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Returning 35 results for 'can rule gives to her region'.
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Equipment
Using a Crowbar gives you Advantage on Strength checks where the Crowbar’s leverage can be applied.
Monsters
Monster Manual
Incorporeal Movement. The poltergeist can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
", "rollAction":"Object Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Telekinetic Thrust. Strength Saving Throw: DC 12, one creature the poltergeist can see within 30 feet. Failure: 9 (2d6 + 2
Monsters
Monster Manual
damage if it fails. It can’t use this trait if it has the Incapacitated condition.Multiattack. The bandit makes three attacks, using Scimitar or Pistol in any combination.
Scimitar. Melee
damage plus 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Pistol", "rollDamageType":"Poison"} Poison damage.Deadly Aim. The bandit gives itself Advantage on the next attack
Spells
Player’s Handbook
You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere
is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully
Spells
Player’s Handbook
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction
. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can’t see anything there more than 60 feet away.
While on the
Spells
Player’s Handbook
A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.
When you cast the spell, choose a point
you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save
Monsters
Monster Manual
Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its
Monsters
Monster Manual
Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.
Life Suppression. Creatures within 60 feet of the dracolich can’t
it turns to dust if reduced to 0 Hit Points. If the gem is destroyed, the dracolich can create a new one by completing an 8-hour ritual using a gem worth 1,000+ GP and by expending 5,000 GP, which the
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the demilich fails a saving throw, it can choose to succeed instead.
Undead Restoration. If the demilich is destroyed, it reforms and regains all
creature’s turn, the demilich can expend a use to take one of the following actions. The demilich regains all expended uses at the start of each of its turns.
Energy Drain. Constitution Saving
Magic Items
Dungeon Master’s Guide
a 10-foot radius and Dim Light for an additional 10 feet. You can dismiss or manifest the halo as a Bonus Action. While present, the halo gives you Advantage on Charisma (Persuasion) checks. In
vanishes to some other corner of the multiverse where its moral guidance can bring hope to an endangered world. Although attempts have been made to copy the work, efforts to do so fail to capture its
Magic Items
Dungeon Master’s Guide
are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you
apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
Button 5. The rod transforms into a handheld battering
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
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the beholder fails a saving throw, it can choose to succeed instead.Multiattack. The beholder uses Eye Rays three times.
Bite. Melee Attack Roll
"} Piercing damage.
Eye Rays. The beholder randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10;{"diceNotation":"1d10", "rollType":"roll
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the death tyrant fails a saving throw, it can choose to succeed instead.Multiattack. The death tyrant uses Eye Rays three times.
Bite. Melee Attack
":"Piercing"} Piercing damage.
Eye Rays. The death tyrant randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10;{"diceNotation":"1d10", "rollType
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place
, it teleports into its resting place unless it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour
Spells
Player’s Handbook
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
this way, you don’t need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of
Magic Items
Dungeon Master’s Guide
a lich.
A treacherous lieutenant named Kas the Betrayer;Kas brought Vecna’s rule to an end in a terrible battle. Of Vecna, all that remained were one hand and one eye, grisly Artifacts that
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
Monsters
Baldur’s Gate: Descent into Avernus
Tactical Discipline. The iron consul has advantage on all ability checks and saving throws made during combat.Multiattack. The iron consul makes one attack with its spear and can use its Voice of
":"piercing"} piercing damage when used with two hands to make a melee attack.
Voice of Command. The iron consul selects up to two allies within 90 feet of it that can hear its commands. Each ally can
Magic Items
Tales from the Yawning Portal
activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn.
The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the
Equipment
This backpack-sized device holds a balloon-based parachute. If you fall while wearing this device, you can use your reaction to deploy the parachute. Once deployed, the parachute rapidly inflates
, and you descend 60 feet per round and take no damage from falling. When you are 10 feet away from the ground, roll a d20. If you roll a 5 or less, the parachute gives out, and you begin to fall normally.
Monsters
Quests from the Infinite Staircase
others escaped the rule of mind flayer;mind flayers. The mind flayers’ psionic power eventually transformed these forsaken dwarves into Aberrations.
