Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'border both direct creatures receive'.
Spells
Player’s Handbook
or a plane that doesn’t border it, such as one of the Outer Planes.
Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction
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
components and using Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the Border Ethereal and vice versa, but it can’t affect or be affected by anything on
Magic Items
Dungeon Master’s Guide
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question.
Skull. An Avatar of Death appears in an unoccupied space as close to you as possible
Yeth Hound
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot
, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can't affect or be affected by anything on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in
the Border Ethereal, and vice versa, but it can’t affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth
Myconid Sprout
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.Fist. Melee Weapon Attack: +1;{"diceNotation":"1d20+1","rollType":"to hit","rollAction":"Fist"} to hit, reach
creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Monsters
Mythic Odysseys of Theros
directly, be it with dramatic manifestations or direct possession of their servant. Although a deity’s words might be steeped in metaphors, should a god wish to make their intentions clear, they
often find dramatic ways to make their thoughts known.
Interpreters of Signs. Oracles possess unparalleled experience in divining godly whims from cryptic visions and mundane forces. Those who receive
Etherealness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to
there looks gray, and you can't see anything more than 60 feet away.
While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the
Myconid Adult
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.Fist. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Fist"} to hit, reach
of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected
magic-items
creatures, constantly glancing around as it studies your surroundings. When you attune to the armor, it binds itself to your flesh and shares its insight, granting the following benefits:
Darkvision
-Seer. All Coats of Many Eyes are linked to Belashyrra, and while wearing one you may receive visions— flashes of things the Lord of Eyes wishes to see through you. If you follow through with these
Monsters
Candlekeep Mysteries
Ethereal Sight. The ghost can see 120 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as
Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Spellcasting. The ghost casts one of the following spells, using Charisma as the spellcasting
Monsters
Dragons of Stormwreck Isle
rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.Multiattack. The myconid makes one Fist attack and uses its Hallucination Spores.
Fist. Melee Weapon Attack
spores can go around corners, and they affect only creatures with an Intelligence of 2 or higher that aren’t Undead, Constructs, or Elementals. Affected creatures can communicate telepathically
Myconid Sovereign
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.Multiattack. The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist
condition on itself on a success.
Rapport Spores. A 30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
suitable only to become nupperibos. These pitiful creatures shuffle across the landscape, driven to purposeful action only when the clouds of swarming vermin that surround them find them prey to destroy or
’ path and distracts them.
Nupperibos unthinkingly obey any command they receive telepathically from another devil. This blind loyalty makes them the easiest of infernal troops to lead into
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
magic-items
creatures, constantly glancing around as it studies your surroundings. When you attune to the armor, it binds itself to your flesh and shares its insight, granting the following benefits:
Darkvision
-Seer. All Coats of Many Eyes are linked to Belashyrra, and while wearing one you may receive visions— flashes of things the Lord of Eyes wishes to see through you. If you follow through with these
Monsters
Curse of Strahd
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Possession (Recharge 6);{"diceNotation":"1d6","rollType
Monsters
Quests from the Infinite Staircase
itself back where it entered the border, returning to the garden.
Eternal Summer. The climate in the garden is a perpetual, lovely summer, but weather conditions reflect the emotional tone of creatures in
the Gardener or a creature within 30 feet of the Gardener takes damage from a spell, the Gardener chooses up to 5 creatures within 30 feet of themself. The Gardener and the chosen creatures have
Monsters
Ghosts of Saltmarsh
Luring Maestro. While within 60 feet of the matriarch, creatures have disadvantage on saving throws against the matriarch's Luring Song.
Magic Resistance. The matriarch has advantage on saving throws
direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the
Magic Items
Acquisitions Incorporated
location, a disembodied voice heard only by you provides directions to the location by the safest, most direct route. The voice knows to avoid natural hazards, so that it does not send you through trackless
wholly secret or not known to any creatures within range. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn.
Get Away From It All. As an action, you can
Magic Items
The Book of Many Things
starlight. You launch a number of bolts equal to the number of charges spent, and you can direct the bolts to target one creature or several, so long as all creatures are within 120 feet of you and you
magic-items
creatures, constantly glancing around as it studies your surroundings. When you attune to the armor, it binds itself to your flesh and shares its insight, granting the following benefits:
Darkvision
-Seer. All Coats of Many Eyes are linked to Belashyrra, and while wearing one you may receive visions— flashes of things the Lord of Eyes wishes to see through you. If you follow through with these
Monsters
Fizban's Treasury of Dragons
. Various portals link the Material Plane, the Feywild, and the Border Ethereal within 6 miles of the lair. Creatures can pass through a portal in either direction by spending 5 feet of movement.
If the dragon dies, any portals near the lair close immediately.
of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild.
Moonstone dragons are graceful and elegant creatures
Monsters
Van Richten’s Guide to Ravenloft
occasional lapses. An observer familiar with the digested creature can recognize the discrepancies with a successful DC 20 Wisdom (Insight) check, or automatically if the podling does something in direct
unsuspecting victims with their vines or accept captives brought to them by their podling servants. In either case, they drag creatures into their central pod, where potent chemicals render the captive
Monsters
Strixhaven: A Curriculum of Chaos
Enigmatic Mind. The archaic’s mind can’t be read, creatures can communicate telepathically with the archaic only if it allows, and magic can’t determine whether the archaic is lying
target ends.Archaics are towering, multi-armed creatures overflowing with magic. Despite their solitude, archaics carry vast understanding of magic and the world’s history, as well as the ability
Ghost
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet
magic-items
creatures, constantly glancing around as it studies your surroundings. When you attune to the armor, it binds itself to your flesh and shares its insight, granting the following benefits:
Darkvision
-Seer. All Coats of Many Eyes are linked to Belashyrra, and while wearing one you may receive visions— flashes of things the Lord of Eyes wishes to see through you. If you follow through with these
Command
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending
aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Monsters
Curse of Strahd
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Possession (Recharge 6);{"diceNotation":"1d6","rollType
Monsters
Storm King's Thunder
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
","rollDamageType":"necrotic"} necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal
Monsters
Mordenkainen's Fiendish Folio Volume 1
threatened with direct violence, content to otherwise take joy in watching mundane or simple tasks become frustrating, painful experiences.
Fey Influence. When mites are about, creatures become
effect of the hex when it does so. It can then ignore the effect of the hex until the end of its turn.Mites are vexing fey creatures that delight in causing minor havoc and playing irritating pranks
Feather Token
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge
.
As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.
Spells
Elemental Evil Player's Companion
flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
You cause the water to form into simple shapes and animate at your
, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.






