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                        Returning 35 results for 'creature will race'.
                    
                
                        
                            
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                                                     Species
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     ancestors’ great travels and travails. Inspired by those tales, many of those orcs wonder when Gruumsh will call on them to match the heroic deeds of old and if they will prove worthy of his favor
                                                
                                            
                                                
                                                    . Other orcs are happy to leave old tales in the past and find their own way.
Orc Traits
Creature Type: HumanoidSize: Medium (about 6–7 feet tall)Speed: 30 feet
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a
                                                
                                            
                                                
                                                    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
                                                    
                                                
                                            
                                                     command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to
                                                
                                            
                                                
                                                    ).
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
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one
                                                
                                            
                                                
                                                     creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver
                                                
                                            
                                                
                                                     or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
                                                
                                            
                                        
                                                     Species
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Created by the god Corellon, the first elves could change their forms at will. They lost this ability when Corellon cursed them for plotting with the deity Lolth, who tried and failed to usurp
                                                
                                            
                                                
                                                     to shape-shift at will, the elves retreated to the Feywild, where their sorrow was deepened by that plane’s influence. Over time, curiosity led many of them to explore other planes of existence
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     with a range of 30 feet.
Devour Soul. Whenever you use Blackrazor to reduce a creature to 0 Hit Points, the sword slays the creature and devours its soul unless it is a Construct or an Undead. A
                                                
                                            
                                                
                                                     creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell.
When Blackrazor devours a soul that isn’t yours, you gain Temporary Hit Points equal to the slain
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    .
Spellcasting. The goblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
At Will: Minor Illusion 1/Day Each: Blindness/Deafness, Faerie Fire, GreaseJinx
                                                
                                            
                                                
                                                    . Trigger: A creature the goblin can see hits it with an attack roll. Response—Wisdom Saving Throw: DC 13, the triggering creature. Failure: The attack misses instead.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     choice of (A) the Charmed condition until the start of the githzerai’s next turn or (B) the Prone condition, provided the target is a Large or smaller creature.
Spellcasting. The githzerai casts one
                                                
                                            
                                                
                                                     of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):
At Will: Mage Hand (the hand is Invisible) 1/Day Each: Plane Shift, See
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must
                                                
                                            
                                                
                                                    , requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12):
At Will: Thaumaturgy 2/Day Each: Hold Person, TonguesAcid, ColdFiendish Aid (2/Day). The sahuagin casts Bless or Healing Word, using the same spellcasting ability as Spellcasting.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this
                                                
                                            
                                                
                                                     Unconscious condition and can’t be awoken.
Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"1d6", "rollType":"recharge", "rollAction":"Hail of Stone"}. Constitution Saving Throw: DC 12, each creature in a 20-foot-radius, 40-foot-high Cylinder centered on a point the lizardfolk can see within
                                                
                                            
                                                
                                                    . Success: Half damage only.
Spellcasting. The lizardfolk casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12):
At Will: Elementalism 1/Day Each: Meld into Stone, Speak with Plants, Spike Growth
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Bite", "rollDamageType":"Necrotic"} Necrotic damage.
Serpentine Gaze. Wisdom Saving Throw: DC 13, one creature the naga can see within 60 feet. Failure: 13 (3d6 + 3);{"diceNotation
                                                
                                            
                                                
                                                    .
Spellcasting. The naga casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 13):
At Will: Mage Hand, Thaumaturgy 1/Day Each: Command, Detect Thoughts, Lightning BoltPoison
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     creature, it has the Grappled condition (escape DC 14) from all the mind flayer’s tentacles, and the target has the Stunned condition until the grapple ends.
Extract Brain. Constitution Saving
                                                
                                            
                                                
                                                     Throw: DC 15, one creature that is Grappled by the mind flayer’s Tentacles. Failure: 55 (10d10);{"diceNotation":"10d10", "rollType":"damage", "rollAction":"Extract Brain", "rollDamageType
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Charisma as the spellcasting ability (spell save DC 15):
At Will: Disguise Self, Etherealness 1/Day Each: Dream, Hypnotic PatternCold, Fire, Poison, PsychicNightmare (Recharge 6);{"diceNotation":"1d6
                                                
                                            
                                                
                                                    ", "rollType":"recharge", "rollAction":"Nightmare"}. Wisdom Saving Throw: DC 15, one creature the incubus can see within 60 feet. Failure: If the target has 20 Hit Points or fewer, it has the Unconscious
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    , each creature in a 15-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn and uses all its movement on its turn to move in a random direction.
Spellcasting
                                                
                                            
                                                
                                                    . The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 12):
At Will: Dancing Lights, Mage Hand, Minor
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Psychic"} Psychic damage.
Beguiling Song. Wisdom Saving Throw: DC 15, each creature in a 20-foot-radius Sphere centered on a point within 120 feet. Failure: 20 (3d10 + 4);{"diceNotation":"3d10+4
                                                
                                            
                                                
                                                     damage only.
Spellcasting. The performer casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):
At Will: Minor Illusion, Prestidigitation 1/Day: Tasha's Hideous Laughter (level 3 version)
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    );{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Tentacle Lash", "rollDamageType":"Psychic"} Psychic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14
                                                
                                            
                                                
