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Returning 35 results for 'both being depending closes range'.
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Monsters
Monster Manual
":"Searing Fork", "rollDamageType":"Fire"} Fire damage.
Hurl Flame. Ranged Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Hurl Flame"}, range 150 ft. Hit: 26 (5d8 + 4
", "rollAction":"Infernal Tail"} Hit Points at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of
Spells
Player’s Handbook
Choose one creature or nonmagical object that you can see within range. The creature shape-shifting;shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a
. 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
Horned Devil
Legacy
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Monsters
Basic Rules (2014)
closes if the target receives magical healing.
Hurl Flame. Ranged Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Hurl Flame"} to hit, range 150 ft., one target. Hit: 14 (4d6
Monsters
Acquisitions Incorporated
Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Hand Crossbow"} to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction
” Team's decisionist — and, depending on who you talk to, a reincarnated demigod. (It's a long story.) Those who know him acknowledge his confidence, his arrogance, and his odd ability to engage with
Monsters
Acquisitions Incorporated
advanced intellect allowing it to be programmed with a wide range of orders, as well as being capable of wholly independent reactions to potential threats.
Though most clockwork dragons have a breath weapon
that deals fire damage, some might be constructed to deal acid, cold, or lightning damage, depending on their makers' whims.Poison, Psychic
Horned Devil (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
closes if the target receives magical healing.
Hurl Flame. Ranged Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Hurl Flame"} to hit, range 150 ft., one target. Hit: 14 (4d6
Faerie Dragon (Younger)
Legacy
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Monsters
Monster Manual (2014)
. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its “prey.&rdquo
hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.
Dragon Color
Age Range
Red
5
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage and knock it prone.
Light Crossbow. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Light Crossbow"} to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2
varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues.
Faerie Dragon (Older)
Legacy
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Monsters
Monster Manual (2014)
contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its “prey.”
Friendly and Bright. A faerie dragon has a sharp mind, a fondness
faerie dragons have innate spellcasting ability, gaining new spells as they mature.
Dragon Color
Age Range
Red
5 years or less
Orange
6–10 years
Yellow
11–20
Monsters
The Book of Many Things
such cards in that range. Effects that protect a target from divination magic block this sense.
Riffling Step. The riffler can burrow through any nonmagical material that isn’t iron, shuffling the
substance through which the riffler moves aside like cards to form a tunnel that closes behind the riffler.Multiattack. The riffler makes two Spectral Card attacks.
Spectral Card. Melee or Ranged
Earthquake
Legacy
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Spells
Basic Rules (2014)
You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point
must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
This spell can have additional effects depending on the terrain in the area, as determined by the GM.
Fissures
Monsters
Storm King's Thunder
Spear. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2
"} piercing damage if used with two hands to make a melee attack.
Shortbow. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Shortbow"} to hit, range 80/320 ft., one
Monsters
Mordenkainen's Fiendish Folio Volume 1
corbies range across the Underdark, stripping the tunnels and caverns they traverse of all living things. Even the mightiest creatures of the Underdark hide within fortified lairs or step aside from a dire
. Accepted as part of the flock, a traveller can range across the Underdark escorted by hundreds of humanoid creatures that the other predators of the depths take pains to avoid.
Unwitting Explorers. As
Monsters
Icewind Dale: Rime of the Frostmaiden
, drink, or sleep.Chill Touch (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Chill Touch"} to hit, range 120 ft., one creature. Hit: 13 (3d8);{"diceNotation
wrought masterwork, depending on its creator. Still other brains desire nothing more than to regain a body. This might be the brain’s original body, another frame they covet, or some more
Beholder
Legacy
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Monsters
Monster Manual (2014)
closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP).
Lair Actions
When fighting inside its lair, a beholder can invoke the ambient magic to take lair
beholder’s choice that it can see. The eye then closes and disappears.
The beholder can’t repeat an effect until they have all been used, and it can’t use the same effect two
Monsters
Out of the Abyss
eye ray.A Beholder's Lair
A beholder's central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its
eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Knightly Virtue. The knight has one of the following traits, depending on the court it serves:
Courage (Embereth). The knight has advantage on Wisdom checks and Wisdom saving throws.
Knowledge
", "rollAction":"Heavy Crossbow"} to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1);{"diceNotation":"1d10+1", "rollType":"damage", "rollAction":"Heavy Crossbow", "rollDamageType":"piercing
Magic Items
Infernal Machine Rebuild
darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is a rough, ruined echo. While you are attuned
to it, Ruinblade also understands every language you know.
Personality. Ruinblade speaks either with a dolorous or frenetic tone, depending on its mood. That mood improves when the sword is actively
True Polymorph
Legacy
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Spells
Basic Rules (2014)
Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the
’s statistics and resolves all of its actions and movement.
If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have
Magic Items
Lost Laboratory of Kwalish
feet for 1 minute (1 charge or 5 hit points).
Fire arm-mounted laser: Ranged Weapon Attack: +8 to hit, range 120 feet, one target. Hit: 2d6 radiant damage (1 charge or 5 hit points
any environment for up to 1 hour (1 charge or 5 hit points).
Gain darkvision to a range of 60 feet for up to 1 hour (1 charge or 5 hit points).
The armor can accept only one energy cell at a time
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
duration, greater range, or larger area can make up for a lesser effect, depending on the spell. Utility. Avoid spells that have very limited use, such as one that works only against Oozes. Few characters will bother to learn or prepare such a spell.
level. Identity. Make sure the spell fits with the identity of those who can cast it. Sorcerers and Wizards don’t typically cast healing spells, for example. Spell Duration, Range, and Area. A longer
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Raise Dead Level 5 Necromancy (Bard, Cleric, Paladin) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth 500+ GP, which the spell consumes)
Duration: Instantaneous
With a
that affected the creature at the time of death. This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
True Resurrection Level 9 Necromancy (Cleric, Druid) Casting Time: 1 hour
Range: Touch
Components: V, S, M (diamonds worth 25,000+ GP, which the spell consumes)
Duration: Instantaneous
You
touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Raise Dead Level 5 Necromancy (Bard, Cleric, Paladin) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth 500+ GP, which the spell consumes)
Duration: Instantaneous
With a
that affected the creature at the time of death. This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
True Resurrection 9th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) Duration
with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
True Resurrection 9th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) Duration
with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
True Resurrection Level 9 Necromancy (Cleric, Druid) Casting Time: 1 hour
Range: Touch
Components: V, S, M (diamonds worth 25,000+ GP, which the spell consumes)
Duration: Instantaneous
You
touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Earthquake 8th-level evocation Casting Time: 1 action Range: 500 feet Components: V, S, M (a pinch of dirt, a piece of rock, and a lump of clay) Duration: Concentration, up to 1 minute You create a
seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Resurrection 7th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous You touch a dead creature
the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Earthquake 8th-level evocation Casting Time: 1 action Range: 500 feet Components: V, S, M (a pinch of dirt, a piece of rock, and a lump of clay) Duration: Concentration, up to 1 minute You create a
seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Raise Dead 5th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) Duration: Instantaneous You return a dead creature
these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. This spell closes all mortal wounds, but it
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Resurrection Level 7 Necromancy (Bard, Cleric) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
With a touch
neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Resurrection Level 7 Necromancy (Bard, Cleric) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
With a touch
neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Raise Dead 5th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) Duration: Instantaneous You return a dead creature
these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. This spell closes all mortal wounds, but it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Resurrection 7th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous You touch a dead creature
the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a −4 penalty






