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Returning 35 results for 'both beam decide current rating'.
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Magic Items
Dungeon Master’s Guide
’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a
location. Absent commands from you, the snake defends itself.
As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can’t use the staff's property again
Spells
Player’s Handbook
at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a
creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature
Spells
Player’s Handbook
command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to
this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones
monsters
hit points, its current hit point total instead resets to 95 hit points, it recharges its Solar Beam, it immediately uses its Blinding Flash legendary action option (without expending any actions
", "rollDamageType":"slashing"} slashing damage.
Solar Beam (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Solar Beam"}. The owlbear exhales a beam of irradiating energy in a
monsters
hit points, its current hit point total instead resets to 138 hit points, it recharges its Solar Beam, it immediately uses its Blinding Flash legendary action option (without expending any actions
":"Claws", "rollDamageType":"slashing"} slashing damage.
Solar Beam (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Solar Beam"}. The owlbear exhales a beam of irradiating
monsters
damage dealt.
Supernova (Recharges after a Short or Long Rest). If the owlbear would be reduced to 0 hit points, its current hit point total instead resets to 52 hit points, it recharges its Solar Beam
":"Claws", "rollDamageType":"slashing"} slashing damage.
Solar Beam (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Solar Beam"}. The owlbear exhales a beam of irradiating
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
Spellcasting.
Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
Spellcasting.
Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
Spellcasting.
Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
Spellcasting.
Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
Spellcasting.
Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw
Monsters
Princes of the Apocalypse
, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see Marlos until the start of its next turn, when it can decide to avert its
while Ogrémoch isn’t, Marlos can take lair actions and has a challenge rating of 12. On initiative count 20 (losing initiative ties), Marlos uses a lair action to cast earthquake without using
Delayed Blast Fireball
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your
concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that
Monsters
Thieves’ Gallery
Neverwinter targeted her woodland home for its resources, Doric rallied the resistance.FireChange Shape (5/Day). Doric magically transforms into a Beast with a challenge rating of 3 or less or into an
, except she keeps her current hit points, her hit point maximum, this bonus action, her alignment, and her Intelligence, Wisdom, and Charisma scores.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Elemental with a challenge rating of 6 or less and can remain in that form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the
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
Create Undead
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a
hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead
rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
True Polymorph
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature
’t affected by this spell.
Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than
Animate Dead
Legacy
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Spells
Basic Rules (2014)
command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you
for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24
Magic Items
Quests from the Infinite Staircase
don’t have the incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a
location.
If you use a bonus action to speak the command word again, or if the snake is reduced to 0 hit points, the snake reverts to staff form in its current space.
Thunderclap. You point the
Spells
Acquisitions Incorporated
undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.
You can set the creature new tasks when a previous task is completed, or if you decide to end
its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature’s normal activities and desires, the creature can make another Wisdom saving
Monsters
The Book of Many Things
an action to wake it.
Moonlight Breath. Pazrodine exhales a beam of moonlight in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 21 Dexterity saving throw, taking 60
;s challenge rating is 22 (41,000 XP) when she’s encountered in Seelie Market.
On initiative count 20 (losing initiative ties) while in her lair, Pazrodine can take one of the following lair
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total
and talk endlessly with sailors and adventurers to stay current on the latest happenings on land.
Dragon Turtle Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
races
Spelljammer: Adventures in Space
divine beings who created giff have likewise been forgotten. Their titanic petrified bodies drift on the Astral Sea, isolated and unrecognizable in their current forms.
Although they don’t realize
blossom into hard feelings, loud arguments, and head-butting contests, but they rarely escalate beyond that.
Creating Your Character
When you create your D&D character, you decide whether your
Monsters
The Book of Many Things
leader, a masked archmage called the Eye of Aurnozci.
Aurnozci’s followers believe the demon lord’s imprisonment is coming to an end, and soon the Caged Worm will shed its current form and
chapter 20 for details about this realm.
The challenge rating of Aurnozci is 23 (50,000 XP) when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties
Monsters
Planescape: Adventures in the Multiverse
primal evil power before other yugoloths or that they come from an epoch before the current manifestation of the planes. Baernaloths refuse to say, but most obsess over secrets and obscene lore regarding
hovering at death’s door.
The challenge rating of a baernaloth is 18 (20,000 XP) when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), a
Demonomicon of Iggwilv
Legacy
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Magic Items
Tasha’s Cauldron of Everything
recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the general
highest challenge rating within the book can attempt to possess you. You must make a DC 20 Charisma saving throw. On a failure, you are possessed by the creature, which controls you like a puppet. The
Monsters
Fizban's Treasury of Dragons
Psychic Step or Spellcasting.
Starlight Strike (Costs 3 Actions). The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must succeed on a DC 17
blinds and secret passages throughout their lairs, allowing them to move easily—and potentially unnoticed.
The challenge rating of a legendary crystal dragon increases by 1 when it’s
Monsters
Fizban's Treasury of Dragons
dragon uses Psychic Step or Spellcasting.
Starlight Strike (Costs 3 Actions). The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must
areas for their hoards. They use their burrowing ability to dig blinds and secret passages throughout their lairs, allowing them to move easily—and potentially unnoticed.
The challenge rating
Monsters
Fizban's Treasury of Dragons
an action to wake it.
Moonlight Breath. The dragon exhales a beam of moonlight in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 18 Dexterity saving throw, taking 49
Plane, and the Ethereal Plane.
The challenge rating of a legendary moonstone dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative
Monsters
Fizban's Treasury of Dragons
uses an action to wake it.
Moonlight Breath. The dragon exhales a beam of moonlight in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 21 Dexterity saving throw
magic portals, often splitting their time between the Feywild, the Material Plane, and the Ethereal Plane.
The challenge rating of a legendary moonstone dragon increases by 1 when it’s
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dexterity (Stealth) checks. A skill bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the
Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dexterity (Stealth) checks. A skill bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the
Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Fireball 3rd 4. Dragon Season 3rd–4th 5. Spring Madness 5th or higher 6. Hell of a Summer 5th or higher 7. Maestro’s Fall 5th or higher 8. Winter Wizardry 5th or higher If you decide to track
, roleplaying well, and surviving or avoiding deadly traps. Any such award should be no more than what the characters would earn for defeating a monster with a challenge rating equal to their level. For
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Fireball 3rd 4. Dragon Season 3rd–4th 5. Spring Madness 5th or higher 6. Hell of a Summer 5th or higher 7. Maestro’s Fall 5th or higher 8. Winter Wizardry 5th or higher If you decide to track
, roleplaying well, and surviving or avoiding deadly traps. Any such award should be no more than what the characters would earn for defeating a monster with a challenge rating equal to their level. For