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                        Returning 35 results for 'count form'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     control and shares your Initiative count, taking its turn immediately after yours.
On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don
                                                
                                            
                                                
                                                     location. Absent commands from you, the snake defends itself.
As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can’t use the staff's property again
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    . The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a
                                                
                                            
                                                
                                                     Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points it regains all of them.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the
                                                
                                            
                                                
                                                     duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    . Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.
Until the spell ends, you can take a
                                                
                                            
                                                
                                                     the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    , Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when
                                                
                                            
                                                
                                                     the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose
                                                
                                            
                                                
                                                     shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
                                                
                                            
                                                
                                                    . In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form
                                                
                                            
                                                
                                                    : Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     form manifests in an unoccupied space of your choice within 30 feet of you, and it uses the knight stat block. The spirit disappears when it drops to 0 hit points or after 1 minute, whichever comes first
                                                
                                            
                                                
                                                    .
The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count but takes its turn immediately after yours. The spirit obeys your commands (no action required
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     somatic components in her new form.
The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.
                                                
                                            
                                                
                                                    .
Change Shape (2/Day). Wyllow magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. Wyllow can choose whether her equipment
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    .
The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.
                                                
                                            
                                                
                                                     Shape action, you may choose the creature they turn into, abiding by the action’s restrictions. Or you may roll on the Archdruid Favored Shapes table to determine the form the archdruid adopts
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after Umbraxakar in the initiative count. The shadow is under
                                                
                                            
                                                
                                                     creature is pushed 60 feet away from the dragon.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     away. Auril instantly reappears in her Auril (Second Form);second form, in an unoccupied space within 60 feet of where her first form disappeared. Her initiative count doesn’t change.
Innate
                                                
                                            
                                                
                                                    Divine Being. Auril can’t be surprised and can’t be changed into another form against her will.
Divine Rejuvenation. When Auril drops to 0 hit points, her body turns to slush and melts
                                                
                                            
                                        
                                                     Magic Items
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you
                                                
                                            
                                                
                                                    ; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil.
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                     turn.
Whirlwind of Sand (Costs 2 Actions). Diderius magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to his normal form. While in whirlwind form, Diderius is immune to
                                                
                                            
                                                
                                                     encountered in its lair has a challenge rating of 16 (15,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Air Form. Yan-C-Bin can enter a hostile creature’s space and stop there. He can move through a space as narrow as 1 inch wide without squeezing if air could pass through that space.
Empowered
                                                
                                            
                                                
                                                     damage and is deafened until the start of Yan-C-Bin’s next turn.
Change Shape. Yan-C-Bin polymorphs into a Medium humanoid. While in polymorphed form, a swirling breeze surrounds him, his eyes are
                                                
                                            
                                        
                                                     Magic Items
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     form. Interactions with you while you are transformed by the crown reveal no illusory magic, nor do they reveal anything other than details about the creature you’re disguised as. You count as
                                                
                                            
                                                
                                                     use an action to transform yourself to look and feel like any creature you’ve seen at least once and whose size is no more than one size smaller or larger than yours.
The new form mimics the
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its
                                                
                                            
                                                
                                                     otherwise replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     ice, whereupon Auril instantly reappears in her Auril (Third Form);third form, in an unoccupied space within 60 feet of where her second form was destroyed. Her initiative count doesn’t change
                                                
                                            
                                                
                                                    Divine Being. Auril can’t be surprised and can’t be changed into another form against her will.
Divine Rejuvenation. When Auril drops to 0 hit points, her body collapses into shards of
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     feet of that creature. The gibbering mouther;gibbering mouthers act right after the emissary on the same initiative count, gaining a +7 bonus to their attack and damage rolls, and fighting until they are
                                                
                                            
                                                
                                                     that area.An emissary’s greater form sheds all pretense of being part of a plane’s reality and openly mocks it. A destructive titan, this form rises in a 25-foot-tall pillar of violent flesh
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     disappeared. The greater emissary uses the lesser emissary’s initiative count.
Legendary Resistance (3/Day). If the emissary fails a saving throw, it can choose to succeed instead.
Unusual
                                                
                                            
                                                
                                                     damage.
Change Shape. The emissary polymorphs into a Small or Medium creature of its choice or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    ). Valin magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to her normal form. While in whirlwind form, Valin is immune to all damage, and she can’t be grappled
                                                
                                            
                                                
                                                     Sarnaster’s Lair
Valin can use her lair actions in any area of the tomb.
Lair Actions
On initiative count 20 (losing initiative ties), Valin takes a lair action to cause one of the following
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in
                                                
