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Returning 35 results for 'confusion range guide to have rather'.
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Monsters
Monster Manual
feet of itself (roll 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Eye Rays"}; reroll if the spectator has already used that ray during this turn):
Confusion Ray. Wisdom Saving Throw: DC
12. Failure: 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Confusion Ray", "rollDamageType":"Psychic"} Psychic damage, and the target can’t take Reactions until the end of
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
creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature
Spells
Player’s Handbook
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block
this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones
Magic Items
Dungeon Master’s Guide
(see the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The orb has 7 charges and regains 1d4 + 3 expended
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
Monsters
Monster Manual
+14", "rollType":"to hit", "rollAction":"Spectral Claw"}, reach 10 ft. or range 60 ft. Hit: 17 (3d6 + 7);{"diceNotation":"3d6+7", "rollType":"damage", "rollAction":"Spectral Claw", "rollDamageType
, it also casts Confusion centered on itself. The spell uses the creature’s spellcasting ability and doesn’t require Concentration.
If the arch-hag is destroyed or moves its lair elsewhere
Monsters
Strixhaven: A Curriculum of Chaos
Ink Blade. Melee or Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Ink Blade"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d8 + 3
: dancing lights, friends
1/day each: command, confusion, mage armor, tonguesRousing Verse. When a creature the pledgemage can see within 30 feet of it fails a saving throw, the pledgemage magically
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that the alkilith isn’t ordinary slime or fungus.
Foment Confusion. Any creature that isn’t a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom
saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check.
If the saving throw against Foment Confusion fails by 5
Monsters
Planescape: Adventures in the Multiverse
the spellcasting ability (spell save DC 13):
At will: command,* detect thoughts,* sending*
1/day each: confusion,* dominate monster*
*To cast this spell, the swarm must have more than half its hit
points remaining.The cranium rat squeaker;cranium rats squeakers of Sigil have no connection to the mind flayers that created their progenitors. Rather, these magical rodents cooperate with the
Monsters
Baldur’s Gate: Descent into Avernus
Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4","rollType":"damage
torpor (ingested);torpor (see "Poisons" in chapter 8 of the Dungeon Master’s Guide), which the kenku bartender can use to spike drinks when Amrik gives the signal.
Magic Items
Princes of the Apocalypse
within 120 feet of you. You must have seen the target before, but you don’t need to see it now. If the target isn’t within range or if there is no clear path to it, the dart falls to the
ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change
Monsters
Waterdeep: Dragon Heist
":"1d20+4","rollType":"to hit","rollAction":"Hand Crossbow"} to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Hand Crossbow
gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
Monsters
Waterdeep: Dragon Heist
“Teleporter Rings”).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
blood (see “Poisons” in chapter 8 of the Dungeon Master’s Guide) into the stew before asking them to taste it and give him an honest critique.
Monsters
Waterdeep: Dungeon of the Mad Mage
thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): confusion, fire shield, stoneskin
5th level (3 slots): cone of cold, scrying, wall of
itself before combat.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2
Monsters
Mordenkainen Presents: Monsters of the Multiverse
no material components and using Charisma as the spellcasting ability (spell save DC 11):
At will: dancing lights, darkness
1/day each: confusion, faerie fireA draegloth is a demon created by an elf
training, they typically take out their frustration on their creator’s enemies, rather than on their creator. A draegloth that can’t suppress its ambitions might abandon its creator and
Monsters
Tomb of Annihilation
Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Hand Crossbow"} to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage
politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
Monsters
Strixhaven: A Curriculum of Chaos
hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Exponential Lash", "rollDamageType":"force"} force damage, and the apprentice
metaphysics. Their ultimate goal isn’t mastery, however. Rather, in their projects they explore and expand knowledge without expecting concrete answers. Whether students are extrapolating
Species
Eberron: Rising from the Last War
purely natural animals; the mark allows its bearer to guide a hippogriff as easily as a horse.
House Vadalis
Leader: Dalin d’Vadalis
Headquarters: Foalswood (near Varna, Eldeen Reaches
to nobility or greatness for himself or his house.
House Vadalis breeds and trains beasts for a wide range of purposes. While the house maintains vast cattle ranches and trains horses and hounds, the
Monsters
Strixhaven: A Curriculum of Chaos
":"1d20+7","rollType":"to hit","rollAction":"Radiant Strike"} to hit, reach 5 ft. or range 120 ft., one target. Hit: 17 (3d8 + 4);{"diceNotation":"3d8+4","rollType":"damage","rollAction":"Radiant
light.
