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Returning 35 results for 'breaks bow diffusing casts resort'.
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Monsters
Monster Manual
"} Piercing damage plus 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Slaying Bow", "rollDamageType":"Radiant"} Radiant damage.
Spellcasting. The solar casts one of the following
against spells and other magical effects.Multiattack. The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow.
Flying Sword. Melee or Ranged Attack Roll: +15
Monsters
Monster Manual
":"Needle Sword", "rollDamageType":"Piercing"} Piercing damage.
Enchanting Bow. Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Enchanting Bow"}, range 40/160 ft
see (Celestials, Fiends, and Undead automatically fail the save). Failure: The sprite knows the target’s emotions and alignment.
Invisibility. The sprite casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
Magic Items
Tales from the Yawning Portal
against flesh to stone cast from the bracelet. If such a creature’s save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly.
Monsters
Spelljammer: Adventures in Space
successful one.
Spellcasting (Psionics). The braxat casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 14):
1/day each
also spew acid, though they tend to do so only as a last resort, since the acid dissolves and ruins the flesh they crave.
A braxat projects an invisible psychic barrier around itself that enhances its
Monsters
Strixhaven: A Curriculum of Chaos
succeed on a DC 15 Strength saving throw or be knocked prone.
Spellcasting. The professor casts one of the following spells, requiring no material components and using Intelligence as the
their magic into creating breaks that are to their advantage. Whether those breaks are in a series of events, in obstacles, or in enemies depends on the needs in the moment. They crush enemies&rsquo
Monsters
Guildmasters’ Guide to Ravnica
saving throw or bow until the end of its next turn. Until this bow ends, the target can’t take actions or reactions, and its speed is 0 and can’t be increased.
Indentured Spirits (Costs 3
his will.
Grandfather Karlov. The head of the council, who gives final approval to its decisions and breaks ties within the group, is Karlov, known as Grandfather. In life, Karlov was the greediest of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
restoration on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0.
Spellcasting. The oinoloth casts one of the following spells, requiring no material
.
Oinoloths solve thorny problems by killing everyone involved. They are typically hired as a last resort when a siege has gone on too long or an army has proven too strong to overcome. Once summoned, oinoloths
Star Spawn Larva Mage
Legacy
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Monsters
Mordenkainen’s Tome of Foes
: circle of death
Return to Worms. When the larva mage is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the larva mage reforms from it
only at the end of another creature's turn. The larva mage regains spent legendary actions at the start of its turn.
Cantrip (Costs 2 Actions). The larva mage casts one cantrip.
Slam (Costs 2 Actions
Monsters
Mordenkainen Presents: Monsters of the Multiverse
);{"diceNotation":"4d8","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"psychic"} psychic damage.
Spellcasting (Psionics). The githzerai casts one of the following spells, requiring no
equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.
Change Gravity (Costs 3 Actions). The githzerai casts the reverse gravity spell, using Wisdom as the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
). The marut casts plane shift, requiring no material components and using Intelligence as the spellcasting ability. The marut can cast the spell normally, or it can cast the spell on an unwilling
and to punish any party who breaks them. A marut resorts to lethal force only if a contract calls for it, if the contract is fully broken, or if the marut is attacked.
Inevitables care nothing for
Monsters
Phandelver and Below: The Shattered Obelisk
). The brain breaker casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: detect thoughts, levitateBrain
can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful DC 17 Charisma check. If the target breaks
Monsters
Phandelver and Below: The Shattered Obelisk
brain casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: detect thoughts, levitateThe Far Realm has tainted
with a successful DC 17 Charisma check. If the target breaks the link this way, the target takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Psychic Link", "rollDamageType
Githzerai Anarch
Legacy
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Monsters
Mordenkainen’s Tome of Foes
anarch magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.
Change Gravity (Costs 3 Actions). The anarch casts the reverse
action to cause one of the following effects; the anarch can’t use the same effect two rounds in a row:
The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the
Valindra Shadowmantle
Legacy
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Monsters
Tomb of Annihilation
and only at the end of another creature's turn. Valindra regains spent legendary actions at the start of its turn.
Cantrip. Valindra casts a cantrip.
Paralyzing Touch (Costs 2 Actions). Valindra uses
wants to “imprison” the Soulmonger; that way, its unique magic can be studied while it’s safely quarantined from the world. She argues that destroying it should be a last resort
Monsters
Mordenkainen Presents: Monsters of the Multiverse
stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting (Psionics). The ulitharid casts one of the following
potential rival and manipulates or quashes the ulitharid’s ambitions accordingly.
When an ulitharid finds sharing leadership with an elder brain insufferable, it breaks off from the colony
Elder Brain
Legacy
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Monsters
Volo's Guide to Monsters
brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature’s concentration on a spell it has cast. The creature also takes 1d4
effects; the elder brain can’t use the same lair action two rounds in a row:
The elder brain casts wall of force.
