Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'both beings distant causing required'.
Other Suggestions:
both being distance casting required
both being distance causing required
both beings distant calling require
both beings distant chasing requires
both beings distant calling requires
Magic Items
Dungeon Master’s Guide
As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your
control and shares your Initiative count, taking its turn immediately after yours.
On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don
Magic Items
Dungeon Master’s Guide
effect at the start of your turn. The spell lasts for 1 minute (no Concentration required) or until Blackrazor decides to end it, which it can do at the end of any of your turns.
Sentience
Blackrazor. Blackrazor can be destroyed by crushing it in the great gears of Mechanus. Primus, the creator of the modrons, also knows a series of musical tones that Blackrazor can’t stand to hear, causing the sword to shatter.
Monsters
The Book of Many Things
roll the prophecy die and add the number rolled to the total, potentially changing the outcome. The blessing ends after 1 hour or when the living portent ends the blessing (no action required) or uses
the living portents impact the earth, they carve great craters, yet miraculously, none who live in the impact zone are harmed. These beings of light then assume Humanoid forms to blend in with the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
each: arcane gate, detect thoughts, true seeingWarlocks of the Great Old One gain their powers through magical pacts forged with eldritch entities from strange and distant realms of existence. Some
wickedness inspired by bizarre beings from beyond the stars.
Warlocks
Warlocks gain arcane might through magical pacts with mysterious entities. While some use their abilities to serve the sources of their power, others use them to undermine or even destroy these entities.Psychic
Monsters
Van Richten’s Guide to Ravenloft
dismisses it (no action required).
Unusual Nature. The podling doesn’t require sleep.Slam. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Slam"} to hit, reach 5
knowledge of those they mimic, podlings frequently miss the nuances of interactions between sapient beings. These duplicates make excuses about their odd behavior, but those familiar with an individual
Monsters
Planescape: Adventures in the Multiverse
(no action required).Multiattack. The dabus makes two Flying Brick attacks.
Flying Brick. Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Flying Brick"} to hit
but also to combat individuals who disrupt the city’s operations or violate the Lady’s edicts, hurling bricks at troublemakers and subduing them by causing the streets to sprout grasping
Monsters
Strixhaven: A Curriculum of Chaos
Translation (2/Day). When the professor is hit by an attack roll, it can increase its AC by 3 against that attack, potentially causing it to miss. The professor can then teleport, along with any equipment
professor magically alters its physical form until it uses this bonus action again, until it is incapacitated or dies, or until it dismisses the effect (no action required). Choose one of the following
magic-items
.
Hyphal Stretch. On your turn, you can squeeze the longspike (no action required), causing it to lengthen and increasing the reach of melee attacks you make with it by 5 feet until the end of your turn
.
Optional Attunement. You can choose to attune to this weapon, causing it to gain the Hyphal Grasp property while you remain attuned to it. While you are attuned to this weapon, it gains the Hyphal
magic-items
wielder’s thrust, and can implant a rapidly-growing net of hyphal tethers that can bind and constrict a foe.
Hyphal Stretch. On your turn, you can squeeze the longspike (no action required
), causing it to lengthen and increasing the reach of melee attacks you make with it by 5 feet until the end of your turn.
Optional Attunement. You can choose to attune to this weapon, causing it to gain
Monsters
Mythic Odysseys of Theros
them.
Twister of Wills. Being obsessed with wealth and dominating lesser beings, eaters of hope hoard treasure for the sole purpose of tempting and manipulating mortals. They revel in using creatures
” or “devils” interchangeably, having no understanding of the difference between fiendish species or distant nightmarish planes. A pit fiend might be interpreted by Theros’s
magic-items
wielder’s thrust, and can implant a rapidly-growing net of hyphal tethers that can bind and constrict a foe.
Hyphal Stretch. On your turn, you can squeeze the longspike (no action required
), causing it to lengthen and increasing the reach of melee attacks you make with it by 5 feet until the end of your turn.
Optional Attunement. You can choose to attune to this weapon, causing it to gain
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
was in its space. The eye can’t be harmed or dispelled, but it winks out within an antimagic field. A scrying eye lasts until Halaster ends the effect (no action required).
