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Returning 35 results for 'before behind drow common rest'.
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Magic Items
Dungeon Master’s Guide
light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision.
Whenever
you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.
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
), Psychic (Fey), or Necrotic (Fiend) damage.
Bonus Actions
Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed
Spells
Player’s Handbook
. Magical Darkness created by spells of a level lower than this spell can’t extinguish the light.
Peaceful Rest. Dead bodies interred in the area can’t be turned into Undead.
Extradimensional
reach into it.
Tongues. Creatures of any types you choose can communicate with any other creature in the area even if they don’t share a common language.
Vulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.
Feats
Player’s Handbook
Resistance to two of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. Whenever you finish a Long Rest, you can change your choices
within 60 feet of yourself that isn’t behind Total Cover. If you do so, that creature must succeed on a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus) or take damage equal to 2d12 plus your Constitution modifier.
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
of 13, and a Charisma of 16. It has hearing and Darkvision out to 120 feet.
The weapon communicates telepathically with its wielder and speaks Common.
Personality. The sword’s purpose is to
Magic Items
Dungeon Master’s Guide
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
next turn. The DM determines where it leads.
96–00
You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon
Magic Items
Dungeon Master’s Guide
cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1
minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can’t use this property again until you finish a Short or Long Rest.
96-99
Magic Items
Dungeon Master’s Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
Monsters
Forgotten Realms: Adventures in Faerûn
Underdark settlements, such as drow cities.
Deep Dragons
Deep dragons slither through the wet and lightless places of the Underdark. They are stealthy hunters with an affinity for lost lore and fungi
works of art and bully, cajole, or steal collections from drow or duergar sages.
Deep dragons are excellent swimmers. They often clash with aquatic Underdark societies, such as kuo-toa. Many deep
Monsters
Forgotten Realms: Adventures in Faerûn
tomes or works of art and bully, cajole, or steal collections from drow or duergar sages.
Deep dragons are excellent swimmers. They often clash with aquatic Underdark societies, such as kuo-toa. Many
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 reduce its Exhaustion level as a result of
Monsters
Forgotten Realms: Adventures in Faerûn
forms. Many deep dragons collect forgotten tomes or works of art and bully, cajole, or steal collections from drow or duergar sages.
Deep dragons are excellent swimmers. They often clash with aquatic
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
Monsters
Forgotten Realms: Adventures in Faerûn
dragons’ sinuous forms. Many deep dragons collect forgotten tomes or works of art and bully, cajole, or steal collections from drow or duergar sages.
Deep dragons are excellent swimmers. They
’t be damaged by 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
Feats
Forgotten Realms: Heroes of Faerûn
isn’t behind Total Cover. If you do so, the creature must succeed on a Wisdom saving throw (DC 8 plus your Charisma modifier and your Proficiency Bonus) or spend its turn moving away from you by
the fastest available means. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Intimidating. You gain Proficiency in the Intimidation skill if you don’t already have it. You also gain Expertise in Intimidation.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack
rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes three Scimitar or Arcane Eruption attacks. The drow can replace one of the attacks with a use of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Spectral Dagger (Recharges after a Short or Long Rest). The drow
Discern Lie. The drow discerns when a creature in earshot speaks a lie in a language the drow knows.
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can&rsquo
Monsters
Mordenkainen Presents: Monsters of the Multiverse
after a Short or Long Rest). The drow conjures a floating, spectral dagger within 60 feet of itself. The drow can make a melee spell attack (+10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction
Discern Lie. The drow discerns when a creature in earshot speaks a lie in a language the drow knows.
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can&rsquo
Drow Inquisitor
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Discern Lie. The drow knows when she hears a creature speak a lie in a language she knows.
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to
lights, detect magic
1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion
Magic Resistance. The drow has advantage on saving throws against
Drow Inquisitor (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Summon Demon (1/Day). The drow attempts to magically summon a
Discern Lie. The drow knows when she hears a creature speak a lie in a language she knows.
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to
Drow Arachnomancer
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Change Shape (Recharges after a Short or Long Rest). The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true
melds into the giant spider form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies.
Fey Ancestry. The drow has advantage on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Recharges after a Short or Long Rest). The drow magically transforms into a Large spider, remaining in that form for up to 1 hour, or back into its true form. Its statistics, other than its size, are
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Spider Climb. The drow can climb difficult surfaces, including upside down
Monsters
Quests from the Infinite Staircase
spellcasting ability (spell save DC 12):
At will: Light, Mage Hand, Minor Illusion
1/day each: Charm Person, Disguise Self, Silent ImageThe common members of the Mages of Usamigaras use their magical
hide their identities and intentions behind silver masks depicting the face of their god. Secrecy is key among the Mages of Usamigaras. Members whisper in the presence of outsiders and pepper their
Darkling Elder
Legacy
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Monsters
Volo's Guide to Monsters
);{"diceNotation":"3d6","rollType":"damage","rollAction":"Shortsword (Advantage)","rollDamageType":"piercing"} piercing damage.
