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Returning 35 results for 'can of features foes'.
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can of feature feet
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Is the intent that only Melee weapon attacks can knock foes Unconscious, or can melee spell attacks as well? If you reduce a creature to 0 Hit Points with a melee attack, you can knock the creature
out. That melee attack isn’t restricted to weapons. Even a melee spell attack can be used to knock a creature out.
Magic Items
Dungeon Master’s Guide
vanish, and the pot of pigment is wasted.
When the work is done, all the painted objects and terrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to
This fine wooden box contains 1d4 pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment, you can paint any number of three-dimensional objects and
Spells
Player’s Handbook
what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of
You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one
Spells
Player’s Handbook
the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing
Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it
Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
that spell again.
Legendary Resistance (4/Day, or 5/Day in Lair). If the hag fails a saving throw, it can choose to succeed instead.
Magic Resistance. The hag has Advantage on saving throws against
Monsters
Stranger Things: Welcome to the Hellfire Club
forms twist with fearsome features suggestive of human limbs and vicious maws. Blights lurk in ambush amid mundane vegetation and lash out at non-Plant creatures.
Needle blights have vaguely bipedal
forms, with gaunt, misshapen limbs. Whether standing unnaturally still or lurching with their awkward gaits, these blights can’t pass as either normal plants or woodland travelers. Once they spot
Monsters
Stranger Things: Welcome to the Hellfire Club
lash out at non-Plant creatures.
Vine blights resemble humans wrapped in vines common to the areas in which they grow, from hairy ivy vines to flowering kudzu. They can cause plants to burst from the ground around themselves and entangle nearby foes.
are malicious plants that sprout from deep-rooted evil. Their gnarled forms twist with fearsome features suggestive of human limbs and vicious maws. Blights lurk in ambush amid mundane vegetation and
Monsters
Ravenloft: The Horrors Within
Overhanging Branches. The tree’s allies can willingly end their moves in the tree’s space. Allies in the tree’s space have Half Cover.
Unholy Regrowth. If the tree dies, 2d6
Throw: DC 14, each creature in a 10-foot-radius Sphere centered on a point the tree can see within 120 feet. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Exploding Head
Monsters
Dungeon Masters: Ravenloft Play-Along Pack
Overhanging Branches. The tree’s allies can willingly end their moves in the tree’s space. Allies in the tree’s space have Half Cover.
Unholy Regrowth. If the tree dies, 2d6
creature in a 10-foot-radius Sphere centered on a point the tree can see within 120 feet. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Exploding Head", "rollDamageType
Monsters
Dungeon Masters: Arcana Unleashed Play-Along Pack
Spell Imprint. As part of the darkenbeast’s creation, its creator can cast one spell of level 5 or lower with a casting time of an action. The spell has no effect but is stored within the
darkenbeast.
While within 30 feet of the darkenbeast, the darkenbeast’s creator can cast the stored spell, requiring no spell components and using the caster’s spellcasting ability. When the
Monsters
Eberron: Forge of the Artificer
centered on a point the mindkiller can see within 120 feet. Failure: 35 (10d6);{"diceNotation":"10d6", "rollType":"damage", "rollAction":"Primal Fear (1/Day)", "rollDamageType":"Psychic
"} Psychic damage, and the target has the Frightened condition until the start of the mindkiller’s next turn. While Frightened in this way, the target can do only one of the
Monsters
Dungeon Masters: Living Spells Play-Along Pack
cataclysmic battles or catastrophic experiments can cause spell effects to come to life as living spells. These beings’ magical energy is persistent, and they bear features resembling those of their
Amorphous. The living spell can move through a space as narrow as 1 inch without expending extra movement to do so.
Magic Resistance. The living spell has Advantage on saving throws against spells
Monsters
Ravenloft: The Horrors Within
Legendary Resistance (3/Day, or 4/Day in lair). If the emissary fails a saving throw, it can choose to succeed instead.Multiattack. The emissary makes three attacks, using Lashing Maw or Invert Flesh
"} Acid damage.
