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Returning 35 results for 'being beasts diffusing combat replaced'.
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Spells
Player’s Handbook
from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose
the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your
Spells
Player’s Handbook
statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality.
The target gains a number of Temporary Hit Points equal to the Hit
. In combat, it takes its turns immediately after yours, and it obeys your commands.
If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending
Monsters
Acquisitions Incorporated
speak, but her AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and she gains any statistics and capabilities (except class features, legendary
search of a weapon to aid his captured sister.
Whether in combat or social encounters, Portentia shifts frequently between different forms and mindsets, only some of which are fully humanoid. She fights
Animal Shapes
Legacy
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Spells
Basic Rules (2014)
Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating
hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
typically has one or more pupils who are druid;druids (see the Monster Manual), and the archdruid’s lair is usually guarded by loyal Beasts and Fey creatures.
When an archdruid uses their Change
is replaced by the stat block of that form, except the archdruid keeps its current hit points, its hit point maximum, this bonus action, its languages and ability to speak, and its Spellcasting action
Monsters
Mythic Odysseys of Theros
strategies often emulate the favored servants of Nylea—especially wild beasts like wolves and lynxes. Typically a few soldiers harry an enemy while the rest capitalize on their foe's distraction.
Hoplites
military unit. In combat, hoplites typically work in groups and use coordinated tactics to win victories.
The three Hoplite Unit Names tables present the sorts of titles used by hoplite contingents hailing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
whenever it hits the death kiss with a melee attack that deals piercing or slashing damage.Multiattack. The death kiss makes three Tentacle attacks. Up to three of these attacks can be replaced by
tentacles retracted when on the hunt, then lashes out with them to catch opponents off guard.
A death kiss lacks the combat finesse and intelligence of a true beholder. In most cases, it simply latches on
spells
Eberron: Forge of the Artificer
You summon a special homunculus in an unoccupied space within range. This creature uses the Homunculus Servant stat block. If you already have a homunculus from this spell, the homunculus is replaced
by the new one. You determine the homunculus’s appearance, such as a mechanical-looking bird, winged vial, or miniature animate cauldron.
Combat. The homunculus is an ally to you and your
Ancient Copper Dragon
Legacy
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Monsters
Basic Rules (2014)
statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options
objects within 6 miles of the dragon’s lair.
Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1
Monsters
Waterdeep: Dungeon of the Mad Mage
, however, Halaster is alert and attentive to the activities and preparations of all beings near him. He never willingly enters combat without first casting mage armor and mind blank on himself.As the
feet of him, turning the open space to solid, worked stone or vice versa.
Halaster causes one door or archway within 30 feet of him to disappear and be replaced by a blank wall, or he restores a door
Monsters
Eberron: Rising from the Last War
, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions
in combat, Rak Tulkhesh roars in rage as new weapons are spawned from his body, called forth by the Rage of War to slaughter all who dare stand before him.
Khyber Shards. Rak Tulkhesh's soul is
Barbarian
Legacy
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Classes
Basic Rules (2014)
by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.
Barbarians come alive in the chaos of combat. They can enter a
the closeknit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Creating a Barbarian
When creating a barbarian
Ranger
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and
hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Deadly Hunters Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization — humanoid raiders, rampaging beasts and monstrosities, terrible giants
, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Deadly Hunters Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization — humanoid raiders, rampaging beasts and monstrosities, terrible giants
, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Deadly Hunters Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization — humanoid raiders, rampaging beasts and monstrosities, terrible giants
, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Deadly Hunters Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization — humanoid raiders, rampaging beasts and monstrosities, terrible giants
, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Deadly Hunters Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization — humanoid raiders, rampaging beasts and monstrosities, terrible giants
, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Deadly Hunters Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization — humanoid raiders, rampaging beasts and monstrosities, terrible giants
, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Animal Shapes 8th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 24 hours Your magic turns others into beasts. Choose any number of willing
. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Animal Shapes 8th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 24 hours Your magic turns others into beasts. Choose any number of willing
. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Animal Shapes 8th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 24 hours Your magic turns others into beasts. Choose any number of willing
. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Animal Shapes 8th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 24 hours Your magic turns others into beasts. Choose any number of willing
. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Animal Shapes 8th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 24 hours Your magic turns others into beasts. Choose any number of willing
. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Animal Shapes 8th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 24 hours Your magic turns others into beasts. Choose any number of willing
. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
world.
Beasts. Nonhumanoid creatures that, like real-world animals, are a normal part of the world’s ecology.
Dragons. Large, winged, reptilian creatures of ancient origin and tremendous power
dwarves and elves.
Monstrosities. Frightening creatures that sometimes resemble beasts but that are often touched by magic and almost never benign.
Oozes. Gelatinous creatures that generally have no
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
world.
Beasts. Nonhumanoid creatures that, like real-world animals, are a normal part of the world’s ecology.
Dragons. Large, winged, reptilian creatures of ancient origin and tremendous power
dwarves and elves.
Monstrosities. Frightening creatures that sometimes resemble beasts but that are often touched by magic and almost never benign.
Oozes. Gelatinous creatures that generally have no
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
world.
Beasts. Nonhumanoid creatures that, like real-world animals, are a normal part of the world’s ecology.
Dragons. Large, winged, reptilian creatures of ancient origin and tremendous power
dwarves and elves.
Monstrosities. Frightening creatures that sometimes resemble beasts but that are often touched by magic and almost never benign.
Oozes. Gelatinous creatures that generally have no
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Type A creature’s type speaks to its fundamental nature. The following types of creatures appear in this adventure. Beasts. Nonhumanoid creatures that, like real-world animals, are a normal part of
. Frightening creatures that sometimes resemble beasts but that are often touched by magic and almost never benign. Oozes. Gelatinous creatures that generally have no fixed shape. They are mostly
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Type A creature’s type speaks to its fundamental nature. The following types of creatures appear in this adventure. Beasts. Nonhumanoid creatures that, like real-world animals, are a normal part of
. Frightening creatures that sometimes resemble beasts but that are often touched by magic and almost never benign. Oozes. Gelatinous creatures that generally have no fixed shape. They are mostly
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Type A creature’s type speaks to its fundamental nature. The following types of creatures appear in this adventure. Beasts. Nonhumanoid creatures that, like real-world animals, are a normal part of
. Frightening creatures that sometimes resemble beasts but that are often touched by magic and almost never benign. Oozes. Gelatinous creatures that generally have no fixed shape. They are mostly
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
has no heart—literally. At the height of her contest with von Kharkov, she ripped it out of her chest with her fingers and placed it at the center of the Yaguara Mountain maze, then replaced it by
chapter), the Mists of Valachan are home to displacer beasts and other deadly predators that attack all creatures they meet.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
has no heart—literally. At the height of her contest with von Kharkov, she ripped it out of her chest with her fingers and placed it at the center of the Yaguara Mountain maze, then replaced it by
chapter), the Mists of Valachan are home to displacer beasts and other deadly predators that attack all creatures they meet.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
has no heart—literally. At the height of her contest with von Kharkov, she ripped it out of her chest with her fingers and placed it at the center of the Yaguara Mountain maze, then replaced it by
chapter), the Mists of Valachan are home to displacer beasts and other deadly predators that attack all creatures they meet.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Orcs and Half-Orcs (p. 68) This section is now called “Orcs,” and the text has been replaced by the following: The history of the North is replete with tales of orc hordes spilling out of the
to combat rampaging orcs, with mixed results. The War of the Silver Marches (1484–1485 DR), the latest such conflict, saw orcs fighting alongside white dragons and frost giants. Though the orcs and