Darkness (Recharges after a Short or Long Rest). The darkling elder casts darkness
call him Dubh Catha ("Dark Crow" in Common). So great was the Summer Queen's wrath that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha's house as the dubh sith-or
Ring of X-ray Vision
Legacy
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Magic Items
Basic Rules (2014)
objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt
. Thicker substances block the vision, as does a thin sheet of lead.
Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.
Magic Items
Mythic Odysseys of Theros
While wearing this helm, you know whether there is a celestial or fiend within 30 feet of you, as well as where the creature is located, provided the creature isn’t behind total cover
.
Whenever you finish a long rest while wearing the helm, you can pray to one of the gods listed on the Helm of the Gods table and store the listed spell in the helm, replacing any spell that is already stored
Monsters
Storm King's Thunder
battle, while the rest was dismantled at the end of the ancient war between giants and dragonkind. Once all the pieces are found, Zalto plans to reforge the Vonindod and unleash it on the world
storm the dwarven fortress, Zalto has met with drow representatives of House Xorlarrin, who know the layout of Gauntlgrym well. With their aid, the fire giant duke plans to imprison Maegera in an iron flask and transport the primordial to Ironslag — a goal easier imagined than accomplished.FireLightning
Monsters
Candlekeep Mysteries
Unusual Nature. The commoner doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest. When it drops to 0 hit points, it becomes a lifeless
notices that if the villagers are asked about anything outside Wisteria Vale or their individual talents, they quickly change subjects to small talk about the weather or gossip, and always in Common
Ice Devil
Legacy
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Monsters
Basic Rules (2014)
section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature
. The frigid air dissipates when the rest of the wall vanishes.Cold, Fire, PoisonBludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Monsters
Eberron: Rising from the Last War
","rollDamageType":"piercing"} piercing damage.
Unsettling Visage (Recharges after a Short or Long Rest). Each creature within 30 feet of the changeling must succeed on a DC 13 Wisdom saving throw or
their true identities behind false faces. Their gifts of mimicry allow them to appear as members of any humanoid culture, playing the part of a dwarf one day and a dragonborn the next. Although
Monsters
Waterdeep: Dragon Heist
long rest); each creature in the line must make a DC 11 Dexterity saving throw, taking 2d6;{"diceNotation":"2d6","rollType":"damage","rollAction":"Dragonborn","rollDamageType":"lightning"} lightning
damage on a failed save, or half as much damage on a successful one.Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold
races
Player’s Handbook
to rest. In that state, they remain aware of their surroundings while immersing themselves in memories and meditations.
An environment subtly transforms elves after they inhabit it for a millennium or
more, and it grants them certain kinds of magic. Drow, high elves, and wood elves are examples of elves who have been transformed thus.
Drow
Drow typically dwell in the Underdark and have been
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Aberrant Quickness (Recharges after a Short or Long Rest). The choker can take an extra action on its turn.
Boneless. The choker can move through and occupy a space as narrow as 4 inches wide
corpse serves to entice other curious folk—explorers from the surface world, drow, duergar, or the choker’s favorite prey, goblins—to come within reach.
When a target presents itself
Monsters
Waterdeep: Dragon Heist
":"damage","rollAction":"Oversized Longbow","rollDamageType":"piercing"} piercing damage.
Dreadful Aspect (Recharges after a Short or Long Rest). Ziraj exudes magical menace. Each enemy within 30 feet of
Ziraj's prey, or Ziraj might come to their aid to eliminate a common enemy. He's the strong, silent type.
The City Watch has received reports of a figure who haunts the rooftops of Waterdeep — a
Monsters
Acquisitions Incorporated
":"Spellcasting"} to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest, and knows the following warlock spells:
Cantrips (at will): chill touch, eldritch
","rollAction":"Sickle","rollDamageType":"slashing"} slashing damage.The drow warlock K'thriss Drow'b cuts a dashing figure as the worldly representative of the Ur — a ravenous, inscrutable, and
Monsters
Mythic Odysseys of Theros
creature's speed becomes 0 for the rest of the turn.Multiattack. The hoplite makes three melee attacks or two ranged attacks.
Spear. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
key location against a much larger force or crept behind enemy lines and wreaked havoc in the opposing army.
Hoplites are highly trained warriors, versed not only in strategy and tactics but in the
Ice Devil (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature
. The frigid air dissipates when the rest of the wall vanishes.
Summon Devil (1/Day). The devil chooses what to summon and attempts a magical summoning.
An ice devil has a 60 percent;{"diceNotation






