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Returning 35 results for 'creature rather groups to her result'.
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Magic Items
Dungeon Master’s Guide
commands even if it doesn’t know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it
While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane
Magic Items
Dungeon Master’s Guide
another creature’s control, that creature loses control of the sphere. On a failed check, the sphere moves 10 feet toward you in a straight line.
While in control of the sphere, you can take a
Bonus Action to cause it to move in one direction of your choice, up to a number of feet equal to 5 times your Intelligence modifier (minimum 5 feet). Any creature whose space the sphere enters must
Spells
Player’s Handbook
another species, though none of your statistics change. You can’t appear as a creature of a different size, and your basic shape stays the same; if you’re bipedal, you can’t use this
your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.
Spells
Player’s Handbook
the creature is shape-shifting;shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can’t shape-shift until it leaves the Cylinder. On a successful
action on later turns to move the Cylinder up to 60 feet.
When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if
Magic Items
Dungeon Master’s Guide
The definitive treatise on all that is good in the multiverse, the Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book
magical nature or translate the benefits it offers to those pure of heart and firm of purpose.
A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only a creature
Spells
Player’s Handbook
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed
on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can’t understand your command.
While Charmed, the creature takes 5d10 Psychic
Magic Items
Dungeon Master’s Guide
.
Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems
and is then destroyed. Each creature within a 60-foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm.
Spells
Player’s Handbook
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
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
Spells
Player’s Handbook
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
).
As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can
Magic Items
Dungeon Master’s Guide
’s blank pages, which fills with writing detailing the trapped creature’s widely known name and depravities. Once used, this action can’t be used again until the next dawn.
When you
finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
Monsters
Mythic Odysseys of Theros
Rebuke (2nd-Level Spell; 1/Day). When the oread is damaged by a creature within 60 feet of the oread that it can see, the creature that damaged the oread must make a DC 14 Dexterity saving throw, taking 16
volcanoes, where they caper among the forces of dissolution and rebirth. During avalanches and volcanic eruptions, groups of oreads might race ahead of the destruction, dancing, singing, and doing what
Monsters
The Wild Beyond the Witchlight
her. Each creature in a 20-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw, taking 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Radiant Fire
natural leader and a protective caregiver. She has a direct manner that reassures and inspires those around her.
Mercion does not worship a deity, but rather an ideal: that truth gives life to artistry
Magic Items
Tales from the Yawning Portal
DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past.
If you blow the whistle in darkness or
the surface to serve you. Once the whistle has animated an undead creature, it can’t do so again until 7 days have passed.
Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it.
Monsters
Mythic Odysseys of Theros
Pack Tactics. The Returned has advantage on an attack roll against a creature if at least one of the Returned’s allies is within 5 feet of the creature and the ally isn’t incapacitated
tirelessness, which makes them exceptional guards. In the necropoleis, this sees many Returned employed as sentries, though they might also be messengers or laborers. If threatened, groups of these Returned
Magic Items
Mythic Odysseys of Theros
costs you 5 feet of movement, rather than a number of feet equal to half your speed.
Being mounted on a chariot grants you half cover.
A chariot’s speed is equal to the speed of the slowest
creature pulling it.
If multiple creatures are pulling the chariot, they all act on the same initiative, and they must take the same action on their turn.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Joyful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1
minute. On a successful save, the creature becomes immune to any eladrin’s Joyful Presence for 24 hours.
Whenever the eladrin deals damage to the charmed creature, the charmed creature can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fearsome Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the eladrin
for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollDamageType":"bludgeoning"} bludgeoning damage.A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and
territorial, which makes it an excellent watch beast that can follow simple commands.
Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
Sorrowful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin
must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and
Monsters
The Book of Many Things
":"Longsword", "rollDamageType":"radiant"} radiant damage. On a roll of 19 or 20, Jared scores a critical hit.Protect Ally. When a creature Jared can see attacks a target other than Jared that is within 5
feet of him, Jared imposes disadvantage on the attack roll.Jared is a wandering knight who makes an excellent contact for groups that have Solar Bastion patronage. A former mercenary, Jared credits
Monsters
Mythic Odysseys of Theros
personality.