Invert Flesh. Constitution Saving Throw: DC 21, one creature the emissary can see within 120 feet. Failure: 29 (4d10 + 7);{"diceNotation":"4d10+7", "rollType":"damage", "rollAction
Monsters
Lorwyn: First Light
; 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
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
Monsters
Dungeon Masters: Living Spells Play-Along Pack
Amorphous. The living spell can move through a space as narrow as 1 inch without expending extra movement to do so.
Magic Resistance. The living spell has Advantage on saving throws against spells
arrow splashes the target with acid for half as much of the initial damage only.Magical energies unleashed during cataclysmic battles or catastrophic experiments can cause spell effects to come to
Monsters
Ravenloft: The Horrors Within
; that mouther is destroyed.
Legendary Resistance (3/Day, or 4/Day in Lair). If the emissary fails a saving throw, it can choose to succeed instead.Multiattack. The emissary makes two attacks, using
Lashing Maw or Coagulated Nodule in any combination. It can replace one attack with Unearthly Bile if available.
Lashing Maw. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit
Monsters
Dungeon Masters: Living Spells Play-Along Pack
Amorphous. The living spell can move through a space as narrow as 1 inch without expending extra movement to do so.
Magic Resistance. The living spell has Advantage on saving throws against spells
"}. Constitution Saving Throw: DC 13, each creature in a 10-foot-radius Sphere centered on a point the living spell can sense within 60 feet. Failure: 13 (3d8);{"diceNotation":"3d8","rollType":"damage
Monsters
Dungeon Masters: Living Spells Play-Along Pack
Amorphous. The living spell can move through a space as narrow as 1 inch without expending extra movement to do so.
Magic Resistance. The living spell has Advantage on saving throws against spells
: Half damage.Magical energies unleashed during cataclysmic battles or catastrophic experiments can cause spell effects to come to life as living spells. These beings’ magical energy is persistent
Feats
Ravenloft: The Horrors Within
Dark Gift Feat (Prerequisite: Ravenloft Campaign)
Deathly power resides within you, bursting out at the slightest provocation. You gain the following features.
Death Touch. You learn the Chill
Touch spell and can cast it without spell components. Necrotic damage you deal with this spell ignores Resistance. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat).
Pull of the Grave. You have Disadvantage on Death Saving Throws.
Monsters
Dungeon Masters: Living Spells Play-Along Pack
catastrophic experiments can cause spell effects to come to life as living spells. These beings’ magical energy is persistent, and they bear features resembling those of their origin spells&mdash
Amorphous. The living spell can move through a space as narrow as 1 inch without expending extra movement to do so.
Magic Resistance. The living spell has Advantage on saving throws against spells
Monsters
Dungeon Masters: Living Spells Play-Along Pack
precision. They can carve out safe areas in an explosive blast, shielding themselves and allies while obliterating foes.
Archmages
Although all archmages have mastered incredible magical power
Evocation Sculptor. When the archmage casts a spell that creates an area of effect, it can choose itself and up to five other creatures it can see, sculpting the spell’s energy around them. A
Monsters
Ravenloft: The Horrors Within
Abduct. The boneless needn’t spend extra movement to move a creature it is grappling.
Compression. The boneless can move through a space as narrow as 1 inch without expending extra movement to
damage at the start of each of the boneless’s turns. The boneless can smother only one creature at a time. While grappling a target, the boneless can’t take this action again.Boneless are the
Monsters
Dungeon Masters: Ravenloft Play-Along Pack
.
Legendary Resistance (3/Day, or 4/Day in Domain). If Lord Soth fails a saving throw, he can choose to succeed instead.
Magic Resistance. Lord Soth has Advantage on saving throws against spells and other
Soth can’t use this trait if he has the Incapacitated condition.Multiattack. Lord Soth makes three Forsaken Brand attacks.
Forsaken Brand. Melee Attack Roll: +12;{"diceNotation":"1d20+12
Feats
Ravenloft: The Horrors Within
Dark Gift Feat (Prerequisite: Ravenloft Campaign)
You experience echoes from a past or alternate life. You gain the following features.
