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Returning 35 results for 'before blazing draw creatures requiring'.
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Monsters
Monster Manual
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
the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Scorching Sands
Monsters
Monster Manual
dragon casts one of the following 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
dragon regains all expended uses at the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray (level 3 version).
Pounce. The dragon moves up to half its Speed
Magic Items
Dungeon Master’s Guide
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If
Magic Items
Dungeon Master’s Guide
command words, each requiring a Magic action to use:
First Command Word. The box unfolds into a Rowboat.
Second Command Word. The box unfolds into a Keelboat.
Third Command Word. The Folding Boat
folds back into a box if no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do
Magic Items
Dungeon Master’s Guide
This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 − 1 cards.
The
magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An
Monsters
Monster Manual
Shielded Mind. The couatl’s thoughts can’t be read by any means, and other creatures can communicate with it telepathically only if it allows them.Bite. Melee Attack Roll: +7
it has the Restrained condition until the grapple ends.
Spellcasting. The couatl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell
Monsters
Monster Manual
Incorporeal Movement. The empyrean can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
(Radiant)", "rollDamageType":"Radiant"} damage (empyrean’s choice).
Spellcasting. The empyrean casts one of the following spells, requiring no Material components and using Wisdom as the
Monsters
Monster Manual
Incorporeal Movement. The empyrean can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
(Radiant)", "rollDamageType":"Radiant"} damage (empyrean’s choice).
Spellcasting. The empyrean casts one of the following spells, requiring no Material components and using Wisdom as the
Monsters
Monster Manual
spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion 1/Day
Each: Fly, Invisibility, Major Image, Plane ShiftPiercing damage from weapons wielded by creatures under the effect of a Bless spell
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.
Life Suppression. Creatures within 60 feet of the dracolich can’t
Breath", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage.
Spellcasting. The dracolich casts one of the following spells, requiring no Material components and using Charisma as the
Monsters
Monster Manual
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were
);{"diceNotation":"3d10+3", "rollType":"damage", "rollAction":"Withering Touch", "rollDamageType":"Necrotic"} Necrotic damage.
Etherealness. The ghost casts the Etherealness spell, requiring no spell
Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
hag’s next turn. The target can’t take Reactions until the curse ends.
Spellcasting. The hag casts one of the following spells, requiring no Material components and using Charisma as the
Monsters
Monster Manual
magical effects.
Marshal Undead. Undead creatures of the death knight’s choice (excluding itself) in a 60-foot Emanation originating from it have Advantage on attack rolls and saving throws. It
following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):
At Will: Command, Phantom Steed2/Day Each: Destructive Wave (Necrotic), Dispel
Monsters
Monster Manual
":"recharge", "rollAction":"Hunger of Hadar"}. The vampire casts Hunger of Hadar (level 5 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18).Legendary
of its turns.
Beguile. The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18). The vampire can’t take this action again until
Monsters
Monster Manual
fills a 60-foot-radius Sphere centered on a point the cataclysm can see within 150 feet. The cloud lasts for 1 minute or until the cataclysm uses Cataclysmic Event again. Creatures entirely in the
successful check, the creature is no longer buried. Success: Half damage only.
Control Weather. The cataclysm casts the Control Weather spell, requiring no spell components and using Constitution as the
Monsters
Heroes of the Borderlands
"} Poison damage.Lizardfolk wardens draw on primal magic to protect nature’s boundaries. These territorial guardians lurk in wetlands and jungles, surfacing from murky pools to track down
trespassers and drive them out. Wardens wield weapons and shields fashioned from the husks of giant beetles, snapping turtles, and other mighty creatures. When these tools fail them, they channel the forces of nature to augment their natural attacks with poison saliva.
Monsters
Eberron: Forge of the Artificer
’s choice within 30 feet of it takes Force damage equal to the number rolled; if no other creatures are in range, it takes the damage.Spear. Melee or Ranged Attack Roll: +4;{"diceNotation":"1d20
"} Piercing damage.
Spellcasting. The ruffian casts one of the following spells, requiring no Material components and using Constitution as the spellcasting ability (spell save DC 12, +4 to hit with spell
Monsters
Lorwyn: First Light
.
Spellcasting. The incarnation casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability:
At Will: Daylight, Druidcraft, Plant Growth
1/Day: Blindness
, meadows flourish and crop fields ripen in their presence, and kithkin rejoice when these incarnations pay their clachan a visit. In Shadowmoor, these same creatures are an ill omen—gruesome
Monsters
Astarion's Book of Hungers
.