Aquatic Collectors. Curious by nature, naiads often seek out what the seas and rivers claim. As a result, they might be found among sunken ruins and shipwrecks, sifting through the remains
interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to
Monsters
Waterdeep: Dragon Heist
Halfling Nimbleness. Samara can move through the space of a Medium or larger creature.
Brave. Samara has advantage on saving throws against being frightened.
Cunning Action. On each of its turns, the
gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
Monsters
Candlekeep Mysteries
":"piercing"} piercing damage. If the target is a creature, it is grappled by the kiddywidget (escape DC 8).
Tail. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Tail
skitterwidgets that are created rather than born, kiddywidgets aren’t beholden to the wearer of a control ring, even after they grow to become skitterwidgets.Lightning, Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin
for 1 minute. On a successful save, the creature becomes immune to any eladrin’s Enchanting Presence for 24 hours.
Whenever the eladrin deals damage to the charmed creature, the charmed creature
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Hold Breath. The hunter can hold its breath for up to 10 minutes.
Pack Tactics. The hunter has advantage on an attack roll against a creature if at least one of the hunter’s allies is within 5
feet of the creature and the ally isn’t incapacitated.Multiattack. The hunter makes one Bone Harpoon attack and one Tusk attack.
Bone Harpoon. Melee or Ranged Weapon Attack: +6;{"diceNotation
Monsters
Icewind Dale: Rime of the Frostmaiden
ft., one creature. Hit: 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Shocking Grasp","rollDamageType":"lightning"} lightning damage, and the target can't take reactions until the
his criminal ventures by capturing him.
Rather than put Gant to death for his crimes in Icewind Dale, the Council of Speakers in Ten-Towns made a deal with representatives of the Lords' Alliance to have
Monsters
Journeys through the Radiant Citadel
","rollDamageType":"piercing"} piercing damage. If the target is a creature wearing armor of any type, the aurumvorax gains one of the following benefits of its choice:
Frenzy. The aurumvorax has
":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the aurumvorax can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Tentacle", "rollDamageType":"piercing"} piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained
choker is a subterranean predator far more dangerous than its small size and spindly, rubbery limbs would suggest.
Chokers have cartilage rather than a bony skeleton. This flexible internal structure
Monsters
Journeys through the Radiant Citadel
","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage. If the target is a creature wearing armor of any type, the aurumvorax regains 4 (1d6 + 1);{"diceNotation":"1d6+1
;(1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12
Magic Items
Acquisitions Incorporated
reroll the check and take either result. Once you use this feature of the chronolometer, it cannot be used again until the next dawn.
Fate Swap. As a reaction when a creature you can see within 30 feet
of you takes damage, that creature gains an additional action if it is the creature’s turn, or can take an action immediately even though it isn’t the creature’s turn. Once you use
Magic Items
Dragonlance: Shadow of the Dragon Queen
harmlessly floats to the ground. Once the mirror has been deactivated, it can’t be activated again until the next dawn.
If a non-Construct creature other than you sees its reflection in the activated
mirror while within 30 feet of it, that creature must succeed on a DC 15 Wisdom saving throw or become paralyzed until the mirror is deactivated or until that creature can no longer see the mirror. A
Monsters
Mordenkainen Presents: Monsters of the Multiverse
drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and territorial, which makes it an excellent watch beast
that can follow simple commands.
Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a
Monsters
Planescape: Adventures in the Multiverse
Psychic Messenger. The swarm can use its sending spell to target someone familiar to a creature in telepathic contact with the swarm.
Swarm. The swarm can occupy another creature’s space and
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
Mythic Odysseys of Theros
","rollAction":"Chill Touch"} to hit, range 120 ft., one creature. Hit: 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Chill Touch","rollDamageType":"necrotic"} necrotic damage, and the
mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times
Magic Items
Bigby Presents: Glory of the Giants
. Additionally, you can cast the spare the dying cantrip using either an action or a bonus action.
Invoking the Rune. When a creature you can see within 60 feet of you is reduced to 0 hit points as a result of
taking damage, you can use your reaction to invoke the item’s rune, causing the pendant to flash with pale light. The creature then instead drops to 1 hit point.
Once the rune has been invoked, it can’t be invoked again until the next dawn.