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Returning 35 results for 'bringing being deflection creature resolves'.
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Species
Player’s Handbook
every part of the multiverse, bringing the City of Doors’ cosmopolitanism with them.
Human Traits
Creature Type: HumanoidSize: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Monsters
Candlekeep Mysteries
":"force"} force damage.Spell Deflection. In response to a spell attack missing the golem, it causes that spell to hit another creature within 120 feet of it that it can see.A mummy lord’s organs
Giant Insect
Legacy
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Spells
Basic Rules (2014)
the statistics for these creatures and resolves their actions and movement.
A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss
spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.
Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has
Monsters
Mythic Odysseys of Theros
"} necrotic damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.Belief is a powerful force in Theros, capable of bringing about
Aura of Erebos. Any creature that starts its turn within 10 feet of the giant must succeed on a DC 18 Constitution saving throw, or it takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage
Monsters
Planescape: Adventures in the Multiverse
", "rollDamageType":"piercing"} piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the nonaton can’t use this
-foot-tall, 20-foot-radius cylinder of magical force rises from that point. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 21 (6d6);{"diceNotation
magic-items
establish a defensive ward with a contingent Counterspell. The next time you can see an unfriendly creature within 60 feet of you casting any spell that either targets you or causes you to make a saving throw
after Counterspell takes effect or at the next dawn.
Protection. You can take a Magic action to expend 1 charge and cast Protection from Energy on yourself.
Deflection Field. You can take a Bonus Action to expend 1 charge and cast Shield of Faith on yourself.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
the target is a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or have the prone condition.
Lullaby of Honks (Recharge 5–6;{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Lullaby of Honks"}; Requires at Least Two Heads). The Goose Mother’s heads honk a discordant lullaby. Each creature of the Goose Mother’s choice within 10 feet of it must make a
Monsters
Quests from the Infinite Staircase
(6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Rotting Fist", "rollDamageType":"necrotic"} necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving
.
Dreadful Glare. Nafik targets one creature he can see within 60 feet of himself. The target must succeed on a DC 14 Wisdom saving throw or have the frightened condition until the end of Nafik’s
Monsters
Fizban's Treasury of Dragons
Deflection. The shard’s AC includes its Intelligence modifier.
Incorporeal Movement. The shard can move through creatures and objects as if they were difficult terrain. If it ends its turn
object. The shard can cause the object to fly using the shard’s own flying speed, use its senses, speak verbally or telepathically, cast spells, and use its legendary actions.
If a creature
Monsters
Van Richten’s Guide to Ravenloft
+ 4);{"diceNotation":"4d8+4","rollType":"damage","rollAction":"Force Bolt","rollDamageType":"force"} force damage, and if the target is a Large or smaller creature, the inquisitor can push it up to
, levitate, mage armor, mage hand, sending
1/day each: Otiluke's resilient sphere, telekinesis
Implode (Recharge 4–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Implode"}. Each creature in
True Polymorph
Legacy
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Spells
Basic Rules (2014)
’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
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
races
Mordenkainen Presents: Monsters of the Multiverse
Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s
languages to choose from. The DM is free to modify that list for a campaign.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the
Monsters
Mordenkainen's Fiendish Folio Volume 1
Entropic Aura. Each creature that is not a construct or undead that ends its turn within 15 feet of Ygorl takes 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Entropic Aura
;{"diceNotation":"1d20+14","rollType":"to hit","rollAction":"Scythe"} to hit, reach 10 ft., one creature. Hit: 18 (2d10 + 7);{"diceNotation":"2d10+7","rollType":"damage","rollAction":"Scythe
Wizard
Legacy
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Classes
Basic Rules (2014)
circle, bringing a whiff of brimstone from the otherworldly plane beyond.
Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Did you encounter a magical creature or an ancient tome that taught you the basics of magic
Monsters
Locathah Rising
watery embrace. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more
than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw
Young Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
", "rollAction":"Nightmare Breath"}. The dragon exhales a cloud of spores in a 30-foot cone. Each creature in that area must make a DC 14 Wisdom saving throw. On a failed save, the creature takes 22 (4d10
creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Making their lairs
Deep Dragon Wyrmling
Legacy
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Monsters
Fizban's Treasury of Dragons
cloud of spores in a 15-foot cone. Each creature in that area must make a DC 11 Wisdom saving throw. On a failed save, the creature takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage
", "rollAction":"Nightmare Breath", "rollDamageType":"psychic"} psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and
movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The DM might allow you to choose different
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and
movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The DM might allow you to choose different
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and
movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The DM might allow you to choose different
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and
movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The DM might allow you to choose different
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and
movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The DM might allow you to choose different
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and
movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The DM might allow you to choose different
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
DC 10 Constitution saving throw or gain 1 level of exhaustion. A creature that has a swimming speed can swim all day without penalty and uses the normal forced march rules in the Player’s Handbook. The
) score spots something unexpected: The water begins to churn. From the darkness below glides a glowing, translucent longship, its oars bringing it just below you. A cloudiness covers the deck
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
DC 10 Constitution saving throw or gain 1 level of exhaustion. A creature that has a swimming speed can swim all day without penalty and uses the normal forced march rules in the Player’s Handbook. The
) score spots something unexpected: The water begins to churn. From the darkness below glides a glowing, translucent longship, its oars bringing it just below you. A cloudiness covers the deck
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
DC 10 Constitution saving throw or gain 1 level of exhaustion. A creature that has a swimming speed can swim all day without penalty and uses the normal forced march rules in the Player’s Handbook. The
) score spots something unexpected: The water begins to churn. From the darkness below glides a glowing, translucent longship, its oars bringing it just below you. A cloudiness covers the deck
Monsters
Fizban's Treasury of Dragons
energy in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw. On a failed save, the creature takes 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction
":"Desiccating Breath", "rollDamageType":"necrotic"} necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
", "rollType":"damage", "rollAction":"Tail", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone
.
Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
", "rollType":"damage", "rollAction":"Tail", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Change Shape
. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Undead, Typically Neutral
Armor Class 17 (Deflection)
Hit Points 168 (16d12 + 64)
Speed 0 ft., fly 80 ft. (hover)
STR
1 (−5)
DEX
12 (+1)
CON
18 (+4)
INT
22
, prone
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
Languages Common, Draconic, telepathy 120 ft.
Challenge 17 (18,000 XP) Proficiency Bonus +6
Deflection. The shard’s
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Undead, Typically Neutral
Armor Class 17 (Deflection)
Hit Points 168 (16d12 + 64)
Speed 0 ft., fly 80 ft. (hover)
STR
1 (−5)
DEX
12 (+1)
CON
18 (+4)
INT
22
, prone
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
Languages Common, Draconic, telepathy 120 ft.
Challenge 17 (18,000 XP) Proficiency Bonus +6
Deflection. The shard’s
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Undead, Typically Neutral
Armor Class 17 (Deflection)
Hit Points 168 (16d12 + 64)
Speed 0 ft., fly 80 ft. (hover)
STR
1 (−5)
DEX
12 (+1)
CON
18 (+4)
INT
22
, prone
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
Languages Common, Draconic, telepathy 120 ft.
Challenge 17 (18,000 XP) Proficiency Bonus +6
Deflection. The shard’s
Compendium
- Sources->Dungeons & Dragons->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
object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (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
object must be neither worn nor carried by another creature). The spell lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full
Compendium
- Sources->Dungeons & Dragons->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
object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the






