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Returning 35 results for 'come range green to have reborn'.
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Magic Items
Dungeon Master’s Guide
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or
you. You can’t use this property again until you finish a Short or Long Rest.
Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a
Spells
Player’s Handbook
Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration
Spells
Player’s Handbook
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid
Spells
Player’s Handbook
You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by
that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object’s mouth. When you cast this spell, you can have the
Spells
Player’s Handbook
You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.
A creature
Spells
Player’s Handbook
You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it
Magic Items
Dungeon Master’s Guide
.
21–30
An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and
campfire with green flames springs forth and burns for 24 hours or until it is extinguished.
41–50
Three Shrieker Fungus;Shrieker Fungi sprout.
51–60
1d4 + 4 bright-pink toads crawl
Spells
Player’s Handbook
Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse.
On each of your
.
Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.
Magic Items
Dungeon Master’s Guide
action to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct
Magic Items
Dungeon Master’s Guide
Clairvoyance
2
Crown of Madness
1
Disintegrate
4
Dominate Monster
5
Eyebite
4
X-ray Vision. You can take a Magic action to gain X-ray vision with a range of 30 feet for 1
damage on a failed save or half as much damage on a successful one. A creature reduced to 0 Hit Points by this damage is transformed into green slime (see chapter 3) that covers the ground in its
Spells
Player’s Handbook
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the
wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly
Species
Van Richten’s Guide to Ravenloft
sensations or visions of the past to come rushing back.
Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark
Death isn’t always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless
Magic Items
Wayfinder's Guide to Eberron
These rings come in linked pairs. If you possess the Mark of Sentinel, you can use a bonus action to form a link to the creature attuned to the other ring; from then on, whenever that creature
suffers damage, they only suffer half of that damage and you take the rest. This effect continues until you end it as a bonus action or until you or the other creature removes their ring. This effect isn’t limited by range. A creature cannot be attuned to more than one ring of shared suffering.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Green Slime Pot"} to hit, range 5/20 ft., one
":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger
Monsters
Waterdeep: Dungeon of the Mad Mage
Lightning Ray twice.
Lightning Ray. Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Lightning Ray"} to hit, range 30 ft., one target. Hit: 10 (3d6);{"diceNotation
":"3d6","rollType":"damage","rollAction":"Lightning Ray","rollDamageType":"lightning"} lightning damage.Blazing green flames and mad, echoing laughter surround an undead flameskull. This disembodied
Monsters
Waterdeep: Dragon Heist
","rollDamageType":"bludgeoning"} bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Heavy Crossbow"} to hit, range 100/400 ft., one target
. Hit: 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Heavy Crossbow","rollDamageType":"piercing"} piercing damage.Noska is a ruthless enforcer in the Xanathar Guild. A green slime in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
at least 1 hour.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2
-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult, and after another six months, the grung reaches maturity.
Born in a wide range of colors, grungs most often
Monsters
Mordenkainen Presents: Monsters of the Multiverse
rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm’s constituents. The rats become smarter as a result, and retain
eyes and ears for the colony’s elder brain, transmitting their thoughts when they swarm and are within range of the elder brain’s telepathy.Illumination. The cranium rat sheds dim light from its exposed brain in a 5-foot radius or extinguishes the light.
Magic Items
Tales from the Yawning Portal
Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak and understand Giant and Common, and it can communicate telepathically
only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of an adult, and after another six months, the grung reaches maturity.
Born in a wide range of colors, grungs most often appear in shades of green, blue, purple, red, orange, and gold. All grungs
at least 1 hour.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3
Monsters
Mordenkainen Presents: Monsters of the Multiverse
takes on the shape of an adult, and after another six months, the grung reaches maturity.