The elder brain targets one friendly creature it can sense within 120 feet of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
alhoon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16):
At will: dancing lights, detect magic, detect thoughts
, but it isn’t an interdiction they must often enforce. Illithids brook no masters but members of their own kind, so it isn’t in their nature to bow to any god or otherworldly patron
Monsters
Mordenkainen Presents: Monsters of the Multiverse
−5, the object is destroyed. The penalty on an object can be removed by the mending spell.
Spellcasting. Juiblex casts one of the following spells, requiring no material components and using Wisdom
as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 Strength
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Return to Worms. When the mage is reduced to 0 hit points, it breaks apart into a swarm of insects (see the Monster Manual) in the same space. Unless the swarm is destroyed, the mage reforms from it
saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. The mage casts one of the following spells, requiring no material components and using Charisma
Monsters
Mordenkainen Presents: Monsters of the Multiverse
brain casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):
At will: detect thoughts, levitate
3/day: modify memory
it has a psychic link. The elder brain breaks the creature’s concentration on a spell it has cast. The creature also takes 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Break
Juiblex
Legacy
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Monsters
Out of the Abyss
actions at the start of its turn.
Acid Splash. Juiblex casts acid splash.
Attack. Juiblex makes one acid lash attack.
Corrupting Touch (Costs 2 Actions). Melee Weapon Attack: +14;{"diceNotation
remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature’s save is successful, the bracelet breaks your attunement to it and casts the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature’s save is successful, the bracelet breaks your attunement to it and casts the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature’s save is successful, the bracelet breaks your attunement to it and casts the
Goblin
Legacy
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Species
Volo's Guide to Monsters
cruel in victory, goblins are fawning and servile in defeat, just as in their own society lower castes must scrape before those of greater status and as goblin tribes bow before other goblinoids
darkvision and the Nimble Escape traits common to all goblins. Each time the goblin casts a spell, there is an accompanying surge of wild magic; roll on the Wild Magic Surge table in the Player’s Handbook to determine the wild magic effect.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
a use of Slaying Bow.
Flying Sword. Melee or Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. Hit or Miss: The sword magically
returns to the solar’s hand or hovers within 5 feet of the solar immediately after a ranged attack.
Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet. Failure
Compendium
- Sources->Dungeons & Dragons->Monster Manual
a use of Slaying Bow.
Flying Sword. Melee or Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. Hit or Miss: The sword magically
returns to the solar’s hand or hovers within 5 feet of the solar immediately after a ranged attack.
Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet. Failure
Compendium
- Sources->Dungeons & Dragons->Monster Manual
a use of Slaying Bow.
Flying Sword. Melee or Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. Hit or Miss: The sword magically
returns to the solar’s hand or hovers within 5 feet of the solar immediately after a ranged attack.
Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet. Failure
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
loudly breaks wind. 2 One statue counts down slowly from 10 to 1. 3 Both statues say in unison, “BOOM-badda-BOOM-badda!” 4 One statue says, “Don’t forget to pick up your participation trophy on the way
out.” 5 One statue says, “Give me an H!” 6 One statue asks, “Hey, have you seen my cat?” 7 One statue screams, “The call is coming from inside the mountain!” 8 One statue says, “Die!” as it casts a power word kill spell targeting the creature that triggered the sound effect.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
loudly breaks wind. 2 One statue counts down slowly from 10 to 1. 3 Both statues say in unison, “BOOM-badda-BOOM-badda!” 4 One statue says, “Don’t forget to pick up your participation trophy on the way
out.” 5 One statue says, “Give me an H!” 6 One statue asks, “Hey, have you seen my cat?” 7 One statue screams, “The call is coming from inside the mountain!” 8 One statue says, “Die!” as it casts a power word kill spell targeting the creature that triggered the sound effect.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
loudly breaks wind. 2 One statue counts down slowly from 10 to 1. 3 Both statues say in unison, “BOOM-badda-BOOM-badda!” 4 One statue says, “Don’t forget to pick up your participation trophy on the way
out.” 5 One statue says, “Give me an H!” 6 One statue asks, “Hey, have you seen my cat?” 7 One statue screams, “The call is coming from inside the mountain!” 8 One statue says, “Die!” as it casts a power word kill spell targeting the creature that triggered the sound effect.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
, though they tend to do so only as a last resort, since the acid dissolves and ruins the flesh they crave. A braxat projects an invisible psychic barrier around itself that enhances its natural armor
(4d12) acid damage on a failed save, or half as much damage on a successful one.
Spellcasting (Psionics). The braxat casts one of the following spells, requiring no spell components and using
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the wharf’s edge to the main deck. A lantern at the bow casts an eerie green light to signify that the tavern is open for business.
The Low Lantern is quiet during the day, with just a few patrons
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the wharf’s edge to the main deck. A lantern at the bow casts an eerie green light to signify that the tavern is open for business.
The Low Lantern is quiet during the day, with just a few patrons
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the wharf’s edge to the main deck. A lantern at the bow casts an eerie green light to signify that the tavern is open for business.
The Low Lantern is quiet during the day, with just a few patrons






