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Returning 35 results for 'before beam decide creatures reappears'.
Spells
Player’s Handbook
turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them
at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a
Spells
Player’s Handbook
).
As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can
command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to
Spells
Player’s Handbook
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target’s body is left
spell ends for all the targets if you take a Magic action to dismiss it.
When the spell ends for a target who isn’t dead, the target reappears in its body and exits the state of suspended animation.
Spells
Player’s Handbook
decide what sort of security the spell provides, choosing any of the following properties:
Sound can’t pass through the barrier at the edge of the warded area.
The barrier of the warded
perimeter.
Creatures in the area can’t be targeted by Divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the warded area.
Casting this
Spells
Player’s Handbook
its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on
triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.
You can refine the trigger so that only creatures of certain types activate it (for example, the
Spells
Player’s Handbook
symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a
triggers include opening that object or seeing the glyph.
You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can
Magic Items
Dungeon Master’s Guide
Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.)
Deck of Many Things
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
Magic Items
Forgotten Realms: Adventures in Faerûn
DM’s control. The type of chromatic dragon depends on your alignment and personality and is left to the DM to decide. The transformation is permanent, but if the dragon is slain, its body
reverts to its original form and the orb reappears outside its body.
Destroying the Orb. If an Ancient Gold Dragon willingly swallows the orb, the orb and the dragon are both destroyed.
Enchanter
Legacy
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Monsters
Volo's Guide to Monsters
the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses.
The attacker must make a DC 14 Wisdom saving throw. On a failed save, the
attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target.
Monsters
Quests from the Infinite Staircase
makes two Tentacle attacks or three Laser Beam attacks.
Tentacle. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Tentacle"} to hit, reach 10 ft., one target. Hit
grappled condition (escape DC 16). While grappled, the target also has the restrained condition. The robot has two tentacles, each of which can grapple one target.
Laser Beam. Ranged Weapon Attack: +5
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: 2 (1d6-1);{"diceNotation":"1d6-1", "rollType":"damage", "rollAction":"Quarterstaff", "rollDamageType":"bludgeoning"} bludgeoning damage.
Chromatic Beam. The derro launches a brilliant beam of magical
":"Chromatic Beam", "rollDamageType":"radiant"} radiant damage on a failed save, or half as much damage on a successful one.
Spellcasting. The derro casts one of the following spells, using Charisma as the
Magic Items
Waterdeep: Dungeon of the Mad Mage
the edges of the hull in all directions for a distance equal in length to the vessel’s beam, so that creatures aboard and near the ship can breathe normally in space. The temperature within the
creatures can walk on the ship’s decks as they normally would. Creatures and objects that fall overboard bob in a gravity plane that extends out from the main deck for a distance equal in length to
Monsters
Bigby Presents: Glory of the Giants
DC 22 Strength check. On a successful check, the affected creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.
Arcane Beam (Recharge 5–6
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Arcane Beam"}. The colossus fires a beam of magical force from its chest, hands, or head in a 150-foot line that is 10 feet wide. Each
Monsters
Fizban's Treasury of Dragons
Long Rest). The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can’t be targeted if they&rsquo
direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Mass
Monsters
The Book of Many Things
. When the effect ends, the target reappears in the space it left or in the nearest unoccupied space.
Overwhelm the Senses. Pazrodine targets up to three creatures she can see within 30 feet of
an action to wake it.
Moonlight Breath. Pazrodine exhales a beam of moonlight in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 21 Dexterity saving throw, taking 60
Monsters
Spelljammer: Adventures in Space
chain.
Unusual Nature. The elf doesn’t require sleep.Multiattack. The elf makes two Scimitar attacks and uses Radiant Beam (if available).
Scimitar. Melee Weapon Attack: +5;{"diceNotation
"} slashing damage plus 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Scimitar","rollDamageType":"radiant"} radiant damage.
Radiant Beam (3/Day). A magical beam of radiance flashes out
Delayed Blast Fireball
Legacy
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Spells
Basic Rules (2014)
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your
concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that
Monsters
Fizban's Treasury of Dragons
Long Rest). The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can’t be targeted if they&rsquo
direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Mass
Monsters
Fizban's Treasury of Dragons
Long Rest). The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can’t be targeted if they&rsquo
direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Mass
Monsters
Fizban's Treasury of Dragons
Long Rest). The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can’t be targeted if they&rsquo
direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Mass
Monsters
Fizban's Treasury of Dragons
Long Rest). The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can’t be targeted if they&rsquo
direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Mass
Monsters
Curse of Strahd
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's
Monsters
Misplaced Monsters: Volume One
":"recharge", "rollAction":"Haloed Horn Burst"}. Rain uses her haloed horn to produce one of the following magical effects:
Glitterstorm. Rain emits a rainbow beam in a 30-foot line that is 5 feet wide
damage on a failed saving throw, or half as much damage on a successful one; creatures of evil alignment have disadvantage on this saving throw. If the damage from this effect reduces a creature to 0 hit
Create Undead
Legacy
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Spells
Basic Rules (2014)
creatures.)
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you
can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a
Spells
Xanathar's Guide to Everything
use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a
Monsters
Quests from the Infinite Staircase
condition (escape DC 15). The robot has two cargo tentacles, each of which can grapple one target.
Tractor Beam. The robot casts Telekinesis, targeting only creatures with the incapacitated condition
Monsters
Spelljammer: Adventures in Space
, the apparition sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Incorporeal Movement. The apparition can move through other creatures and objects as if they were
the possession ends, the apparition reappears in an unoccupied space within 5 feet of the body. If it reappears in a location not on the Astral Plane, the apparition is destroyed. The target is immune
Adult Gold Dragon
Legacy
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Monsters
Basic Rules (2014)
creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
Regional Effects
The region containing a legendary gold dragon’s lair is warped by the
beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil
Monsters
Spelljammer: Adventures in Space
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
, the ghost disappears and instantly reappears in the ship’s cargo hold.
While away from the Last Breath, the ghost can use a bonus action to magically teleport back to the ship, either to the
Ancient Gold Dragon
Legacy
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Monsters
Basic Rules (2014)
ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
Regional Effects
The region containing a legendary gold dragon’s lair is warped
beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non
Magic Items
Tasha’s Cauldron of Everything
your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus
have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
You can’t be grappled or restrained.
You can move through creatures and solid objects as if they
Animate Dead
Legacy
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Spells
Basic Rules (2014)
command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same
command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you
Ghost
Legacy
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Monsters
Basic Rules (2014)
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.A ghost is
Monsters
Curse of Strahd
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's
Monsters
Storm King's Thunder
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving






