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Returning 35 results for 'beams being duplicate count range'.
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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.
Magic Items
Dungeon Master’s Guide
roll, the axe deals an extra 20 Slashing damage.
The axe has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it
Moradin. While attuned to the axe, you gain the following benefits:
Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Fortitude of
Monsters
Monster Manual
Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Hail of Bark"}, range 180 ft. Hit: 28 (4d10 + 6);{"diceNotation":"4d10+6", "rollType":"damage", "rollAction":"Hail of Bark
Intelligence and Charisma scores of 1, it can’t speak, and it lacks this action. The tree takes its turn immediately after the treant on the same Initiative count, and it obeys the treant. A
Spells
Player’s Handbook
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or
when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands
Spells
Player’s Handbook
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose
shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses
Spells
Player’s Handbook
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer
creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
Spells
Player’s Handbook
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth
the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no
Spells
Player’s Handbook
Objects animate at your command. Choose a number of nonmagical objects within range that aren’t being worn or carried, aren’t fixed to a surface, and aren’t Gargantuan. The maximum
. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.
Until the spell ends, you can take a
Spells
Player’s Handbook
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes
Magic Items
Dungeon Master’s Guide
you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the
has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can’t be used again until 7 days have passed.
Figurine of Wondrous
Spells
Player’s Handbook
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours
Spells
Player’s Handbook
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy
spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no
Spells
Player’s Handbook
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land
Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal
Spells
Player’s Handbook
You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form
when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands
Spells
Player’s Handbook
You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed
Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately
Spells
Player’s Handbook
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth
an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
Monsters
Forgotten Realms: Adventures in Faerûn
Spellcasting.
Arcane Burst. Melee or Ranged Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Arcane Burst"}, reach 5 ft., or range 120 ft. Hit: 32 (4d12 + 6);{"diceNotation
duplicate himself, his allies, and even his rivals. Manshoon knows that keeping people guessing about hidden identities makes them easier to manipulate.
Manshoon usually wears a mask and concealing
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
Spelljammer: Adventures in Space
talarith.Multiattack. The reigar makes two Trident attacks.
Trident. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Trident"} to hit, reach 5 ft. or range 20/60 ft
"} to hit, range 90 ft., one target. Hit: 22 (5d8) damage of a type chosen by the reigar from the following list: cold;{"diceNotation":"5d8", "rollType":"damage", "rollAction":"Chromatic Bolt (Cold
Demogorgon
Legacy
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Monsters
Out of the Abyss
following effects; Demogorgon can’t use the same effect two rounds in a row:
Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20
bulk of this palace extends deep underwater, in chill and darkened caverns.
Lair Actions
On initiative count 20 (losing initiative ties), Demogorgon can take a lair action to cause one of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
initiative count 20 of the next round.
Illusory Duplicate. Demogorgon creates an illusory duplicate of himself, which appears in his space and lasts until initiative count 20 of the next round. On his turn
underwater, in chill and darkened caverns.
Lair Actions
On initiative count 20 (losing initiative ties), Demogorgon can take one of the following lair actions; he can’t take the same lair action two
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Fist","rollDamageType":"bludgeoning"} bludgeoning damage.
Bolt Launcher. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bolt Launcher"} to hit, range 120/480
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
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
simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any duplicate you created with this spell is instantly destroyed.
Monsters
Spelljammer: Adventures in Space
":"Pseudopod","rollDamageType":"bludgeoning"} bludgeoning damage.
Spear. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range
":"1d20+4","rollType":"to hit","rollAction":"Pistol"} to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2);{"diceNotation":"1d10+2","rollType":"damage","rollAction":"Pistol","rollDamageType":"piercing
Monsters
Spelljammer: Adventures in Space
","rollDamageType":"bludgeoning"} bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120
randomly) divides in half. When a plasmoid splits in two, one of the resulting creatures is the original, and the other is a physical duplicate that lacks the experience and knowledge of its parent.
A
Monsters
The Book of Many Things
Whisper.
Poison Blade. Melee or Ranged Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Poison Blade"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d4 + 5
illusory duplicate of itself in its space, then teleports, along with any equipment it is wearing or carrying, to an unoccupied space within 15 feet of itself. The image flings illusory blades at two
Monsters
Spelljammer: Adventures in Space
damage.
Chatkcha. Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Chatkcha"} to hit (with advantage if the thri-kreen is missing any hit points), range 30/120 ft., one
communication difficult to interpret and impossible to duplicate. To interact with creatures of other sapient species, thri-kreen rely on a form of telepathy.
Thri-kreen often use weapons of their own design
Monsters
Phandelver and Below: The Shattered Obelisk
Attack: +8;{"diceNotation":"1d20+8", "rollType":"spell", "rollAction":"Eye Beam"} to hit, range 120 ft., one creature. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4", "rollType":"damage", "rollAction":"Eye Beam
a beholder, an oculorb can fire beams of energy from its eyes, but an oculorb’s eyes lack the more sophisticated magical nature of a beholder’s eyestalks. Instead, an oculorb unleashes powerful waves of energy charged with negative emotions, cowing its foes with despair and ire.
Magic Items
Divine Contention
.
The wielder rolls on the chart* for the wand of wonder three times, rerolling any duplicate results. Any effects that specify a target affect all creatures in range of the grenade when it explodes. Any
Monsters
The Book of Many Things
":"Herald's Axe", "rollDamageType":"necrotic"} necrotic damage.
Comet Blast. Ranged Spell Attack: +9;{"diceNotation":"1d20+9", "rollType":"spell", "rollAction":"Comet Blast"} to hit, range 120 ft., one
powerful warlocks with mighty spells at their disposal. They can commune with the alien mind of the All-Consuming Star, blast enemies with beams of eldritch energy, and conjure manifestations of this
Beholder
Legacy
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Monsters
Monster Manual (2014)
closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP).
Lair Actions
When fighting inside its lair, a beholder can invoke the ambient magic to take lair
actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:
A 50-foot square area of ground within 120 feet of the
Monsters
Spelljammer: Adventures in Space
":"to hit","rollAction":"Chatkcha"} to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Chatkcha","rollDamageType":"slashing"} slashing
thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate. To interact with creatures of other sapient species
Monsters
Spelljammer: Adventures in Space
;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Psychic Bolt"} to hit, range 60 ft., one creature. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Psychic Bolt
, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate. To interact with creatures of other
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Longsword", "rollDamageType":"psychic"} psychic damage.
Bewitching Bolt. Ranged Spell Attack: +6;{"diceNotation":"1d20+6", "rollType":"spell", "rollAction":"Bewitching Bolt"} to hit, range
community and harmony leads many firbolgs to pledge themselves to Hiatea’s service.Duplicitous Movement (1/Day). The firbolg projects an illusory duplicate of itself in an unoccupied space it can see
Animate Objects
Legacy
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Spells
Basic Rules (2014)
Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects
, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points