You can learn more about derro in Mordenkainen Presents: Monsters of the Multiverse.
", "rollAction":"Hooked Spear", "rollDamageType":"piercing"} piercing damage. If the target is a Medium or smaller creature, the derro can choose to deal no damage, and instead the target has the prone
Monsters
Storm King's Thunder
Amphibious. The giant can breathe air and water.Multiattack. The giant makes two Greatsword attacks.
Greatsword. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit","rollAction
lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8);{"diceNotation":"12d8","rollType":"damage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
connection to Lolth, which gives them divine magic. They also make up the ruling caste of most chitine colonies. A colony can support numerous choldriths, who serve as commanders, priests, and
Fey Ancestry. The choldrith has advantage on saving throws against being charmed, and magic can’t put the choldrith to sleep.
Spider Climb. The choldrith can climb difficult surfaces
Monsters
Mordenkainen Presents: Monsters of the Multiverse
defilement, you can use the optional rule on abyssal corruption in chapter 2 of the Dungeon Master’s Guide, causing the poisoned creature to be corrupted.PoisonCold, Fire, Lightning; Bludgeoning
Amphibious. The wastrilith can breathe air and water.
Corrupt Water. At the start of each of the wastrilith’s turns, exposed water within 30 feet of it is befouled. Underwater, this effect
Monsters
Candlekeep Mysteries
","rollType":"damage","rollAction":"Tail","rollDamageType":"lightning"} lightning damage.A skitterwidget that gives birth to a kiddywidget can’t procreate for 3d6 days afterward. Still, given that
skitterwidgets are constructs with no natural life span, there is no telling how many kiddywidgets a pair of skitterwidgets can produce.
Growth Cycle. It takes 3d6;{"diceNotation":"3d6","rollType
Monsters
Waterdeep: Dungeon of the Mad Mage
(spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Vertrand can cast disguise self and invisibility at will and has the following
study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to
Monsters
Waterdeep: Dungeon of the Mad Mage
(spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Zox can cast disguise self and invisibility at will and has the following
arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their
Monsters
Waterdeep: Dungeon of the Mad Mage
(spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Melissara can cast disguise self and invisibility at will and has the following
the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to
Species
Eberron: Rising from the Last War
were born to rule it.
—Dalin d’Vadalis
The Mark of Handling gives its bearer a primal connection to beasts and the natural world, granting the power to calm and coax. This extends beyond
Mark of Handling allows Vadalis to work with more exotic creatures as well. Griffons, hippogriffs, and even bulettes can be bred and trained. Even with the Mark of Handling, this is dangerous work
Monsters
Waterdeep: Dungeon of the Mad Mage
save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Berlain can cast disguise self and invisibility at will and has the following
+ 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Fused Form. As a bonus action, she can use her extra mouth and arms to cast any
Magic Items
Baldur’s Gate: Descent into Avernus
ruler of Avernus, or a sanctuary you designate if you rule Avernus.
Destroying the Sword. The sword can be destroyed by casting it into the River Styx or melting it down in the forge that created it.
Avernus. As an action, you can point this sword at one devil you can see within 60 feet of you. That devil must succeed on a DC 22 Charisma saving throw or be charmed by you for 1 hour. While charmed
Monsters
Waterdeep: Dungeon of the Mad Mage
spellcasting ability is Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The Left Hand of Manshoon can cast disguise
usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil
Monsters
Quests from the Infinite Staircase
rule of mind flayer;mind flayers. The mind flayers’ psionic power eventually transformed these forsaken dwarves into Aberrations.
You can learn more about derro in Mordenkainen Presents: Monsters of the Multiverse.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
sorrowsworn can grapple only one creature at a time.Tightening Embrace. If the sorrowsworn takes damage, the creature grappled by Embrace takes 18 (4d8);{"diceNotation":"4d8", "rollType":"damage
referred to as the Lost—are representations of the anxiety and fear people experience when they can’t find their way. These sorrowsworn appear desperate and panicked.
Lost sorrowsworn grasp at