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Returning 35 results for 'beast bodies down casting rolls'.
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Spells
Player’s Handbook
choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead
The most prevalent kind of plant, mineral, or Beast (you choose which to learn)
Locations of bodies of water
For example
, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.
Monsters
Monster Manual
spell’s normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must
finish a Long Rest before using this trait to cast that spell again.
Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag
Monsters
Monster Manual
dealing any damage. Any nonmagical weapon takes a cumulative −1 penalty to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if
the penalty reaches −5. The penalty can be removed by casting the Mending spell on the weapon.
The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round.Pseudopod. Melee Attack
Monsters
Monster Manual
any damage. Any nonmagical weapon takes a cumulative −1 penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the
penalty reaches −5. The penalty can be removed by casting the Mending spell on the weapon.
In 1 minute, the pudding can eat through 2 feet of nonmagical wood or metal.
Spider Climb. The pudding
Monsters
Monster Manual
fails. It can’t use this trait if it has the Incapacitated condition.
Displacement. Attack rolls against the displacer beast have Disadvantage, since it projects an illusion that makes it
Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the save and half damage if it
Monsters
Monster Manual
creature with the object. Failure: The object takes a −1 penalty to the AC it offers (armor) or to its attack rolls (weapon). Armor is destroyed if the penalty reduces its AC to 10, and a weapon
is destroyed if its penalty reaches −5. The penalty can be removed by casting the Mending spell on the armor or weapon.
Destroy Metal. The rust monster touches a nonmagical metal object within
Magic Items
Dungeon Master’s Guide
Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When
Initiative rolls.
Underwater Adaptation. A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that environment.
Aquatic Command. Wave has 3 charges and
Spells
Player’s Handbook
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using
Spells
Player’s Handbook
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts
Spells
Player’s Handbook
You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a
Feats
Player’s Handbook
maximum of 20.
Bypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover.
Casting in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your
attack rolls with spells.
Increased Range. When you cast a spell that has a range of at least 10 feet and requires you to make an attack roll, you can increase the spell’s range by 60 feet.
Spells
Player’s Handbook
You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that
is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct
Monsters
Monster Manual
ability (spell save DC 17):
At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no
rolls 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Giggling Magic"} whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or
Monsters
Monster Manual
ability (spell save DC 21):
At Will: Detect Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no
turn, the target rolls 1d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Giggling Magic"} whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As
long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons
Monsters
Monster Manual
":"1d20+13", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary
", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
Monsters
Monster Manual
;{"diceNotation":"1d20+16", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 4 version), Shapechange (Beast or Humanoid form only, no
and subtracts 5 (1d10);{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on
Magic Items
Dungeon Master’s Guide
.
Magic Weapon. You gain a +3 bonus to attack rolls and damage rolls made with the sword, which scores a Critical Hit on a roll of 19 or 20 on the d20 and deals an extra 2d10 Slashing damage to Undead
Initiative rolls.
Blade of Defense. When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in
Monsters
Forgotten Realms: Adventures in Faerûn
Underdark. They are stealthy hunters with an affinity for lost lore and fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly
dragons lair in fungus-encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon&rsquo
Monsters
Forgotten Realms: Adventures in Faerûn
hunters with an affinity for lost lore and fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to
-encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its
Spells
Elemental Evil Player's Companion
and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is
Displacer Beast
Legacy
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Monsters
Monster Manual (2014)
half damage if it fails.
Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage
Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only
Awaken
Legacy
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Spells
Basic Rules (2014)
After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence
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.
Monsters
Eberron: Rising from the Last War
noses, pointed ears, and light fur over much of their bodies. When a shifter fully embraces the beast within by “shifting,” these features become even more pronounced.
","rollDamageType":"piercing"} piercing damage.Shifters are tied to primal spirits, which most of them refer to as the beast within. They are lithe of form and have bestial features: large eyes, flat
Vargouille
Legacy
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Monsters
Volo's Guide to Monsters
head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so
undoes the changes made to the target by the curse.
Stunning Shriek. The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom
Monsters
The Wild Beyond the Witchlight
Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an
attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.Tentacles. Melee Weapon Attack: +3
Spells
Xanathar's Guide to Everything
A nature spirit answers your call and transforms you into a 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
Monsters
Tales from the Yawning Portal
half damage if it fails.
Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage
Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only
Resurrection
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting this
removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal
Yeenoghu
Legacy
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Monsters
Out of the Abyss
5 or more, the target falls prone.
Savage (Costs 2 Actions). Yeenoghu makes a bite attack against each creature within 10 feet of him.The Beast of Butchery appears as a great battle-scarred gnoll
. Those that ate of great Yeenoghu’s kills became gnoll;gnolls, emulating their master’s ways. Few others worship the Beast of Butchery, but those who do tend to take on a gnoll-like aspect
Monsters
Ghosts of Saltmarsh
"} poison damage.Found in Danger at Dunwater, these strange reptiles have a head at either end of their serpentine bodies, each one equipped with venomous fangs. To move, an amphisbaena uses one head to grip the neck of its other head, forming a hoop that rolls over the ground.
Astral Projection
Legacy
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Spells
Basic Rules (2014)
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you
enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new
Magic Items
Phandelver and Below: The Shattered Obelisk
These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect.
When you cast a spell that has a casting time of 1
roll damage for the spell, you can reroll up to three damage dice. You must use the new rolls.
Mind Crystal (Extended);Extended (Uncommon). If the spell has a duration of 1 minute or longer, double
Monsters
Mordenkainen Presents: Monsters of the Multiverse
a separate Bite attack against each creature within 10 feet of him.The Beast of Butchery appears as a great scarred gnoll, towering 14 feet tall. Yeenoghu is the Gnoll Lord, and his creations are
others worship the Beast of Butchery, but those who do tend to take on a gnoll-like aspect, hunching over and filing their teeth down to points.
Yeenoghu wants nothing more than slaughter and senseless
Monsters
Fizban's Treasury of Dragons
disadvantage on attack rolls until the start of its next turn.Hoard scarabs are beetle-like creatures that, through some feat of natural adaptation or alchemical ingenuity, blend in perfectly among piles of
becomes aware of it and can unerringly track the creature. Casting dispel magic on the creature ends the effect on it.