                                                    ) from one of two tentacles, and it has the Restrained condition until the grapple ends.
Mind Rot. Wisdom Saving Throw: DC 15, one creature the cultist can see within 90 feet. Failure: 27 (6d8
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     still seek to work Vecna’s will in the world.
The Eye of Vecna and the Hand of Vecna are separate Artifacts that might be found together or separately. The eye looks like a bloodshot organ torn
                                                
                                            
                                                
                                                     on Initiative rolls.
Necrotic Reduction. As a Magic action, you can target one creature you can see within 5 feet of yourself. The target makes a DC 18 Constitution saving throw, taking 7d6 Necrotic
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Slashing"} Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from one of two pincers.
Pummel. Dexterity Saving Throw: DC 17, one creature
                                                
                                            
                                                
                                                    . The glabrezu casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16):
At Will: Darkness, Detect Magic, Dispel Magic 1/Day Each: Confusion, Fly, Power Word StunPoisonCold, Fire, Lightning
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    .
Spellcasting. The unicorn casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14):
At Will: Detect Evil and Good
                                                
                                            
                                                
                                                    , Druidcraft1/Day Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of RecallLegendary Action Uses: 3. Immediately after another creature’s turn, the unicorn can expend a use to
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Mage Hand, Minor Illusion, Prestidigitation 1/Day Each: Major Image, Project ImageWarding Charm. Trigger: A creature hits the
                                                
                                            
                                                
                                                    ", "rollAction":"Bejeweled Baton", "rollDamageType":"Psychic"} Psychic damage.
Majestic Song. Wisdom Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point within 120 feet
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     the Wish spell. If the marid knows it, the marid can cast it only on behalf of a non-genie creature who communicates a wish in a way the marid can understand. If the marid casts the spell for the
                                                
                                            
                                                
                                                     creature, the marid suffers none of the spell’s stress. Once the marid has cast it three times, the marid can’t do so again for 365 days.Multiattack. The marid makes three Aquatic Lash attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Throw: DC 17, each creature in a 30-foot Cone. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Hypnotic Gaze", "rollDamageType":"Psychic"} Psychic damage, and the target has
                                                
                                            
                                                
                                                     the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 17):
At Will: Alter Self, Clairvoyance, Detect Magic1/Day Each: Dimension Door
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    .
Conjured Dragon’s Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"s Breath"}. Dexterity Saving Throw: DC 18, each creature in a 90-foot Cone. Failure: 27 (6d8
                                                
                                            
                                                
                                                     spellcasting ability (spell save DC 18, +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Mage Hand (the hand is Invisible) 2/Day
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     using Wisdom as the spellcasting ability (spell save DC 13):
At Will: Animal Friendship (snakes only)2/Day: SuggestionPoisonShape-Shift. The yuan-ti shape-shifting;shape-shifts into a Medium snake or
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure
                                                
                                            
                                                
                                                     spell attacks):
At Will: Command (level 2 version), Detect Magic, Scorching Ray (level 3 version) 1/Day Each: Fireball (level 6 version), ScryingLegendary Action Uses: 3 (4 in Lair). Immediately after
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    .
Wishes. The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti
                                                
                                            
                                                
                                                     can understand. If the efreeti casts the spell for the creature, the efreeti suffers none of the spell’s stress. Once the efreeti has cast it three times, the efreeti can’t do so again
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ’s permission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignment.
Fiendish Restoration. If the rakshasa dies outside the Nine Hells, its body turns to
                                                
                                            
                                                
                                                    ":"Slashing"} Slashing damage plus 19 (3d12);{"diceNotation":"3d12", "rollType":"damage", "rollAction":"Cursed Touch", "rollDamageType":"Necrotic"} Necrotic damage. If the target is a creature, it is
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Saving Throw:  DC 15, one Large or smaller creature within 5 feet. Failure: 28 (7d6 + 4);{"diceNotation":"7d6+4", "rollType":"damage", "rollAction":"Constrict", "rollDamageType":"Bludgeoning
                                                
                                            
                                                
                                                    ":"1d6", "rollType":"recharge", "rollAction":"Poison Spray"}. Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Fire Aura. At the end of each of the azer’s turns, each creature of the azer’s choice in a 5-foot Emanation originating from the azer takes 11 (2d10);{"diceNotation":"2d10", "rollType
                                                
                                            
                                                
                                                     following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 15):
At Will: Elementalism, Mage Hand 1/Day: FireballHellish Rebuke (2/Day). The azer
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Stench. Constitution Saving Throw: DC 13, any creature that starts its turn in a 5-foot Emanation originating from the ghast. Failure: The target has the Poisoned condition until the start of its
                                                
                                            
                                                
                                                     components and using Intelligence as the spellcasting ability:
At Will: Speak with Dead, ThaumaturgyNecrotic, Poison
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     finish a Long Rest before using this trait to cast that spell again.
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with
                                                
                                            
                                                
                                                    , +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     damage.
Lightning Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Lightning Breath"}. Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide
                                                
                                            
                                                
                                                     casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Invisibility, Mage Hand, Shatter 1/Day
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Lightning"} Lightning damage.
Lightning Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Lightning Breath"}. Dexterity Saving Throw: DC 23, each creature in a 120-foot
                                                
                                            
                                                
                                                    .
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22):
At Will: Detect Magic, Invisibility, Mage
                                                
                                            
                                        