A minor illusory
races
bronze dragon, Chionthan the Forgetful, lotol of the Chion Valley snuck upon the cruel and pernicious Ulvik the Black. There they delivered a mighty electric current into his lair, causing him to flee
. When required, lotol can change their very physiology, growing gills, improving their eyesight, or even developing long, elastic tongues. Adapting quickly to different environments allows them to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl
DC 19 Dexterity saving throw or take the same damage and be knocked prone.Terrifying storms manifest in the bodies of elder tempests. Beings carved from clouds, wind, rain, and lightning, elder
magic-items
can place the shield on your torso and speak the command word, causing the wood and vines to wrap around your figure. For one hour, or until you end this effect as an action, you are unable to hold a
shield and you gain the following benefits:
You gain 5d8 temporary hit points.
You gain the benefits of the barkskin spell (no concentration required).
You have advantage on saving throws made to
Magic Items
The Book of Many Things
This enormous telescope allows you to view distant celestial objects, including stars, Wildspace systems, and Astral Sea phenomena like the cities of deities or the petrified husks of dead gods
chosen by the DM.
3
Excess cosmic energy overloads the telescope, causing it to explode. Each creature within 60 feet of the telescope takes 8d6 necrotic damage. Any Humanoid who survives this damage
spells
You touch a willing creature, causing it, and everything it is wearing and carrying, to become translucent. At the start of each of the target’s turns for the duration, it can choose to become
incorporeal (no action required) until the end of its turn. While incorporeal, it has advantage on Stealth checks; it gains resistance to nonmagical bludgeoning, piercing, and slashing damage; and it
magic-items
can place the shield on your torso and speak the command word, causing the wood and vines to wrap around your figure. For one hour, or until you end this effect as an action, you are unable to hold a
shield and you gain the following benefits:
You gain 3d8 temporary hit points.
You gain the benefits of the barkskin spell (no concentration required).
You have advantage on saving throws made to
magic-items
can place the shield on your torso and speak the command word, causing the wood and vines to wrap around your figure. For one hour, or until you end this effect as an action, you are unable to hold a
shield and you gain the following benefits:
You gain 1d8 temporary hit points.
You gain the benefits of the barkskin spell (no concentration required).
You have advantage on saving throws made to
Genasi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Elemental Evil Player's Companion
Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth
of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These
surrounds the cultist for 1 minute, until the cultist is incapacitated or dies, or until the cultist extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms
flame (no action required). While inflamed, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In addition
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required).Tentacles. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit
are then planted in the ulitharid’s corpse, causing it to dissolve into ichor. This psionically potent slime helps to fuel the transformation of the area into a brine pool for the embryonic elder brain.
magic-items
can place the shield on your torso and speak the command word, causing the wood and vines to wrap around your figure. For one hour, or until you end this effect as an action, you are unable to hold a
shield and you gain the following benefits:
You gain 1d8 temporary hit points.
You gain the benefits of the barkskin spell (no concentration required).
You have advantage on saving throws made to
Githzerai Anarch
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
anarch’s lair is warped by its presence, which creates one or more of the following effects:
In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the
Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required).
If the anarch dies, these effects end after 1d6;{"diceNotation":"1d6","rollType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
:
Form Substance. In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the unformed substance to take whatever inanimate form the anarch chooses. During that
anarch remains within 1 mile of it (no action required).
If the anarch dies, these effects end after 1d6;{"diceNotation":"1d6","rollType":"roll"} rounds. All formed substance becomes a chaotic churn
Backgrounds
Baldur’s Gate: Descent into Avernus
of Seclusion
1
You led an ill-fated expedition into the Riverveins. Your friends were swept away by flooding, and you’ve never been able to shake the guilt of causing their deaths over
powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these
extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In
Monsters
Mordenkainen Presents: Monsters of the Multiverse
planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these
extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In
Magic Items
Tasha’s Cauldron of Everything
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
(for either attuned creature), you can command it in the following ways:
Open or close the hatch (no action required, once per turn)
Move the servant up to its speed (no action required)
As an
Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link
":"psychic"} psychic damage.
Sever Psychic Link. The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
; Instead, aggressive, stronger creatures register to the lizardfolk as fearsome beings to be avoided if possible. If such creatures attack, lizardfolk flee, fighting only if cornered. Lizardfolk aren
emotion and empathy. The same label serves as an apt depiction of lizardfolk.
Lacking any internal emotional reactions, lizardfolk behave in a distant manner. They don’t mourn fallen comrades or
classes
Basic Rules (2014)
stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through
pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils
Monsters
Quests from the Infinite Staircase
this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
dust lasts until Nafas disperses it (no action required) or uses this lair action again, and it can’t be dispersed by wind.
Regional Effects
The region containing Nafas’s lair is warped
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
Comet. If you single
apply it.
The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your