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Returning 35 results for 'both before defend creature realm'.
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Spells
Player’s Handbook
You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere
within it have the Blinded condition.
Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid
Monsters
Monster Manual
Restoration"} days, reviving with all its Hit Points in the Far Realm or another location chosen by the DM.
Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose
to succeed instead.
Mucus Cloud. While underwater, the aboleth is surrounded by mucus. Constitution Saving Throw: DC 14, each creature in a 5-foot Emanation originating from the aboleth at the end of
Magic Items
Dungeon Master’s Guide
a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for
the creature, the figurine doesn’t become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after
Monsters
Stranger Things: Welcome to the Hellfire Club
: DC 11, one creature the scarecrow can see within 30 feet. Failure: The target has the Frightened condition until the end of the scarecrow’s next turn. While Frightened, the target has the
work left undone. Scarecrows might serve those who created them or might defend a place, family, or community from threats—whether physical or to their way of life.PoisonFire
Monsters
Forgotten Realms: Adventures in Faerûn
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Ruinous Breath"}. Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType":"damage
", "rollAction":"Ruinous Breath", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage.
Time-Warping Breath. Wisdom Saving Throw: DC 12, each creature that isn’t currently affected
Monsters
Lorwyn: First Light
"} Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Wild Magic Cataclysm (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Wild Magic
Cataclysm"}. Dexterity Saving Throw: DC 15, each creature in a 20-foot-radius Sphere centered on a point within 120 feet. Failure: 28 (8d6) damage (roll 1d4;{"diceNotation":"1d4", "rollType":"roll
Monsters
Forgotten Realms: Adventures in Faerûn
Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Ruinous Breath", "rollDamageType":"Necrotic"} Necrotic damage. Success
: Half damage.
Time-Warping Breath. Wisdom Saving Throw: DC 15, each creature that isn’t currently affected by this breath in a 30-foot Cone. Failure: The target’s Speed is halved, it can
Monsters
Forgotten Realms: Adventures in Faerûn
22, each creature in a 90-foot Cone. Failure: 72 (16d8);{"diceNotation":"16d8", "rollType":"damage", "rollAction":"Ruinous Breath", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage
: Legend Lore (as an action), Sequester
Time-Warping Breath. Wisdom Saving Throw: DC 22, each creature that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target’s Speed
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollDamageType":"Necrotic"} Necrotic damage.
Ruinous Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Ruinous Breath"}. Constitution Saving Throw: DC 18, each creature in
. Wisdom Saving Throw: DC 18, each creature that isn’t currently affected by this breath in a 60-foot Cone. Failure: The target’s Speed is halved, it can’t take Reactions, and it can
Monsters
Lorwyn: First Light
"} Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.In Lorwyn, giants are curious colossi who roam vast plains, bathe in salty lagoons, and nap against
mountains. They sometimes lend their brawn to smaller species who have something interesting to offer in return.
Giants
The giants of the realm of Lorwyn-Shadowmoor are wise, ancient beings wandering
Monsters
Lorwyn: First Light
Amphibious. The merrow can breathe air and water.
Mimicry. The merrow can mimic voices and animal sounds. A creature that hears the mimicries can tell they are imitations with a successful DC 15
; doublespeakers can use them to stab or throw at foes.
Merrow
Merrow are primarily water-dwelling people who exploit the realm of Lorwyn-Shadowmoor’s land-dwelling species. They resemble
Monsters
Forgotten Realms: Adventures in Faerûn
way. The target wakes up if it takes damage or if a creature within 5 feet of it takes an action to wake it.
Spellcasting. The drow casts one of the following spells, requiring no Material components
and using Charisma as the spellcasting ability (spell save DC 11):
At Will: Dancing Lights
1/Day: Faerie FireDrow of Lolth defend cities in the Underdark and raid the surface in the name of the
Monsters
Lorwyn: First Light
":"damage", "rollAction":"Invective", "rollDamageType":"Psychic"} Psychic damage, and the creature has Disadvantage on its next attack roll before the end of the merrow’s next turn. Success: Half
exploit the realm of Lorwyn-Shadowmoor’s land-dwelling species. They resemble large fish with humanoid torsos and arms, though their forms vary widely. Merrow are often capable warriors, but most prefer to duel with cutting words before resorting to physical violence.
Monsters
Lorwyn: First Light
Grappled condition (escape DC 15) from one of two vines.
Radiant Blast. Constitution Saving Throw: DC 17, each creature of the incarnation’s choice in a 20-foot Emanation originating from the
incarnation. Failure: The creature takes 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage", "rollAction":"Radiant Blast", "rollDamageType":"Radiant"} Radiant damage. Success: Half damage
Monsters
Forgotten Realms: Adventures in Faerûn
"} Poison damage.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Nightmare Breath"}. Wisdom Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 22
’s next turn. Success: Half damage only.Young deep dragons establish lairs in familiar hunting grounds and defend their lairs with twisting passages and traps such as deadfalls. They dominate the
Species
Eberron: Forge of the Artificer
in the fey realm.
In their true form, changelings appear faded, their features almost devoid of detail. It is rare to see one in that form, for a typical changeling alters their shape the way others
advantage of contacts established by the persona’s previous users.
Changeling Traits
Creature Type: FeySize: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Monsters
Lorwyn: First Light
Stampede. The incarnation moves up to 80 feet in a straight line. Each creature whose space the incarnation enters is targeted once by the following effect. Dexterity Saving Throw: DC 16. Failure: 18
—untamable, primal, and awe inspiring.
In the realm of Lorwyn-Shadowmoor, these beings take the forms of chimeric behemoths that combine the features of three or more creatures. In Lorwyn
Magic Items
Forgotten Realms: Adventures in Faerûn
instantly complete this transformation.
