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                        Returning 35 results for 'choose where reaches'.
                    
                
                        
                            
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall
                                                
                                            
                                                
                                                     deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the wave’s force, though, the
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    .
Legendary Resistance (3/Day). If the archaic fails a saving throw, it can choose to succeed instead.
Unusual Nature. The archaic doesn’t require air, food, drink, or sleep.Multiattack. The
                                                
                                            
                                                
                                                     creature encounters a solid object (such as a ceiling) in this fall, it strikes the object just as it would during a downward fall. If the creature reaches the top of the area without striking anything
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    . Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike
                                                
                                            
                                                
                                                     out to explore the far reaches of the multiverse, astral elves tend to see events happening elsewhere as having little or no meaning to them.
ASTRAL ELVES OF XARYXIS
The adventure, Light of
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    , their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    . Whether they choose to live in quiet contemplation or strike out to explore the far reaches of the multiverse, astral elves tend to see events happening elsewhere as having little or no meaning to them
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches of the multiverse
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    "} poison damage. A creature that succeeds on the save is immune to this sibriex’s Contamination for 24 hours.
Legendary Resistance (3/Day). If the sibriex fails a saving throw, it can choose to
                                                
                                            
                                                
                                                     successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to gain another level of exhaustion. Once the target reaches
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     some cases tens of thousands) of years old. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to
                                                
                                            
                                                
                                                     live in quiet contemplation or strike out to explore the far reaches of the multiverse, astral elves tend to see events happening elsewhere as having little or no meaning to them.
ASTRAL ELVES OF
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     fae fails a saving throw, it can choose to succeed instead.
Magic Resistance. The high fae has advantage on saving throws against spells and other magical effects.Multiattack. The high fae makes two
                                                
                                            
                                                
                                                     Lord demands fealty and respect from their followers. But despite their austere demeanor, the Kindly Lord is also known for following their own mysterious whims, journeying to the farthest reaches of Eldraine to satiate their curiosity.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     within the garden.
Legendary Resistance (3/Day). If the Gardener fails a saving throw, they can choose to succeed instead.
Unfettered Steps. The Gardener is unaffected by difficult
                                                
                                            
                                                
                                                    . During daylight hours, it emits bright light, but at night, it never reaches full darkness, becoming dim light instead.
Memory Loss. Unless otherwise stated, a creature that leaves the domain must make a
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    Amphibious. Claugiyliamatar can breathe air and water.
Legendary Resistance (3/Day). If Claugiyliamatar fails a saving throw, it can choose to succeed instead.Multiattack. Claugiyliamatar can use
                                                
                                            
                                                
                                                     reaches the forest floor carries an emerald green cast, and every sound seems muffled.
At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If Illmarrow fails a saving throw, she can choose to succeed instead.
Magic Resistance. Illmarrow has advantage on saving throws against spells and other magical
                                                
                                            
                                                
                                                     the mark’s magic. Her mother, Minara Vol, escaped with her daughter’s body to the icy reaches of Farlnen, far from the conflict. There, Minara unleashed all her necromantic power to raise
                                                
                                            
                                        
                                                     Monsters
                                                    Divine Contention
                                                    
                                                
                                            
                                                    Amphibious. Claugiyliamatar can breathe air and water.
Legendary Resistance (3/Day). If Claugiyliamatar fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Claugiyliamatar
                                                
                                            
                                                
                                                     trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     this manner.
Legendary Resistance (3/Day). If the elder brain fails a saving throw, it can choose to succeed instead.
Magic Resistance. The elder brain has advantage on saving throws against spells
                                                
                                            
                                                
                                                     elder brain reaches out with tendrils of thought, compelling creatures to come to it so that it can feed on them.
When a mind flayer perishes, the elder brain’s servants feed its brain to their
                                                
                                            
                                        
                                                     Spells
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                    Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to
                                                
                                            
                                                
                                                     0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
                                                
                                            
                                        
                                                    Seeming
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a
                                                
                                            
                                                
                                                     foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the
                                                
                                            
                                        
                                                    Sibriex
                                                    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                     sibriex fails a saving throw, it can choose to succeed instead.
Magic Resistance. The sibriex has advantage on saving throws against spells and other magical effects.Multiattack. The sibriex uses
                                                