Channeled Prowess. You have proficiency in two skills of your
choice.
In addition, choose one skill you have proficiency in. You gain Expertise in that skill. Whenever you finish a Long Rest, you can change your choice for this benefit.
Inherent Tongues. You
Monsters
Dungeon Masters: Living Spells Play-Along Pack
Amorphous. The living spell can move through a space as narrow as 1 inch without expending extra movement to do so.
Magic Resistance. The living spell has Advantage on saving throws against spells
, the orb leaps to a different target of the living spell’s choice within 30 feet of the original target. Make a new attack roll and damage roll against the new target. The orb can’t leap
Monsters
Ravenloft: The Horrors Within
-go can use its Extract Brain action.
The canister has AC 15, HP 40, and Resistance to all damage. The canister breaks if reduced to 0 Hit Points. If the canister is broken, any brains inside it are
destroyed. The mi-go can create a new canister after 7 days.Multiattack. The mi-go makes two Pincer attacks. It can replace one attack with a use of Dazing Ray if available.
Pincer. Melee Attack Roll
Monsters
Astarion's Book of Hungers
of sinister rituals. Fiendish icons can explode with hellfire to roast their foes, and they often pretend to be ordinary statues until they leap up to ambush invaders.
Roll on or choose a result
Monsters
Lorwyn: First Light
Magic Resistance. The incarnation has Advantage on saving throws against spells and other magical effects.Multiattack. The incarnation makes two Vine attacks and uses Radiant Blast. It can replace
features of three or more creatures. In Lorwyn, incarnations of nature often embody positive, exhilarating emotions. In Shadowmoor, they often manifest dour, violent impulses.
An incarnation of nature
Monsters
Dungeon Masters: Ravenloft Play-Along Pack
Mounted Adept. While mounted and without the Incapacitated condition, the dullahan and its mount have Advantage on Dexterity saving throws, and the dullahan can force an attack targeted at its mount
’s Head in the space of the target’s corpse or in the nearest unoccupied space. The head is under the dullahan’s control. The dullahan can control no more than seven heads at a time
Monsters
Forgotten Realms: Adventures in Faerûn
Spider Climb (Hybrid or Spider Form Only). The aranea can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web Walker. The aranea ignores movement
a bulky, humpbacked spider with two short arms beneath its head. An aranea can shape-shift into a humanoid form or into a multiarmed humanoid-spider hybrid. Araneas live in insular communities, such
Monsters
Lorwyn: First Light
stocked with a giant’s valuable relics. Such treasure hunters do well to tread carefully, for when angered, these giants can unleash the might of mountains and crush foes with the force of an avalanche.
takes great slumbers bordering on hibernation. These giants sleep for so long that they fuse with the surrounding earth, imbuing them with the land’s ambient wild magic. The giants can mold and
Monsters
Ravenloft: The Horrors Within
Mounted Adept. While mounted and without the Incapacitated condition, the dullahan and its mount have Advantage on Dexterity saving throws, and the dullahan can force an attack targeted at its mount
Head in the space of the target’s corpse or in the nearest unoccupied space. The head is under the dullahan’s control. The dullahan can control no more than seven heads at a time.
Fiery
Monsters
Lorwyn: First Light
the archways in hopes of finding the place abandoned but still stocked with a giant’s valuable relics. Such treasure hunters do well to tread carefully, for when angered, these giants can unleash
the might of mountains and crush foes with the force of an avalanche.Name Sleep (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Name Sleep"}. The giant falls into a deep
Monsters
Forgotten Realms: Adventures in Faerûn
hails can potentially overwhelm the dragon, driving it to either morose despondence or passionate rage.
No two spirit dragons are exactly alike; each individual bears features distinct to the empire from
by this breath in a 15-foot Cone. Failure: The target’s Speed is halved, it can’t take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the
Monsters
Forgotten Realms: Adventures in Faerûn
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Time-Warping Breath.
Rend. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
: 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