named Kas the Betrayer;Kas brought Vecna’s rule to an end in a terrible battle. Of Vecna, all that remained were one hand and one eye, grisly Artifacts that
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
rodent allies fail them, chitterlords can also turn the tide of any battle with their prodigious strength and druidic magic.Call Rats (1/Day). The ogre magically calls 1d4;{"diceNotation":"1d4
Speak with Rats. The ogre can verbally communicate simple concepts to ordinary rats and giant rats.Multiattack. The ogre makes two Club attacks, two Rat-Tail Whip attacks, or one of each.
Club
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Indomitable (3/Day). The warlord can reroll a saving throw it fails. It must use the new roll.
Survivor. The warlord regains 10 hit points at the start of its turn if it has fewer than half its hit
":"Shortbow", "rollDamageType":"piercing"} piercing damage.The warlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} piercing damage.
Fire Burst (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Fire Burst"}. The giant strider hurls a gout of flame at a point it can see within 60 feet of
or carried.These fierce and majestic monsters exhibit attributes of both birds and reptiles, but are truly neither. Giant striders have a supernatural affinity to fire and can spit gouts of flame at
Monsters
Tales from the Yawning Portal
Amphibious. The sea lion can breathe air and water.
Keen Smell. The sea lion has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The sea lion has advantage on an attack
lion can long jump out of or across the water up to 25 feet.Multiattack. The sea lion makes three attacks: one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6
Monsters
Strixhaven: A Curriculum of Chaos
Legendary Resistance (3/Day). If Velomachus fails a saving throw, she can choose to succeed instead.Multiattack. Velomachus makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18
"} slashing damage. If the target is a Huge or smaller creature, it is knocked prone.
Battle Tide Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Battle Tide Breath
Monsters
Fizban's Treasury of Dragons
kill.
In some regions, dragonnels are raised from eggs to be used as aerial mounts. These domesticated dragonnels are loyal to the point of being overly protective of their riders. However, efforts to
inclined to flyby tactics, swooping in to make attacks with its beak and claws before flying out of reach.
DRAGONNEL STEEDS
With the DM's permission, a paladin can summon a spirit in the form of
Monsters
Guildmasters’ Guide to Ravnica
":"force"} force damage.
Siege Monster. The wurm deals double damage to objects and structures.
Tunneler. The wurm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter
it and can escape from the corpse by using 20 feet of movement, exiting prone.Wurms are huge creatures that resemble limbless, wingless dragons. They burrow through the earth and eat virtually
Monsters
Bigby Presents: Glory of the Giants
Amphibious. The giant can breathe air and water.Multiattack. The giant makes two Battleaxe attacks and one Harpoon attack.
Battleaxe. Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType
condition (escape DC 16). While the target is grappled this way, its speed isn’t reduced, but it can’t move farther from the giant. The target takes 5 (1d10);{"diceNotation":"1d10
Monsters
Mordenkainen Presents: Monsters of the Multiverse
way roll initiative, act in the next available turn, and obey the skull lord. The skull lord can have no more than five Undead summoned by this ability at a time.Skull lords have claimed vast regions
throw and only half damage if it fails, provided it isn’t incapacitated.
Legendary Resistance (3/Day). If the skull lord fails a saving throw, it can choose to succeed instead.
Master of the
Monsters
Bigby Presents: Glory of the Giants
in the eternal battle.
The transformation that created fensirs left them with an odd quirk to their regenerative powers: their regeneration doesn’t function in sunlight, and in fact, sunlight can turn these creatures to stone.
splashes all creatures in a 30-foot-radius sphere centered on a point the fensir can see within 60 feet of itself. Each non-fensir creature in that area must succeed on a DC 13 Dexterity saving throw or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
can summon the spirits of these cadavers to battle against its enemies. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given enough
great battle—either where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and impale the corpses of those
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Howdah. The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must
as a fighting platform for up to four Small people. Ogre howdahs are most often seen bearing bow- and spear-wielding goblin;goblins into battle, or perhaps kobold;kobolds or deep gnome (svirfneblin
Magic Items
Princes of the Apocalypse
This dwarven battle-helm consists of a sturdy open-faced steel helmet, decorated with a golden circlet above the brow from which seven small gold spikes project upward. You gain the following
benefits while wearing the crown:
You have resistance to psychic damage.
You have advantage on saving throws against effects that would charm you.
You can use a bonus action to inspire one creature you
Magic Items
Princes of the Apocalypse
drop to 0 hit points.
You can’t be surprised by orcs while you’re not incapacitated. You are also aware when orcs are within 120 feet of you and aren’t behind total cover, although
you don’t know their location.
You and any of your friends within 30 feet of you can’t be frightened while you’re not incapacitated.