Cone of Undeath. You can take a Magic action to unleash a wave of unholy light in a 60-foot Cone. Each creature in the Cone makes a DC 18 Constitution saving throw
crown, you emit an aura of terrifying energy in a 60-foot Emanation. A creature that enters this area for the first time on a turn or starts its turn there must succeed on a DC 16 Wisdom saving throw or
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
":"damage", "rollAction":"Lightning Antlers", "rollDamageType":"lightning"} lightning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or have the stunned condition
per turn.
Entangling Growth. Immediately after a creature the hart can see within 120 feet of itself hits it with an attack roll, the hart reduces the damage to itself by half. The attacker must
Magic Items
Waterdeep: Dungeon of the Mad Mage
Any creature that attunes to the tablet must make a DC 20 Wisdom saving throw at the end of its next long rest. On a failed save, the creature becomes afflicted with a random form of long-term
madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide).
As an action, a creature attuned to the Black Crystal Tablet can use it to cast eyebite or gate (the portal created by
Monsters
Phandelver and Below: The Shattered Obelisk
influence of the Far Realm affects Humanoids, the resulting creature might be a thing of nightmares. Multitudinous webbed wings sprout haphazardly along this mutate’s body. Its skin becomes clammy and
this transformation to become malevolent prophets and harbingers. Others find magical ways to return to their previous forms.
Mutates
A creature exposed to the strange energy of the Far Realm
Monsters
Phandelver and Below: The Shattered Obelisk
a grotesque window into the virulent refuse the otyugh recently consumed.
Mutates
A creature exposed to the strange energy of the Far Realm risks developing mutations. Such a creature undergoes a
metamorphosis as the powers of the Far Realm rewrite the fundamentals of the creature’s existence.
Any creature can become a mutate and transform to exhibit physical characteristics associated
Monsters
Phandelver and Below: The Shattered Obelisk
corpse melded to its underside to absorb damage and to strike at prey.
Mutates
A creature exposed to the strange energy of the Far Realm risks developing mutations. Such a creature undergoes a
metamorphosis as the powers of the Far Realm rewrite the fundamentals of the creature’s existence.
Any creature can become a mutate and transform to exhibit physical characteristics associated
Monsters
Spelljammer: Adventures in Space
is incapacitated for 1 minute.
13–14: “You’ve Disarmed Me!” One of the autognome’s arms falls off, reducing the number of Shock attacks it can make by 1 until a creature
a creature uses an action to reattach the head, which reactivates it.
17–20: “Have a Magical Day!” The autognome explodes and is destroyed. Each creature within 20 feet of the
Monsters
Mythic Odysseys of Theros
Short or Long Rest). The satyr fires an arrow that magically transforms into a flurry of missiles in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 17 (5d6
lives of pure whimsy. When forced to defend their friends and homes, satyr thornbearers are quick to take up their bows and strike against danger. Particularly amid the dense trees of the Skola Vale
Magic Items
Tasha’s Cauldron of Everything
This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if
cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn.
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Far Realm Parasite. Inside the lich’s torso dwells a wormlike parasite that contains the lich’s soul. When the lich dies, it implodes into the parasite, which then vanishes into the Far
Realm. In 2d4;{"diceNotation":"2d4","rollType":"roll","rollAction":"Far Realm Parasite (Days)"} days, the parasite causes the lich to reappear within 1d4;{"diceNotation":"1d4","rollType":"roll
Monsters
Phandelver and Below: The Shattered Obelisk
., one creature. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5", "rollType":"damage", "rollAction":"Tentacle", "rollDamageType":"psychic"} psychic damage. If the target is Medium or smaller, it has the
":"recharge", "rollAction":"Unleash Void"}. The mind flayer opens a rift into the Far Realm, centered on a point the mind flayer can see within 60 feet of itself, and a tentacle lashes across creatures near the
Monsters
Phandelver and Below: The Shattered Obelisk
Far Realm, the eggs within an encephalon cluster no longer hatch into illithid tadpoles. Instead, when one of an encephalon cluster’s eggs reaches maturity, it is ejected from the mass as an
encephalon cluster in a matter of days, at which point it begins producing its own gemmules.
Encephalons
When an illithid colony lays its eggs dangerously close to a Far Realm rift, an egg sac has a
Monsters
Guildmasters’ Guide to Ravnica
Assassinate. During its first turn, the hybrid poisoner has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the hybrid scores against a surprised creature is a
critical hit.
Poisonous Skin. Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Poisonous
Monsters
Guildmasters’ Guide to Ravnica
Electrified Body. Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Electrified
","rollType":"to hit","rollAction":"Tentacles"} to hit, reach 15 ft., one creature. Hit: The target is grappled (escape DC 11), and the hybrid pulls the target up to 15 feet straight toward it. Until this
Knight
Legacy
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Monsters
Basic Rules (2014)
warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A
creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Stench. Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature
’s next turn. On a successful saving throw, the creature is immune to the Stench of all stench kows for 1 hour.Gore. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction
Monsters
Phandelver and Below: The Shattered Obelisk
creature, it has disadvantage on the next attack roll it makes before the end of its next turn.Feral ashenwights retain a fragment of the spark they had in life. However, they are devoid of memories
or thoughts beyond a compulsive desire to destroy all living creatures they encounter.
Ashenwights
When a Humanoid consumed by cruelty and rage dies in an area corrupted by the Far Realm, the
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
", "rollAction":"", "rollDamageType":"radiant"} radiant damage. If the target is a Medium or smaller creature, it must succeed on a DC 19 Strength saving throw or have the prone condition.
Radiant
. When a creature marked by the archon’s Radiant Lance ends its turn within 120 feet of the archon, the archon teleports to an unoccupied space it can see within 5 feet of the creature.
Haunting






