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Returning 35 results for 'before behind down casting rider'.
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Magic Items
Dungeon Master’s Guide
. Legend says Vecna’s destruction came at Kas’s hand, but Vecna also wrought his rebellious lieutenant’s doom, leaving only Kas’s sword behind.
Bloodthirst. The sword thirsts for
Kas, provided the sword is within 30 feet of the spell’s caster. Upon casting Wish, the creature makes a DC 18 Charisma saving throw. On a failed save, nothing happens, and the Wish spell is wasted. On a successful save, the Sword of Kas is destroyed.
Spells
Player’s Handbook
after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind
can see. Failure: The target has the Frightened condition until the end of your next turn.
Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied
Monsters
The Book of Many Things
Axiomatic Mind. The drone can’t be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the drone dies, its body disintegrates into dust, leaving behind
up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb otherwise remains intact until the drone spends an action to end the effect or
Monsters
Princes of the Apocalypse
Funeral Pyre. When Vanifer drops to 0 hit points, her body is consumed in a flash of fire and smoke. Anything she was wearing or carrying is left behind among ashes.
Legendary Resistance (2/Day). If
spell she previously cast using a lair action. Vanifer can take no other lair actions while concentrating on a spell cast as a lair action. Her favorite use of this capability is casting fireball or
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
leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.
Your astral body resembles your mortal form in almost every way, replicating your game
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Charisma becomes 2, it dies, and its 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
behind when one Fiend kills another.
Because of their hunger for living prey, vargouilles are eager to escape the Lower Planes. On rare occasions, summoning a demon to another plane can bring a
Monsters
Planescape: Adventures in the Multiverse
hexton dies, its body disintegrates into dust, leaving behind anything it was carrying.
Legendary Resistance (4/Day). If the hexton fails a saving throw, it can choose to succeed instead.Multiattack
only), protection from evil and goodThe hexton can take up to three reactions per round but only one per turn.
Counter Magic. The hexton attempts to interrupt a creature it can see that is casting a
Find Steed
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also
dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile
Spells
Xanathar's Guide to Everything
the mount.
The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored
and any conditions removed.
You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.
Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
Centaur
Legacy
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Species
Guildmasters’ Guide to Ravnica
freedom to travel. As much as they can, centaurs run — in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them
. Though they are smaller than a human rider mounted on a horse, they fill similar roles as cavalry warriors, messengers, outriders, and scouts.
Affinity for Nature
Centaurs have an affinity for the
Monsters
Waterdeep: Dungeon of the Mad Mage
temporary hit points per level of the slot.Halaster, the Mad Mage of Undermountain, is the deranged individual behind most of the traps and horrors found in the great dungeon under Waterdeep
casting elder runes on them. Halaster’s gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as
Monsters
Van Richten’s Guide to Ravenloft
, but not without casting a spell that made Isolde forget about Zybilna and her Feywild domain, thus preventing the eladrin from divulging the archfey’s secrets. As a further punishment, Zybilna
sent malevolent fey creatures to hound Isolde and her Shadowfell carnival. Isolde doesn’t know who is behind this petty torment, nor does she care. Her hunt for the Caller and her thirst for
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Magic Resistance. The fractine has advantage on saving throws against spells and other magical effects.
Scrying Focus. A spellcaster can use the fractine as a substitute focus when casting the
of itself behind. The destruction of a fractine is accompanied by a loud sound reminiscent of shattering glass.
A fractine attacks by falling on its targets, dealing damage as it passes through them
Monsters
Adventure Atlas: The Mortuary
Counterspell. Skall chatters his teeth to interrupt a creature he can see within 60 feet of himself that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell
, rasping to himself. Skall appears as little more than a floating, disembodied head and two hands, his tattered cloak fluttering behind them. Notorious among the factols of Sigil but rarely seen in the
Monsters
Fizban's Treasury of Dragons
an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods
tunnels. A lair behind a cascading waterfall is ideal, and often part of that lair is submerged, allowing the dragon to rest in the water and cultivate the fish that are their preferred food.
Amethyst
Monsters
Fizban's Treasury of Dragons
glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods.
