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Returning 35 results for 'before beast doesn charge remove'.
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Magic Items
Dungeon Master’s Guide
This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.
Monsters
Monster Manual
components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Evil and Good, 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: Commune, Raise DeadRadiantDivine Aid (2/Day). The deva casts Cure Wounds, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Spells
Player’s Handbook
per 24 hours or 50 miles if the Beast can fly.
When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn’t reach its
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
Magic Items
Dungeon Master’s Guide
attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster.
Once the cube summons a creature, the cube can’t do so again until the next dawn
.
Cube of Summoning
1d6
Spell
1
Summon Aberration
2
Summon Beast
3
Summon Construct
4
Summon Dragon
5
Summon Elemental
6
Summon Fey
Monsters
Monster Manual
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must
", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage.Acid, ColdAquatic Charge. The sahuagin swims up to its Swim Speed straight toward an enemy it can see.
Spells
Player’s Handbook
form can be any Beast you choose that has a Challenge Rating 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
You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shifting;shape-shift into Beast form for the duration. That
Magic Items
Dungeon Master’s Guide
regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 20) from it on a Beast that has a Swim Speed.
Globe of Invulnerability. While
Magic Items
Dungeon Master’s Guide
This belt pouch appears empty and has 10 charges. While holding the pouch, you can take a Magic action to expend 1 charge, name any nonmagical food seasoning (such as salt, pepper, saffron, or
cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Spells
Player’s Handbook
settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in castles and settlements.
Choose three of the following facts
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
Magic Items
Dungeon Master’s Guide
on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age and doesn’t need to
breathe, eat, or drink.
You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those
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
.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You can
Magic Items
Dungeon Master’s Guide
Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another
function of the gem.
Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a
Spells
Player’s Handbook
for the spell’s level in the stat block.
Bestial Spirit
Small Beast, Neutral
AC 11 + the spell’s level
HP 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2
;Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Flyby (Air Only). The spirit doesn’t provoke Opportunity Attack;Opportunity Attacks when it flies out of an
Magic Items
Dungeon Master’s Guide
the creature, the figurine doesn’t become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after
) 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
Spells
Player’s Handbook
’t altered. Otherwise, the modified memories take hold when the spell ends.
A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the
might deem a modified memory too nonsensical to affect a creature.
A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.
Using a Higher-Level
Magic Items
Dungeon Master’s Guide
.
Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only
rejects you but also places a curse on you, causing you to make D20 Test;D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re
Monsters
Forgotten Realms: Adventures in Faerûn
start of its turn. If the beast takes Radiant damage or damage from a Critical Hit, this trait doesn’t function at the start of the beast’s next turn. The beast dies only if it starts its
turn with 0 Hit Points and doesn’t regenerate.Multiattack. The beast makes three attacks, using Bite or Claws in any combination.
Bite. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType
Monsters
Forgotten Realms: Adventures in Faerûn
Flyby (Swan Form Only). The swanmay doesn’t provoke an Opportunity Attack action when it flies out of an enemy’s reach.Multiattack. The swanmay makes two attacks, using Beak, Longbow, or
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
Monsters
Eberron: Forge of the Artificer
Pack Tactics. The heir has Advantage on an attack roll against a creature if at least one of the heir’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated
Beast. The heir targets a Beast it can see within 30 feet. The target can take a Reaction to move up to half its Speed and make one melee attack.
Feats
Forgotten Realms: Heroes of Faerûn
maximum of 20.
Friend to Animals. You have Advantage on ability checks when taking the Influence action with Beasts.
Two Hearts, One Mind. You always have the Beast Sense spell prepared. You can cast it
once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. When you cast it without a spell slot using this feature, it doesn’t require
Monsters
Forgotten Realms: Adventures in Faerûn
creature doesn’t reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and
-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
nonmagical means.
Restless Sleep. When a creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t
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
a cunning mind. Biha Babir is politically savvy and prefers to outsmart her opponents rather than battle them, though she doesn’t shy from combat if necessary.
Biha Babir covets opulence, but
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.
Ox
Legacy
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Monsters
Volo's Guide to Monsters
","rollAction":"Charge","rollDamageType":"piercing"} piercing damage.
Beast of Burden. The oxen is considered to be a Huge animal for the purpose of determining its carrying capacity.Gore. Melee Weapon
Charge. If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6);{"diceNotation":"2d6","rollType":"damage
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
.
Charge (Costs 2 Actions). The beast moves up to its speed without provoking opportunity attack;opportunity attacks, then makes two Tusk attacks.
Frightful Howl (Costs 2 Actions). The beast howls as it
the beast’s mouth, and its large red eyes glow in the dark. The creature smashes through structures and fortifications with ease, and it doesn’t hesitate to rend foes with its claws and
Monsters
Tales from the Yawning Portal
Charge. If the centaur mummy moves at least 20 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6);{"diceNotation":"3d6","rollType
":"damage","rollAction":"Charge","rollDamageType":"piercing"} piercing damage.Multiattack. The centaur mummy makes two melee attacks, one with its pike and one with its hooves, or it attacks with its
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
Icewind Dale: Rime of the Frostmaiden
.
Wand of Magic Missiles. While holding this wand, Vellynne can expend 1 or more of its 7 charges to cast the magic missile spell from it. She can expend 1 charge to cast the 1st-level version of the
spell. She can increase the spell slot level by one for each additional charge she expends. The wand regains 1d6 + 1;{"diceNotation":"1d6+1","rollType":"roll","rollAction":"Wand of Magic Missiles
Magic Items
Tomb of Annihilation
This wooden mask is shaped in the likeness of a beast’s visage and has 3 charges. While wearing the mask, you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn.
Equipment
affected by the polymorph spell. The creature’s new form is a random beast or a creature it has seen within the last 24 hours (as chosen by the DM). This transformation lasts until the end of the
target’s next long rest. This effect is not subject to dispel magic or remove curse, but a greater restoration spell restores the creature to its original form.
Yeenoghu
Legacy
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Monsters
Out of the Abyss
option can be used at a time and only at the end of another creature’s turn. Yeenoghu regains spent legendary actions at the start of his turn.
Charge. Yeenoghu moves up to his speed.
Swat
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
regains spent legendary actions at the start of his turn.
Charge. Yeenoghu moves up to his speed.
Swat Away. Yeenoghu makes one Flail attack. If the attack hits, the target must succeed on a DC 24
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
Monsters
The Wild Beyond the Witchlight
charges"} expended charges daily at dawn. If its last charge is expended, roll a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Last charge expended"}; on a 1, the staff becomes a nonmagical
of the staff's charges, dealing an extra 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Staff of Striking","rollDamageType":"force"} force damage for each expended charge.
Fiery
Monsters
Bigby Presents: Glory of the Giants
);{"diceNotation":"1d10+6", "rollType":"damage", "rollAction":"Fang Fling", "rollDamageType":"piercing"} piercing damage.
Gorging Charge (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Gorging Charge"}. The maw moves up to its speed without provoking opportunity attack;opportunity attacks and can move through the spaces of Large or smaller creatures. Each time the maw enters
Summon Beast
Legacy
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Spells
Tasha’s Cauldron of Everything
;understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an
spell slot of 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block.
Bestial Spirit
Small beast
Armor Class 11 + the level of the spell (natural