Silverquill Scholars
The scholars of Silverquill College study the power of magic shaped through spoken and written words. They use that power either to illuminate and guide or to obscure and demoralize.Radiant
Monsters
Eberron: Rising from the Last War
following spells, requiring no components:
At will: arcane eye
3/day each: clairvoyance, confusion, dream, eyebite
Magic Resistance. The quori has advantage on saving throws against spells and other
","rollType":"to hit","rollAction":"Arcane Blast"} to hit, range 120 ft., one target. Hit: 12 (1d10 + 7);{"diceNotation":"1d10+7","rollType":"damage","rollAction":"Arcane Blast","rollDamageType":"force
Monsters
Eberron: Rising from the Last War
;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Hand Crossbow"} to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Hand
trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
Magic Items
Waterdeep: Dungeon of the Mad Mage
Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages
, and it can see and hear normally out to a range of 60 feet. Unlike most other sentient items, the orb has no goals of its own and can’t initiate a conflict with the creature in possession of it
Monsters
Waterdeep: Dungeon of the Mad Mage
): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): confusion, fire shield, stoneskin
5th level (3 slots): cone of cold, scrying, wall of
spells on itself before combat.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
Monsters
Out of the Abyss
","rollDamageType":"piercing"} piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Hand Crossbow"} to hit, range 30/120 ft., one target. Hit
individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
Demogorgon
Legacy
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Monsters
Out of the Abyss
the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon’s next turn. Demogorgon doesn’t need to concentrate on the spell.Demogorgon can take 2
apelike torso, surmounted by two hideous simian heads, named Aameul and Hathradiah, both equally mad. Their gaze brings madness and confusion to any who confront it.
Similarly, the spiraling Y sign of
Monsters
Out of the Abyss
the Dungeon Master’s Guide). The poison on a dagger’s blade is good for one hit only, whether the poison takes effect or not.Multiattack. Viln makes three melee attacks: two with her
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);{"diceNotation":"1d4+3","rollType":"damage
Monsters
Strixhaven: A Curriculum of Chaos
Ink Blade. Melee or Ranged Spell Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Ink Blade"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d6 + 2
;because in the art of wielding words, confidence is key.
Silverquill Scholars
The scholars of Silverquill College study the power of magic shaped through spoken and written words. They use that power either to illuminate and guide or to obscure and demoralize.
Monsters
Strixhaven: A Curriculum of Chaos
use of Spellcasting.
Ink Lance. Melee or Ranged Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Ink Lance"} to hit, reach 5 ft. or range 120 ft., one target. Hit: 17 (3d8
through spoken and written words. They use that power either to illuminate and guide or to obscure and demoralize.Necrotic
Monsters
The Wild Beyond the Witchlight
","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing
destruction of evil in all its forms. He’s not especially bright, so he fights with his heart rather than his wits.
Age has drained much of the strength from Elkhorn’s body. Strongheart
Species
Guildmasters’ Guide to Ravnica
, standing almost a head taller than humans on average but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack
with ideas than with people. They form close friendships based on mutual interests or compelling disagreements, and their interactions dwell on their thoughts about those issues rather than their
Monsters
Spelljammer: Adventures in Space
","rollAction":"Energy Drain"} to hit, reach 5 ft. or range 30 ft., one creature. Hit: 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Energy Drain","rollDamageType":"necrotic"} necrotic
":"1d20+4","rollType":"to hit","rollAction":"Light Crossbow"} to hit, range 80/320 ft., one target. Hit: 11 (2d8 + 2);{"diceNotation":"2d8+2","rollType":"damage","rollAction":"Light Crossbow
Magic Items
Curse of Strahd
heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die.
Vampiric Strike. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a
must succeed on a DC 12 Wisdom saving throw or be afflicted with short-term madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide).
Blight Bane. While you are attuned
Monsters
Icewind Dale: Rime of the Frostmaiden
sleep.Multiattack. Auril uses Polar Ray twice.
Polar Ray. Ranged Spell Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Polar Ray"} to hit, range 120 ft., one target. Hit: 14 (4d6
;Divine Rank” sidebar in the Dungeon Master’s Guide.) Auril’s beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in
Monsters
Mythic Odysseys of Theros
":"force"} force damage.
Dart. Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Dart"} to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4
warrior;tribal warriors, but those who hunt the servants of the gods rather than game are known as leonin iconoclasts.
Monsters
Strixhaven: A Curriculum of Chaos
hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d6 +3);{"diceNotation":"1d6 +3", "rollType":"damage", "rollAction":"Exponential Lash", "rollDamageType":"force"} force damage, and the pledgemage
in the magic of geometry and metaphysics. Their ultimate goal isn’t mastery, however. Rather, in their projects they explore and expand knowledge without expecting concrete answers. Whether
Monsters
Planescape: Adventures in the Multiverse
":"Psychic Bolt"} to hit, range 60 ft., one creature. Hit: 17 (5d6);{"diceNotation":"5d6", "rollType":"damage", "rollAction":"Psychic Bolt", "rollDamageType":"psychic"} psychic damage.
Pacifying Touch
), telekinesisGithzerai uniters espouse wisdom and unity rather than violence. Many uniters are members of the Sha’sal Khou, a group of githyanki and githzerai who band together to reunify the gith