Cosmological Study
Many
, ideally mountain lakes, where they take advantage of existing caves and tunnels. A lair behind a cascading waterfall is ideal, and often part of that lair is submerged, allowing the dragon to rest in the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to burst into a shower of radiant stars leaving no trace of it behind. Everything it is wearing or carrying remains. Each creature within 10 feet of the corpse when it bursts must succeed on a DC 16
Dexterity saving throw or take 22 (4d10) radiant damage.
(CHRIS RAHN) Ashen Rider The fall of the ancient archon empires left some archons bitter and resentful. Seeking to avoid the spread of human
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
carved with frescoes depicting dwarves defending their mountain homes against ankhegs, purple worms, umber hulks, and other burrowing monsters. (Hidden behind a fresco of a dwarf battling a bulette is a
Small or Medium humanoid sits atop a wooden donkey, it moves and attacks as directed by its rider. Each donkey has the statistics of a mule, with these changes: The wooden donkey is a construct with
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Phantom Steed Level 3 Illusion (Wizard) Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large, quasi-real, horselike creature appears on the ground in an
”), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Phantom Steed 3rd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S Duration: 1 hour A Large quasi-real, horselike creature appears on the ground in an unoccupied space
can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Phantom Steed Level 3 Illusion (Wizard) NIKKI DAWES Phantom Steed Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large, quasi-real, horselike creature
(see appendix B), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Phantom Steed 3rd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S Duration: 1 hour A Large quasi-real, horselike creature appears on the ground in an unoccupied space
can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
a leisurely pace, though.
Behind you, a horse rounds a bend in the road, galloping at top speed. The beast looks frantic, terrified and frothing with exertion. Upon it sways a figure wearing a gold
mask. The rider barely manages to stay in the saddle, his body bristling with cruel black arrows.
Blind with panic, the horse plows on, threatening to trample travelers in its path. Before it can
Goblin
Legacy
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Species
Volo's Guide to Monsters
new leader can act as the real boss. If the creature brushes aside such manipulation, the tribe falls into line behind the new tyrant—better to abide the new rule than conspire against it and be
goblin is a sorcerer with the wild magic origin whose every casting, including cantrips, is accompanied by a wild magic surge. Use the mage stat block in the Monster Manual to represent this goblin, adding
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Find Steed Level 2 Conjuration (Paladin) Casting Time: Action
Range: 30 feet
Component: V, S
Duration: Instantaneous
You summon an otherworldly being that appears as a loyal steed in an
steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Find Steed Level 2 Conjuration (Paladin) Casting Time: Action
Range: 30 feet
Component: V, S
Duration: Instantaneous
You summon an otherworldly being that appears as a loyal steed in an
steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Pass without Trace 2nd-level abjuration Casting Time: 1 action Range: Self Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) Duration: Concentration, up to 1 hour A
Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Pass without Trace 2nd-level abjuration Casting Time: 1 action Range: Self Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) Duration: Concentration, up to 1 hour A
Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or
Astral Projection 9th-level necromancy Casting Time: 1 hour Range: 10 feet Components: V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or
Astral Projection 9th-level necromancy Casting Time: 1 hour Range: 10 feet Components: V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
hornlike protrusion on its head. An armored figure rides on its back. The rider says, “Hail to you. I’ve come to retrieve something that is of interest to my employer. Please produce the human named Miken
damselfly ship lurking behind the asteroid. The damselfly is one of several ships dispatched throughout Realmspace to intercept the characters and retrieve Miken. Qitru and her githyanki shipmates
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Find Greater Steed 4th-level conjuration Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous You summon a spirit that assumes the form of a loyal, majestic mount
when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed. You can’t have more than one mount bonded by this
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Blade Barrier 6th-level evocation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You create a vertical wall of whirling, razor-sharp blades made of
, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall’s area for the first time on a turn or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blade Barrier 6th-level evocation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You create a vertical wall of whirling, razor-sharp blades made of
, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall’s area for the first time on a turn or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
immunity to poison and psychic damage. Breaking it or casting a successful dispel magic spell (DC 19) on the mirror frees the gnome. However, without the mirror’s magic to sustain her life, she instantly ages and dies, leaving nothing but dust, bones, and scraps of leather armor behind.






