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Returning 35 results for 'before beast diffusing convince repeats'.
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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
Animal Friendship
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails
. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At Higher Levels. When you
Monsters
Fizban's Treasury of Dragons
hoard or even the follower’s own life—might convince the god to send aid to the world in the form of a divine aspect. This aspect is a physical manifestation of the Platinum Dragon
Beast, while retaining his game statistics (other than his size). This transformation ends if the aspect is reduced to 0 hit points or if he uses a bonus action to end it.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Animal Friendship 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours This spell lets you convince a beast that you mean it no harm
. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Animal Friendship 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours This spell lets you convince a beast that you mean it no harm
. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be
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->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->Dragon of Icespire Peak
, Ulla calls out, “Who goes there?” in Gnomish, then Pog repeats the question in Common. Their orders are to “attack shapechangers on sight.” Since anyone might be a shapechanger, they attack anyone
Gnomengarde’s destruction. A DC 10 Charisma (Persuasion) check to convince the gnomes that the characters can’t be shapechangers, as shapechangers would surely take less conspicuous forms.
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
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->Infernal Machine Rebuild
their way to area 1 and up the stairs. If Barbatos is still in the room when the bears escape, they attack him first. A character who succeeds on a DC 20 Wisdom (Animal Handling) check can convince at
of themselves that attack anyone in the room until destroyed. Each skeletal, rotted bear uses the polar bear stat block with the following changes: It has the undead type instead of the beast type
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
.
4 Find a magically stolen vessel sequestered high in the mountains and return it to the ocean.
5 Capture a great beast of the land and bring it to the shore as an offering for a kraken
discovering ancient knowledge. The campaign might begin with Thassa warning the characters about an impending attack or disaster involving a seaside community, leaving them to convince others and organize a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
sufficient wisdom to merit respect, or when they convince the other gods (especially Klothys) to intervene and check Keranos’s wrath. Keranos’s Divine Schemes Keranos doesn’t interact much with the rest of
of mortal knowledge inconsistent and slow. He empowers a champion to grant vast knowledge to any person or beast she touches. The advent of sagacious cattle, wolves, and children greatly disrupts (and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The stuttering squeal and clang of the gate repeats with mindless precision. Weeds choke the grounds and press with menace upon the house itself. Yet, against the walls, the growth has been tramped down
her door have no allegiance to Strahd. If the characters convince her, either with good roleplaying or a successful DC 15 Charisma (Deception or Persuasion) check, or if Ismark is with them, she opens
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Clever Beast When a roll on the Lake Events table indicates that the lake monster takes an interest in the characters, read: Ripples disrupt the surface of the lake, causing your boat to bob from
must do my part to help the Frostmaiden, who wants the people of Bremen to suffer.” “I don’t want to be a stupid beast again.” (The plesiosaurus doesn’t know enough about druidic magic to know that its
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
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->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