                                            
                                                
                                                     mummy lord keeps its greatest treasures.
A mummy lord encountered in its lair has a challenge rating of 16 (15,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the mummy lord
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Divine Being. Auril can’t be surprised and can’t be changed into another form against her will.
Divine Resurrection. When Auril drops to 0 hit points, her crystalline form shatters and
                                                
                                            
                                                
                                                     point in this form, each creature within 10 feet of her takes 10 cold damage at the start of each of her turns.
Legendary Resistance (1/Day in This Form). If Auril fails a saving throw, she can choose
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                    Shapechanger. If Strahd isn’t in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.
While in
                                                
                                            
                                                
                                                     bat or wolf form, Strahd can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his
                                                
                                            
                                        
                                                     Monsters
                                                    Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                     rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Lhammaruntosz's choice
                                                
                                            
                                                
                                                    ).
In a new form, Lhammaruntosz retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     of the Abyss known as the Gaping Maw. Demogorgon’s lair is a place of confusion and duality; the portion of the palace that lies above water takes the form of two serpentine towers, each crowned
                                                
                                            
                                                
                                                     underwater, in chill and darkened caverns.
Lair Actions
On initiative count 20 (losing initiative ties), Demogorgon can take one of the following lair actions; he can’t take the same lair action two
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     instead.
Magic Resistance. Olhydra has advantage on saving throws against spells and other magical effects.
Water Form. Olhydra can enter a hostile creature’s space and stop there. She can move
                                                
                                            
                                                
                                                     to take lair actions on the Elemental Plane of Water, or in any elemental water node (such as the Plunging Torrents, described in chapter 5). On initiative count 20 (losing initiative ties), Olhydra
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     in giant form and while transformed into a storm. On initiative count 20 (losing initiative ties), the giant can take one of the following lair actions; the giant can’t take the same lair action
                                                
                                            
                                                
                                                     form and hurls it at a creature it can see within 600 feet of it. The javelin deals 19 (3d6 + 9);{"diceNotation":"3d6+9", "rollType":"damage", "rollAction":"Wind Javelin", "rollDamageType":"force
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     grasp
1st level (4 slots): charm person, feather fall, mage armor, thunderwave
2nd level (3 slots): dust devil,* gust of wind, invisibility
3rd level (3 slots): fly, gaseous form, lightning bolt
4th
                                                
                                            
                                                
                                                    -Bin isn’t, Aerisi can take lair actions and has a challenge rating of 9. On initiative count 20 (losing initiative ties), Aerisi uses a lair action to cast one of her spells, up to 3rd level
                                                
                                            
                                        
                                                    Demogorgon
                                                    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     form of two serpentine towers, each crowned by a skull-shaped minaret. There, Demogorgon’s heads contemplate the mysteries of the arcane while arguing about how best to obliterate their rivals. The
                                                
                                            
                                                
                                                     bulk of this palace extends deep underwater, in chill and darkened caverns.
Lair Actions
On initiative count 20 (losing initiative ties), Demogorgon can take a lair action to cause one of the
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     breaks off a chunk of his body and places it on the ground in an unoccupied space within 15 feet of him. The chunk of rock instantly transforms into a gargoyle and acts on the same initiative count
                                                
                                            
                                                
                                                     count 20 (losing initiative ties), Ogrémoch uses his lair action to cause one of the following effects:
A 10-foot-radius area of rocky or earthy ground within 60 feet of Ogrémoch turns
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    , his goal was achieved: he became a lich of almost godly power. Acknowledging the role that his disciples played in his ascension, Osybus gifted them with a trace of his power. Taking the form of a
                                                
                                            
                                                
                                                     response, the Ulmist Inquisition and the then-mortal Count Strahd von Zarovich faced the lich in battle. Their bravery would have been for naught if Osybus’s disciples hadn’t betrayed him
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    . Acknowledging the role that his disciples played in his ascension, Osybus gifted them with a trace of his power. Taking the form of a shadowy tattoo, this boon allows the priests to steal souls as their
                                                
                                            
                                                
                                                     master did and to cheat death and become undead horrors.
The threat posed by Osybus and his disciples raised alarms far and wide. In response, the Ulmist Inquisition and the then-mortal Count Strahd
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     examining the nature of the multiverse form the centerpiece of an amethyst dragon’s hoard.
Creating an Amethyst Dragon
Use the Amethyst Dragon Personality Traits and Amethyst Dragon Ideals
                                                
                                            
                                                
                                                     foundations of creation.
5
To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge.
6
I see a far more kaleidoscopic reality than
                                                
                                            
                                        