Sentience. Orcsplitter is a sentient, lawful
Magic Items
Curse of Strahd
vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground. In battle, he wielded a spear stained with blood. His was the first blood spear, a weapon
reduce the target to 0 hit points, you gain 2d6 temporary hit points.
Any creature can wield the spear, but only the character chosen by Kavan to wield it gains a +2 bonus to attack and damage rolls made with this magic weapon.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
can push the target 5 feet away if the target is a Huge or smaller creature.Block the Path. When a creature enters a space within 5 feet of the ogre, the ogre makes a Bash attack against that
to halt.
Ogres of War
Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the
Monsters
Spelljammer: Adventures in Space
","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.Space swine are a species of winged boar bred by dohwar;dohwars for a variety of uses. They can serve as mounts for Small creatures, and they
also make fine trackers and capable beasts of burden. Space swine that are trained for battle are typically outfitted with half-plate barding and are referred to as death squealers.
A fully grown
Monsters
Bigby Presents: Glory of the Giants
use in the eternal battle.
The transformation that created fensirs left them with an odd quirk to their regenerative powers: their regeneration doesn’t function in sunlight, and in fact, sunlight can turn these creatures to stone.
an insatiable hunger. These fensir devourers use their great size and strength to overwhelm foes. They can also issue a baleful curse in their final moments.
Fensirs
Long ago, a band of frost
Monsters
Vecna: Eve of Ruin
incapacitated condition.Multiattack. The scout makes three Armblade or Bolt Launcher attacks. It can replace one of the attacks with a use of Snare Trap.
Armblade. Melee Weapon Attack: +8;{"diceNotation":"1d20
"} piercing damage and have the prone condition. A creature makes this saving throw only once per turn.Blade scouts are responsible for exploring and charting Mournland regions not yet claimed by the Lord of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
—a weapon so large it’s essentially an ogre-held ballista. An ogre bolt launcher can load this immense weapon and loose its deadly missile as quickly as a dwarf handles a crossbow. The
bolts are so large that few ogres can carry more than a half dozen at a time, but bolt launchers have been known to uproot small trees or tear beams out of buildings and launch those when their ammunition
Monsters
Mythic Odysseys of Theros
torment stuffy individuals or pull pranks on the unwary, pastimes that can predictably lead to scuffles. If a satyr can't talk their way out of a conflict—or diffuse it with a good-natured distraction
possible. This often means turning the same skills that make them famed celebrants toward battle, be it captivating performances or the aim developed through endless games of skill. Once a threat is overcome, though, satyrs are quick to engage in their favorite part of battle: the victory celebration.
Monsters
Planescape: Adventures in the Multiverse
captain makes three Harmonium Blade attacks. The captain can also use Dictate if available.
Harmonium Blade. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
", "rollAction":"Dictate"}. The captain verbally commands up to three creatures it can see within 60 feet of itself. This magical command must be to undertake an action or to refrain from taking actions (for
Monsters
Mordenkainen Presents: Monsters of the Multiverse
-ti, that starts its turn within 30 feet of the anathema must succeed on a DC 17 Wisdom saving throw or become frightened of snakes and yuan-ti. A frightened target can repeat the saving throw at the
the start of each of its turns. The anathema can constrict only one creature at a time.
Spellcasting (Anathema Form Only). The anathema casts one of the following spells, requiring no material
Monsters
Dragonlance: Shadow of the Dragon Queen
":"bludgeoning"} bludgeoning damage if the kender used the hoopak’s sling to make a ranged attack.
Taunt. The kender launches a barrage of insults at a creature it can see within 60 feet of itself
. If the target can hear the kender, the target must succeed on a DC 12 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn.Kender skirmishers are fearless fighters
Monsters
Mordenkainen Presents: Monsters of the Multiverse
succeeds on this saving throw automatically if Bael wishes it or if he is incapacitated.
Legendary Resistance (3/Day). If Bael fails a saving throw, he can choose to succeed instead.
Magic Resistance
", "rollDamageType":"necrotic"} necrotic damage.
Infernal Command. Each of Bael’s allies within 60 feet of him can’t be charmed or frightened until the end of his next turn.
Spellcasting. Bael casts
Magic Items
The Book of Many Things
This wand is shaped like a drop spindle wrapped in red thread. The wand has 6 charges that can be used for the following properties:
Battle Foreknowledge. When you roll initiative, you can expend 1
charge to add or subtract your proficiency bonus from the total roll.
Doom Foretold. As an action, you can expend 2 charges to target a creature within 30 feet of yourself and invoke that creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Extraordinary Leap. The distance of the steeder’s long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet.
Spider Climb. The steeder can
, reach 5 ft., one Medium or smaller creature. Hit: The target is stuck to the steeder’s leg and grappled (escape DC 12). The steeder can have only one creature grappled at a time.Giant hunting






