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Returning 35 results for 'counts creatures'.
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Spells
Player’s Handbook
number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three
Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing
Magic Items
Dungeon Master’s Guide
benefits.
Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an Undead, or a servant of a god from the Lower Planes
cast a spell counts as a spell slot of one level higher.
Halo. After you spend the requisite amount of time reading and studying the book, you gain a protective halo. This halo sheds Bright Light in
Magic Items
Tasha’s Cauldron of Everything
The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the
turns, you and any other creatures in the incense each regain 1d4 hit points. This property can’t be used again until the next dawn.
Monsters
Out of the Abyss
Mushroom Portal. The chamberlain counts as a mushroom for the Fungus Stride feature of the bridesmaid of Zuggtmoy.
Poison Spores. Whenever the chamberlain takes damage, it releases a cloud of spores
. Creatures within 5 feet of the chamberlain when this happens must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
.
The wall of briars lasts until the start of the Forest Master’s next turn. The wall blocks line of sight and counts as difficult terrain for all creatures except the Forest Master. The first time
carrying, teleports to an unoccupied space within 30 feet that he can see.Said to be older than the trees themselves, the Forest Master is a wise and powerful unicorn who rules over the creatures of
Monsters
Spelljammer: Adventures in Space
spends suppressed counts against its duration. No spell or magical effect that originates outside the eye monger’s gullet, except one created by an artifact or a deity, can affect a creature or an
items that belonged to the creatures it swallowed.
Although an eye monger doesn’t project an antimagic cone from its eye as a beholder does, magic is suppressed inside its gullet, which prevents a swallowed creature from using magic to escape.
Monsters
Icewind Dale: Rime of the Frostmaiden
Build (Humanoid Form Only). The werebear counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
Shapechanger. The werebear can use its action to
, Oyaminartok is not a monster but a force of good in the region, and she passes her curse only to goliaths whose hearts are pure.
Oyaminartok and others of her kind try to help creatures they come across, for
Magic Items
Phandelver and Below: The Shattered Obelisk
.
Although it looks like stone, the tower is made of adamantine, and its magic prevents creatures from tipping it over. The roof, the door, and the walls each have 100 hit points, immunity to damage
(this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
Quaal's Feather Token
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge
creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.
Feather Token (Tree);Tree. You must be outdoors to use this token. You can use an action to
Feather Token
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge
creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.
Feather Token (Tree);Tree. You must be outdoors to use this token. You can use an action to
Book of Exalted Deeds
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
digest its contents and gain its benefits. Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read
expend to cast a cleric or paladin spell counts as a spell slot of one level higher.
Halo
Once you’ve read and studied the book, you gain a protective halo. This halo sheds bright light in a
Monsters
Locathah Rising
":"damage","rollAction":"Claw","rollDamageType":"bludgeoning"} bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends, Gar can’t attack other creatures with his claw
action to cause one of the following effects; Gar can’t use the same effect two rounds in a row.
Gar may teleport anywhere within the coral mountain, bringing up to five willing creatures with
Antimagic Field
Legacy
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Spells
Basic Rules (2014)
A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures
counts against its duration.
Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target
Planar Ally
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
As a
waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.
After the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel (see “Travel Pace” in chapter 2). Creatures can become acclimated to a high altitude by spending
High Altitude Traveling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each hour such a creature spends
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel (see “Travel Pace”). Creatures can become acclimated to a high altitude by spending 30 days or
High Altitude Traveling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each hour such a creature spends
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel. Breathing creatures can become acclimated to a high altitude by spending 30
days or more at this elevation. Breathing creatures can’t become acclimated to elevations above 20,000 feet unless they are native to such environments.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Detention Bog Features The Detention Bog is a muggy place with the following features: Endless Muck. The muddy, stagnant water is 2 feet deep unless otherwise specified and counts as difficult
terrain. The small islands of land and pathways shown on the map are normal terrain. Poor Visibility. Pervasive mist and drizzle reduce visibility to 30 feet. Teeming Creatures. The bog is filled with
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts
take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three. Each target animates, sprouts legs, and becomes a
this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
characters are in a canyon, its walls are 2d4 × 10 feet high. When the flood starts, have the characters and nearby creatures roll initiative. Each round, on initiative counts 10 and 0, the water level
rises by 10 feet (up to the height of the canyon) and travels 100 feet horizontally. On each of these initiative counts, creatures in the water and moving along with it must make a DC 15 Strength
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Devotee’s Censer Weapon (flail), rare (requires attunement by a cleric or paladin) The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as
a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can’t be used again until the next dawn. Devotee’s Censer
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
something there. Light The presence or absence of light determines the category of illumination in an area, as defined below. Bright Light. Bright Light lets most creatures see normally. Even gloomy days
Dim Light is usually a boundary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim Light. Darkness
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
obstacle counts as 10 feet of difficult terrain. 2 A crowd blocks your way. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to make your way through the crowd unimpeded. On
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
sheds bright light that counts as sunlight, raising the temperature in the jungle to about 100 degrees Fahrenheit. At night, the light fades to dim light and doesn’t count as sunlight. The cavern’s
. Villages. Settlements populated by giants, duergar, deep gnomes, and other creatures dot the cavern. Waterfall. A mighty river plummets down a cliff face beneath the Radiant Sun. The waterfall gleams with
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
trying to see something there. Light The presence or absence of light determines the category of illumination in an area, as defined below. Bright Light. Bright Light lets most creatures see normally
area. An area of Dim Light is usually a boundary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision
of illumination: bright light, dim light, and darkness. Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature
counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. Tree. You must be outdoors to use this token. You can use an action to touch it to an
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
prevent the efreeti from harming anyone, so that the wizard and the genie could play chess. Xonthal promised to set Taraz free if he ever won a match. (False on all counts. Xonthal never entered this
area, because Taraz can and will harm creatures in his chamber.) The characters are perfectly safe in the corridor. (True, as long as Taraz is confined to area 22.) Taraz has no desire to harm the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. A heavily obscured area--such as darkness, opaque fog, or dense foliage--blocks vision
: bright light, dim light, and darkness. Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a
Compendium
- Sources->Dungeons & Dragons->Rrakkma
Appendix 3. Dungeon Master Tips PREPARATORY NOTES. As you’re reading through and/or running this adventure, pay special attention to areas that include creatures, noting whether or not the
adventurers are likely to see them initially. If creatures are clearly visible, consider providing a minimum of detail (size, shape, and lighting only) for the area description, in favor of providing greater
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
prevent the efreeti from harming anyone, so that the wizard and the genie could play chess. Xonthal promised to set Taraz free if he ever won a match. (False on all counts. Xonthal never entered this area
, because Taraz can and will harm creatures in his chamber.) The characters are perfectly safe in the corridor. (True, as long as Taraz is confined to area 22.) Taraz has no desire to harm the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
keys (located in areas 7, 10, 13b, 27, and 39a) are placed in their corresponding indentations, a magic mouth spell counts down from 20 seconds (in Common). At the end of the countdown, there is an ear
immediately disintegrated and reduced to a pile of dust. The spell also disintegrates the six mithral keys. Creatures that are standing in the lit alcoves when the spell goes off are unharmed, as are creatures inside an antimagic field. (The antimagic fields in areas 4 and 32 protect the creatures there.)
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per
especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the