Born in a wide range of colors, grungs most often appear in shades of green, blue, purple, red, orange, and
at least 1 hour.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3
Monsters
Icewind Dale: Rime of the Frostmaiden
Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4","rollType":"damage
themselves like brigands, robbing people they come across in the wild. If food is scarce, they kill those same people and eat them. They prefer to dwell in forlorn places, often sharing territory with
Monsters
Candlekeep Mysteries
":"1d20+10","rollType":"to hit","rollAction":"Crystal Dart"} to hit, range 120 ft., one target. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5","rollType":"damage","rollAction":"Crystal Dart","rollDamageType
, normally stored in sacred canopic jars during mummification, can be magically preserved and transplanted into living humanoids. The transplant recipients come under the control of the mummy lord, either as living supplicants or mindless golems through which the mummy lord can see and speak.Poison
Monsters
Waterdeep: Dragon Heist
. Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Oversized Longbow"} to hit, range 150/600 ft., one target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4","rollType
Ziraj's prey, or Ziraj might come to their aid to eliminate a common enemy. He's the strong, silent type.
The City Watch has received reports of a figure who haunts the rooftops of Waterdeep — a
Monsters
Fizban's Treasury of Dragons
Trident or Necrotic Ray attacks.
Trident. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Trident"} to hit, reach 5 ft. or range 20/60 ft., one target
", "rollAction":"Necrotic Ray"} to hit, range 60 ft., one target. Hit: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Necrotic Ray", "rollDamageType":"necrotic"} necrotic damage
Monsters
Waterdeep: Dragon Heist
","rollType":"to hit","rollAction":"Shortbow"} to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Shortbow","rollDamageType":"piercing
City Guard. In that position, she watches over traffic that passes through the gate — and ensures that her associates in the Black Network can come and go freely.
Born to a well-off family in Calimshan
Monsters
Dragonlance: Shadow of the Dragon Queen
","rollType":"spell","rollAction":"Hurl Flame"} to hit, range 60 ft., one target. Hit: 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Hurl Flame","rollDamageType":"fire"} fire damage
. The fire ignites flammable objects that aren’t being worn or carried.Changed by days of strange experiments involving draconian blood and exposure to the Spawning Shard, Virruza now looks like a tumescent draconian with warty green skin and an overly large mouth.Acid, Cold, Fire, Lightning, Thunder
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"slashing"} slashing damage.
Light Crossbow. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Light Crossbow"} to hit, range 80/320 ft., one target
guards.
Magen are magical, humanlike beings created by a wizard spell (see the create magen spell in appendix D) or by other arcane methods.
Though magen look like humanoids with green skin, they
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Juiblex makes three Acid Lash attacks.
Acid Lash. Melee or Ranged Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit","rollAction":"Acid Lash"} to hit, reach 10 ft. or range 60/120 ft
horror, Juiblex is a mass of bubbling slime, swirling black and green, with glaring red eyes floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to
Monsters
Tyranny of Dragons
one.
Light Crossbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Light Crossbow"} to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8
","rollType":"recharge","rollAction":"Poison Breath"}. The half-green dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 21
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Bite", "rollDamageType":"lightning"} lightning damage.
Lightning Strike. Ranged Spell Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Lightning Strike"} to hit, range 120
heads: black, blue, green, red, and white.
Tiamat deploys abishais as her agents, sending them forth to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(green).
Heart of the Dragon. If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all
","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing
Monsters
Eberron: Rising from the Last War
","rollAction":"Chill Touch"} to hit, range 120 ft., one creature. Hit: 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction":"Chill Touch","rollDamageType":"necrotic"} necrotic damage, and the
Death.
Trapped in Undeath. When Minara restored Erandis as a lich, she hid her daughter’s phylactery, weaving enchantments into it that cause Erandis to be reborn in a random safe haven after she
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ordinary rats and behave as such. If enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm’s
rats as spies. The rats invade communities and act as eyes and ears for the colony’s elder brain, transmitting their thoughts when they swarm and are within range of the elder brain’s
Monsters
Spelljammer: Adventures in Space
creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.Brown scavvers are 10 feet long and range in color from sun-dappled brownish gold to dark
formidable, in part because they often don’t wait for their meals to come to them.
A scavver has a single large eye in the leading edge of its head. This eye glows while the creature is awake. Its