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                        Returning 35 results for 'creature wearing range'.
                    
                
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical
                                                
                                            
                                                
                                                    .
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesnât drop the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     the Thrown property with a normal range of 20 feet and a long range of 60 feet.
If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30
                                                
                                            
                                                
                                                     to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn.
Giantâs Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    While wearing this helm, you have telepathy with a range of 30 feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell canât be cast from it again until the next dawn.
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You touch a willing creature who isnât wearing armor. Until the spell ends, the targetâs base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.Multiattack. The modron makes two Clockwork Blade attacks.
Clockwork Blade. Melee
                                                
                                            
                                                
                                                     or Ranged Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Clockwork Blade"}, reach 5 ft. or range 30 ft. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1", "rollType":"damage
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    While wearing this belt, you gain the following benefits:
Dwarvish. You know Dwarvish.
Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and
                                                
                                            
                                                
                                                     one, or a thicker beard if you already have one.
If you arenât a dwarf or duergar, you gain the following additional benefits while wearing the belt:
Darkvision. You have Darkvision with a
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.Multiattack. The modron makes three Clockwork Spear attacks.
Clockwork Spear. Melee
                                                
                                            
                                                
                                                     or Ranged Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Clockwork Spear"}, reach 5 ft. or range 120 ft. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1", "rollType":"damage
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and donât prevent
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.Gear. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit
                                                
                                            
                                                
                                                    ;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Gear Flinger"}, range 120 ft. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2", "rollType":"damage", "rollAction":"Gear Flinger", "rollDamageType":"Force"} Force damage.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.Multiattack. The modron makes five Slam attacks or five Electrical Discharge attacks
                                                
                                            
                                                
                                                    ", "rollDamageType":"Force"} Force damage.
Electrical Discharge. Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Electrical Discharge"}, range 120 ft. Hit: 5 (1d6
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.Multiattack. The modron makes four Slam attacks or four Gears Launcher attacks
                                                
                                            
                                                
                                                    ", "rollDamageType":"Force"} Force damage.
Gears Launcher. Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Gears Launcher"}, range 320 ft. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Gears Launcher", "rollDamageType":"Force"} Force damage.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Suggestion if available.
Poison Burst (Yuan-ti Form Only). Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Poison Burst"}, reach 5 ft. or range 120 ft. Hit
                                                
                                            
                                                
                                                     creature within 5 feet. Failure: 21 (4d8 + 3);{"diceNotation":"4d8+3", "rollType":"damage", "rollAction":"Constrict", "rollDamageType":"Bludgeoning"} Bludgeoning damage. The target has the Grappled condition
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Pack Tactics. The werewolf has Advantage on an attack roll against a creature if at least one of the werewolfâs allies is within 5 feet of the creature and the ally doesnât have the
                                                
                                            
                                                
                                                     damage.
Longbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Longbow"}, range 150/600 ft. Hit: 11 (2d8 + 2);{"diceNotation
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs 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
                                                
                                            
                                                
                                                     targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Radiant"} Radiant damage. Success: Half damage. Failure or Success: A creature reduced to 0 Hit Points by this beam disintegrates into dust, leaving behind any magic items it was wearing or
                                                
                                            
                                                
                                                    ;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Radiant Ray"}, range 300 ft. Hit: 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Radiant Ray", "rollDamageType
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Javelin"}, reach 5 ft. or range 30/120 ft. Hit: 13 (3d6 + 3);{"diceNotation":"3d6+3", "rollType":"damage", "rollAction":"Javelin
                                                
                                            
                                                
                                                     + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Tusk", "rollDamageType":"Piercing"} Piercing damage. If the target is a Medium or smaller creature and the wereboar moved 20+ feet
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Lash. Melee or Ranged Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Caustic Lash"}, reach 10 ft. or range 120 ft. Hit: 25 (6d6 + 4);{"diceNotation":"6d6+4", "rollType
                                                
                                            
                                                
                                                     halves the attackâs damage to itself (round down), and it teleports to an unoccupied space it can see within 30 feet of itself. Constitution Saving Throw: DC 15, each creature within 5 feet of
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     ft. or range 60 ft. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Chaos Staff", "rollDamageType":"Force"} Force damage. Until the start of the slaadâs next turn
                                                
                                            
                                                
                                                     its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isnât transformed.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    .
Nightmare Ray. Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Nightmare Ray"}, range 60 ft. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction
                                                
                                            
                                                
                                                     into a Small or Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn&rsquo
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Handaxe"}, reach 5 ft or range 20/60 ft. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4", "rollType":"damage", "rollAction":"Handaxe
                                                
                                            
                                                
                                                     hybrid form or a Large bear, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isnât transformed.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Crossbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Hand Crossbow"}, range 30/120 ft. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3
                                                
                                            
                                                
                                                     it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isnât transformed.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    One vial of this oil can cover one Medium or smaller creature, along with the equipment itâs wearing and carrying (one additional vial is required for each size category above Medium). Applying
                                                
                                            
                                                
                                                     the oil takes 10 minutes. The affected creature then gains the effect of the Freedom of Movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as a Magic action, where it
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    . The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it.
When you attack a creature with the axe and roll a 20 on the d20 for the attack
                                                
                                            
                                                
                                                     roll, the axe deals an extra 20 Slashing damage.
The axe has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    "} Poison damage.
Poison Ray (Yuan-ti Form Only). Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Poison Ray"}, range 120 ft. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3
                                                
                                            
                                                
                                                     snake or returns to its true form. If it dies, it stays in its current form. The yuan-tiâs game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isnât transformed.
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the targetâs Challenge Rating isnât 0
                                                
                                            
                                                
                                                    ;a red-haired dwarf wearing a pointed hat.â You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    A willing creature you touch shape-shifting;shape-shifts, along with everything itâs wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit
                                                
                                            
                                                
                                                     occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can
                                                
                                            
                                                
                                                     in the ring, you can telepathically communicate with any creature wearing it. A wearer canât prevent this telepathic communication.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Radiant Ray"}, range 120 ft. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Radiant Ray", "rollDamageType":"Radiant"} Radiant damage.
Animal Spirit. The animal lord
                                                
                                            
                                                
                                                     conjures an animal spirit that strikes at a creature and then disappears. Dexterity Saving Throw: DC 20, one creature the animal lord can see within 120 feet. Failure: 28 (4d10 + 6);{"diceNotation":"4d10+6
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Radiant Ray"}, range 120 ft. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Radiant Ray", "rollDamageType
                                                
                                            
                                                
                                                    ":"Radiant"} Radiant damage.
Animal Spirit. The animal lord conjures an animal spirit that strikes at a creature and then disappears. Dexterity Saving Throw: DC 20, one creature the animal lord can see
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    One vial of this oil can cover one Medium or smaller creature, along with the equipment itâs wearing and carrying (one additional vial is required for each size category above Medium). Applying
                                                
                                            
                                                
                                                     the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour.
Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    .
Longbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Longbow"}, range 150/600 ft. Hit: 11 (2d8 + 2);{"diceNotation":"2d8+2
                                                
                                            
                                                
                                                     returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isnât transformed.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Thrown property with a normal range of 60 feet and a long range of 180 feet. When you hit with a ranged attack roll using Whelm, the target takes an extra 1d8 Force damage, or an extra 4d8 Force damage
                                                
                                            
                                                
                                                     Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the Stunned
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an
                                                
                                            
                                                
                                                     unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.
Everything that a targeted creature is wearing and carrying changes size with it. Any item
                                                
                                            
                                        