                                            
                                                
                                                     reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under the sibriex's control. The transformation of the body can be undone only by a wish spell.The sibriex can
                                                
                                            
                                        
                                                    Tsunami
                                                    
    
        Legacy
    
    
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                                                     Spells
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                    A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.When the wall
                                                
                                            
                                                
                                                     the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.A creature caught in the wall can move by swimming. Because of
                                                
                                            
                                        
                                                     Spells
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                     — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid
                                                
                                            
                                        
                                                    Leviathan
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If the leviathan fails a saving throw, it can choose to succeed instead.
Partial Freeze. If the leviathan takes 50 cold damage or more during a single turn, the
                                                
                                            
                                                
                                                     reduced by 1d10;{"diceNotation":"1d10","rollType":"roll"}. When the wall reaches 0 feet in height, the effect ends.
A creature caught in the wall can move by swimming. Because of the force of the wave
                                                
                                            
                                        
                                                     Species
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     the passage of time. Some are prone to melancholy, while others might display an absence of feeling. Many look for creative ways to occupy themselves. Whether they choose to live in quiet
                                                
                                            
                                                
                                                     contemplation or strike out to explore the reaches of the multiverse, astral elves tend to see things through the lens of time as having little or no meaning to them. Astral elves who don’t dwell on the
                                                
                                            
                                        
                                                    Ancient Green Dragon
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
                                                
                                            
                                                
                                                     breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald
                                                
                                            
                                        
                                                    Adult Green Dragon
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
                                                
                                            
                                                
                                                    . The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast
                                                
                                            
                                        
                                                     Spells
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                    You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The
                                                
                                            
                                                
                                                     pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil
                                                
                                            
                                                
                                                     returns to you to report having done so.
If your concentration ends before the spell reaches its full duration, the devil doesn’t disappear if it has become immune to your verbal commands
                                                
                                            
                                        
                                                    Prismatic Wall
                                                    
    
        Legacy
    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space
                                                
                                            
                                                
                                                     through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Earthbind 2nd-level transmutation Casting Time: 1 action Range: 300 feet Components: V Duration: Concentration, up to 1 minute Choose one creature you can see within range. Yellow strips of magical
                                                
                                            
                                                
                                                     energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Earthbind 2nd-level transmutation Casting Time: 1 action Range: 300 feet Components: V Duration: Concentration, up to 1 minute Choose one creature you can see within range. Yellow strips of magical
                                                
                                            
                                                
                                                     energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Franchise Rank By default, a franchise rank is gained at each tier of play (beginning at level 1 and advancing when the average party level reaches level 5, 11, and 17). The DM might choose to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                    Death and the Planes Mortals that die eventually have their souls return as petitioners in far-flung reaches of the Outer Planes. There, they manifest as idealized versions of themselves. These forms
                                                
                                            
                                                
                                                     alignment after 100 years, or it might choose to become one with that plane and never return. A creature that re-forms on the planes multiple times becomes increasingly dissimilar from its original mortal form.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    Roadside Hospitality When the caravan reaches its stopping point for the night, two buxom twin sisters are there ahead of them, setting up camp and tending to their horses. Arietta and Zelina Innevar
                                                
                                            
                                                
                                                    . The sisters are actually two doppelgangers. They can either attack someone that night or join the caravan for a few days while they study the travelers and choose their victims. When the time comes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
                                                    
                                                
                                            
                                                     perspective on the passage of time. Some are prone to melancholy, while others might display an absence of feeling. Many look for creative ways to occupy themselves. Whether they choose to live in quiet
                                                
                                            
                                                
                                                     contemplation or strike out to explore the reaches of the multiverse, astral elves tend to see things through the lens of time as having little or no meaning to them. Astral elves who don’t dwell on the Astral Plane can live to be more than 750 years old.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. The spell disguises physical
                                                
                                            
                                                
                                                     you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    Roadside Hospitality When the caravan reaches its stopping point for the night, two buxom twin sisters are there ahead of them, setting up camp and tending to their horses. Arietta and Zelina Innevar
                                                
                                            
                                                
                                                     on. The sisters are actually two doppelgangers. They can either attack someone that night or join the caravan for a few days while they study the travelers and choose their victims. When the time
                                                
                                            
                                        






