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Returning 35 results for 'beast before desire could returns'.
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Spells
Player’s Handbook
destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.
Using a Higher-Level Spell Slot. The spell’s duration increases by 48 hours for each spell slot level above 2.
A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target’s Challenge Rating isn’t 0
Monsters
Forgotten Realms: Adventures in Faerûn
Material components and using Wisdom as the spellcasting ability (spell save DC 13):
At Will: Druidcraft, Speak with Animals (swan form only)
1/Day Each: Animal Friendship, Beast Sense, Spike
-Shifting;shape-shifts into a Small swan, or it returns to its true humanoid form. Its game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Forgotten Realms: Adventures in Faerûn
.
Sammaster’s travels brought him into contact with people who revered dragons as icons of primeval might. Masquerading his desire to dominate dragonkind as devotion, Sammaster established himself
clever wizard returns each time to steer the Cult of the Dragon into more desperate and sinister plots.Necrotic, PoisonAcid, Cold, Lightning
Monsters
Forgotten Realms: Adventures in Faerûn
megalomaniacal.
Sammaster’s travels brought him into contact with people who revered dragons as icons of primeval might. Masquerading his desire to dominate dragonkind as devotion, Sammaster
past, but the clever wizard returns each time to steer the Cult of the Dragon into more desperate and sinister plots.Acid, Necrotic, Poison
Monsters
Forgotten Realms: Adventures in Faerûn
-shifts into a Small or Medium Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Forgotten Realms: Adventures in Faerûn
Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Forgotten Realms: Adventures in Faerûn
punished.Acid, Cold, LightningFluid Form. Biha Babir Shape-Shifting;shape-shifts into a form resembling a Beast or Humanoid that is Medium or smaller, while retaining her game statistics (other than her size), or returns to her true marid form.
Polymorph
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less
than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It
Animal Shapes
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating
hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and
Monsters
Acquisitions Incorporated
statistics are replaced by the statistics of the dire wolf, except she retains her alignment, personality, and Intelligence, Wisdom, and Charisma scores. Her attacks in beast form are magical. While in
beast form, Walnut can use a bonus action to expend one spell slot and regain 1d8;{"diceNotation":"1d8","rollType":"roll"} hit points per level of the spell slot expended.
Spellcasting. Walnut is a 7th
Monsters
Tales from the Yawning Portal
Amphibious. The kelpie can breathe air and water.
Seaweed Shape. The kelpie can use its action to reshape its body into the form of a humanoid or beast that is Small, Medium, or Large. Its
kelpie returns to its true form if it takes a bonus action to do so or if it dies.
False Appearance. While the kelpie remains motionless in its true form, it is indistinguishable from normal
Monsters
Curse of Strahd
"} hit points and is freed from any curse, disease, poison, blindness, or deafness.
Change Shape. The Abbot magically polymorphs into a humanoid or beast that has a challenge rating equal to or less
present since birth. The Abbot became consumed with a prideful, obsessive desire to rid the poor Belviews of their lingering imperfections. The Belview family, however, had strange ideas of what it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Elder Evils are far older than most of the mortal peoples and always inimical to such creatures’ minds.
However much they might desire to enter and dominate the Material Plane, the Elder Evils are
feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of effect as
Monsters
Mordenkainen Presents: Monsters of the Multiverse
much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are
end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect
Monsters
Tomb of Annihilation
returns to normal at a rate of 10 degrees per minute.
Artus can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2
must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
shadar-kai has temporary hit points from this trait, it has advantage on attack rolls.
Weight of Ages. Any Beast or Humanoid (except an elf) that starts its turn within 5 feet of the shadar-kai has its
target has disadvantage on saving throws until the end of the shadar-kai’s next turn. Hit or Miss: The dagger magically returns to the shadar-kai’s hand immediately after a ranged attack
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some
the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some
. At the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other
Monsters
Mordenkainen Presents: Monsters of the Multiverse
dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures’ minds.
However much they might desire to enter and dominate the Material Plane, the
within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of
races
Where wishing fails, ancient magic can offer a heart’s desire—at least, for a time. Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. Some who
option presented here tells 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
Magic Items
Tomb of Annihilation
point the temperature in the area returns to normal at a rate of 10 degrees per minute.
You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of
able to fit inside a 10-foot cube, and has the density and durability of metal or stone (your choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice
Magic Items
The Book of Many Things
whichever cards they desire. Alternatively, roll on the Deck of Many More Things table below to randomly determine what cards are drawn.
Deck of Many More Things
d100
Card
01
Aberration
02
Balance*
03
Beast
04
Book
05
Bridge
06
Campfire
07
Cavern
08
Celestial
09
Comet*
10
Construct
11
Corpse
12
Crossroads
13
races
, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before. When you desire to have such a dreamlike vision, roll on the Lost
’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 rules
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Animal Messenger Level 2 Enchantment (Bard, Druid, Ranger) Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
A Tiny Beast of your choice
communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly. When the Beast
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Animal Messenger Level 2 Enchantment (Bard, Druid, Ranger) Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
A Tiny Beast of your choice
communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly. When the Beast
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Monster Research Adventurers can research what a creature is likely to desire. The Monster Research table suggests which skills can be used to learn about a creature of a particular type. The DC for
a relevant ability check equals 10 + the creature’s challenge rating. Monster Research Type Suggested Skills Aberration Arcana Beast Animal Handling, Nature, or Survival Celestial Arcana or
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Monster Research Adventurers can research what a creature is likely to desire. The Monster Research table suggests which skills can be used to learn about a creature of a particular type. The DC for
a relevant ability check equals 10 + the creature’s challenge rating. Monster Research Type Suggested Skills Aberration Arcana Beast Animal Handling, Nature, or Survival Celestial Arcana or
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Monster Research Adventurers can research what a creature is likely to desire. The Monster Research table suggests which skills can be used to learn about a creature of a particular type. The DC for
a relevant ability check equals 10 + the creature’s challenge rating. Monster Research Type Suggested Skills Aberration Arcana Beast Animal Handling, Nature, or Survival Celestial Arcana or
Monsters
Fizban's Treasury of Dragons
sun and have no desire to get wet, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect
almost never show them to anyone else.
Topaz Dragon Lairs
Topaz dragons are happiest by the sea. They spend most of their time basking in the sun and have no desire to get wet, beyond enjoying a bit of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Wisdom (Survival) checks while there. Optional Rule: Beast Transformation Whenever a visitor slays a beast native to the plane, the slayer must succeed on a DC 10 Charisma saving throw or become
transformed (as the polymorph spell) into the type of beast that was slain. In this form, the creature retains its intelligence and ability to speak. At the end of each long rest, the polymorphed creature can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Wisdom (Survival) checks while there. Optional Rule: Beast Transformation Whenever a visitor slays a beast native to the plane, the slayer must succeed on a DC 10 Charisma saving throw or become
transformed (as the polymorph spell) into the type of beast that was slain. In this form, the creature retains its intelligence and ability to speak. At the end of each long rest, the polymorphed creature can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Wisdom (Survival) checks while there. Optional Rule: Beast Transformation Whenever a visitor slays a beast native to the plane, the slayer must succeed on a DC 10 Charisma saving throw or become
transformed (as the polymorph spell) into the type of beast that was slain. In this form, the creature retains its intelligence and ability to speak. At the end of each long rest, the polymorphed creature can
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to
. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to
. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to
. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points