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Returning 35 results for 'before beast diffusing clothing repeats'.
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before beast diffusing clothing retreats
Monsters
Monster Manual
20, each creature in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed
condition, and 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 automatically.
Spellcasting. The dragon casts one of the
Monsters
Monster Manual
. Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target
has the Paralyzed condition, and 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 automatically.
Spellcasting. The dragon
Monsters
Monster Manual
Throw: DC 18, each creature in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target
the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):
At Will: Detect Magic, Minor Illusion, Scorching Ray, Shapechange (Beast or
Spells
Player’s Handbook
One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
Monsters
Monster Manual
. Constitution Saving Throw: DC 21, each creature in a 90-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second
3 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals 1
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
) for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.
Giant Fly
Large Beast, Unaligned
AC 11 Initiative +1 (11)
HP 19
repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has
Monsters
Forgotten Realms: Adventures in Faerûn
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Thunderwave (level 2 version)
1/Day Each
is halved, it can’t take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on
Monsters
Forgotten Realms: Adventures in Faerûn
);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Spore Salvo", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition. It repeats the save at the end of each of its
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
);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Spore Salvo", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition. It repeats the save at the end of each of its turns
-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
dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Shapechange (Beast or Humanoid form
take either an action or a Bonus Action on its turn, not both. 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
Quests from the Infinite Staircase
Harmless Lure. The wolf-in-sheep’s-clothing can change the color, texture, and shape of its lure to resemble a Tiny Beast or Tiny object. It can move the lure to reinforce the resemblance (no action
False Appearance. If the wolf-in-sheep’s-clothing is motionless (except for its lure) at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, and shape of its lure to resemble a Tiny Beast or Tiny object. It can move the lure to reinforce the resemblance (no action required), but the lure must remain within 15 feet of the wolf-in-sheep’s-clothing, connected by nearly invisible filament-like tendrils.
Luca Bancone
Wolf-in-Sheep’s-Clothing A wolf-in-sheep’s-clothing is a predatory plant that resembles a tree stump. It hides in areas of thick vegetation and has a bark-like hide, eyestalks like vines or withered
Species
Spelljammer: Adventures in Space
vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that
character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dominate Beast Level 4 Enchantment (Druid, Ranger, Sorcerer) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
One Beast you can see within range
repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dominate Beast Level 4 Enchantment (Druid, Ranger, Sorcerer) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
One Beast you can see within range
repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
duergar
10–14 Malevolent townsfolk
15–16 Thieves
17–18 Trapped beast
19–20 Walking wounded
Building Collapse A damaged building collapses twenty feet away from you. The
Unrecognizable figures in cold weather clothing advance until they form a line twenty feet away from you. Each one clutches a handaxe threateningly. One of them points a gloved finger at you and shouts, “Kill
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
as centaurs). Among the greatest inhabitants of this plane are the primal spirits called animal lords. Whenever a visitor slays a Beast native to the plane, the slayer must succeed on a DC 10
Charisma saving throw or shape-shift into the type of Beast that was slain. The creature’s game statistics are replaced by the Beast’s stat block, but the creature retains its alignment, personality
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
.
Paralyzing Breath. Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save
. Second Failure: The target has the Paralyzed condition, and 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 automatically
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The
end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger Subclasses A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Beast Master, Fey Wanderer, Gloom
Stalker, and Hunter subclasses. Beast Master Bond with a Primal Beast A Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world
Magic Items
Infernal Machine Rebuild
you. You have disadvantage on Wisdom (Animal Handling) checks.
03
One weapon or item you carry of your choice gains a walking speed of 30 feet and goes where you tell it.
Your armor and clothing
random Huge beast appears next to you (chosen by the DM) as if with the conjure animals spell. You have a telepathic link to this beast, such that you can give it commands even if it can’t hear
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
to a four-legged Beast shape. While you have a Humanoid shape, you can wear clothing and armor made for a Humanoid of your size. Darkvision. You have Darkvision with a range of 120 feet. Delightful
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
spell attacks):
At Will: Detect Magic, Hold Monster, Ice Knife (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or
Compendium
- Sources->Dungeons & Dragons->Monster Manual
.
Paralyzing Breath. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save
. Second Failure: The target has the Paralyzed condition, and 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 automatically
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
her meal. As long as the characters keep their distance, the White Wyrm ignores them. Awakened Beast The frost druids of Icewind Dale use awaken spells to imbue native beasts with an Intelligence
score of 10 and the ability to speak Common or Druidic. The druids use these awakened beasts as spies and messengers. Roll a d8 and consult the Awakened Beast Encounter table to determine what kind of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)
1/Day Each: Flame Strike
Disadvantage on Strength-based D20 Tests and subtracts 5 (1d10) 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
Compendium
- Sources->Dungeons & Dragons->Monster Manual
21, each creature in a 90-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the
spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20):
At Will: Detect Magic, Minor Illusion, Scorching Ray (level 3 version), Shapechange (Beast
Compendium
- Sources->Dungeons & Dragons->Monster Manual
21, +13 to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no
this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending
Compendium
- Sources->Dungeons & Dragons->Monster Manual
end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within
16):
At Will: Detect Magic, Minor Illusion, Scorching Ray, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) 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
(1d6) 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 automatically.
Adult Gold Dragon Huge Dragon
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
disposition. Roll a d4 and consult the Frost Druid Friends table to determine each creature, or just roll once and assume all the creatures are the same kind of beast or plant. (It’s okay if multiples of the
same kind of creature are present, since the druid might favor a certain kind of beast or plant.) Running the Encounter. The frost druid aims to kill the characters or send them scurrying back to Ten
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
self-serving beast. The soul of Victoro’s eldest son, Osvaldo, is forever lost and can’t be saved. To allay his guilt, Victoro has forged a plan to win back the souls of his young twins, Terenzio and
and glamoured studded leather disguised to look like fine clothing. He carries a rod of rulership shaped like a ruby-tipped cane.
Fey Ancestry. Victoro has advantage on saving throws against being
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
in all living things. When a wight attacks, this life essence glows like white-hot embers to its dark eyes, and the wight’s cold touch can drain the spark through flesh, clothing, and armor. Shadow of
places, surrounded by dead plants, noticeably blackened, and avoided by bird and beast. Humanoids slain by a wight can rise as zombies under its control. Motivated by hunger for living souls and driven by