Spellcasting. The devil casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Detect Thoughts
2/Day
Each: Dimension Door, Modify MemoryDevil of Spoken Compulsion
Speaker devils are hulking, four-armed devils who discover the secrets of creatures they then compel to perform wicked deeds. Despite
Monsters
Forgotten Realms: Adventures in Faerûn
);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Longbow", "rollDamageType":"Piercing"} Piercing damage.
Spellcasting. The swanmay casts one of the following spells, requiring no Somatic or
along well with dryads and other creatures devoted to protecting the wilderness.
Roll or choose a result from the Swanmay’s Charge table as inspiration for what a swanmay protects.
Swanmay
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
empires.
The region containing an adult or ancient spirit dragon’s lair is changed by its presence, creating the following effects:
Enchanted Acoustics. Creatures within 1 mile of the lair have
Monsters
Forgotten Realms: Adventures in Faerûn
.
Spellcasting. The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 22):
At Will: Detect Magic, Shapechange
containing an adult or ancient spirit dragon’s lair is changed by its presence, creating the following effects:
Enchanted Acoustics. Creatures within 1 mile of the lair have Advantage on Charisma
Monsters
Forgotten Realms: Adventures in Faerûn
.
The region containing Valindra’s lair is warped by her presence, creating the following effects:
All-Seeing. While in her lair, Valindra can cast Clairvoyance, requiring no spell components
and using the same spellcasting ability as her Spellcasting action.
Apathy. Creatures within 1 mile of the lair that aren’t Undead have Disadvantage on Death Saving Throws and Initiative rolls
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
. Sammaster casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 21, +13;{"diceNotation":"1d20+13", "rollType":"to hit
Monsters
Forgotten Realms: Adventures in Faerûn
the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 15, +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
Dead Three into the region she inhabits, creating the following effects:
Creeping Dread. Terror runs rampant in Karas’s domain. Within 1 mile of the lair, creatures other than members of the
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 21):
At Will: Cone of Cold, Detect Magic, Dispel Magic, Invisibility, Mage Hand
Marut
Legacy
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Monsters
Mordenkainen’s Tome of Foes
can innately cast the following spell, requiring no material components.
At will: plane shift (self only)
Legendary Resistance (3/Day). If the marut fails a saving throw, it can choose to succeed
: automatic hit, reach 5 ft., one target. Hit: 60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller.
Blazing Edict (Recharge 5–6);{"diceNotation":"1d6","rollType
Monsters
The Book of Many Things
Legendary Resistance (3/Day). If the champion fails a saving throw, it can choose to succeed instead.Multiattack. The champion makes four Blazing Morningstar attacks. It can replace one of these
attacks with Blade Storm, if available.
Blazing Morningstar. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Blazing Morningstar"} to hit, reach 5 ft., one target
Monsters
Spelljammer: Adventures in Space
hand is invisible)
1/day: invisibility (self only)Ssurran defilers can lay waste to the plant life around them and draw vital energy at the same time from other creatures that are caught in the area
the saving throw.
Spellcasting (Psionics). The ssurran casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability:
At will: mage hand (the
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number
Magic Items
The Book of Many Things
Created in the image of the Deck of Many Things, this deck of ivory or vellum cards bestows an assortment of minor benefits and penalties on those who draw from it. Most (75 percent) of these decks
have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect
Monsters
Mordenkainen Presents: Monsters of the Multiverse
smaller.
Blazing Edict (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Blazing Edict"}. Arcane energy emanates from the marut’s chest in a 60-foot cube. Every creature in
). The marut casts plane shift, requiring no material components and using Intelligence as the spellcasting ability. The marut can cast the spell normally, or it can cast the spell on an unwilling
Monsters
Fizban's Treasury of Dragons
","rollDamageType":"cold"} cold damage.A chromatic dragon’s breath weapon is a manifestation of the energy that suffuses the dragon. With sufficient practice, dragons can learn to draw on magic
from the Elemental Planes to shape their breath weapons into bipedal form, creating Elemental creatures called animated breaths. Chromatic dragons often use these creatures as guardians for their hoards
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
", "rollType":"recharge", "rollAction":"Negotiate Life"}. The high fae enacts a magical bargain, siphoning energy from its opponents to heal its wounds. The high fae targets up to three creatures it can see
":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one. The high fae then regains 30 hit points.
Spellcasting. The high fae casts one of the following spells, requiring no
Folding Boat
Legacy
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Magic Items
Basic Rules (2014)
command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor
, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The






