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                        Returning 35 results for 'creature willingly remain'.
                    
                
                        
                            
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                                        creature willing remain
                                    
                                
                        
                    
                
                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     than you, and it can’t willingly move to a space that is more than 30 feet away from you.
The spell ends if you make an attack roll against a creature other than the target, if you cast a
                                                
                                            
                                                
                                                    You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s 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
                                                
                                            
                                                
                                                     remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    , made of wood or stone (your choice).
When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted
                                                
                                            
                                                
                                                     the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected
                                                
                                            
                                                
                                                     by this spell again until that creature finishes a Long Rest.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     attained.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times
                                                
                                            
                                                
                                                    . You also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons
                                                
                                            
                                                
                                                     other than this one.
In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     within 5 feet of the target, the creature can’t willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below
                                                
                                            
                                                
                                                    As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    :
The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw
                                                
                                            
                                                
                                                     floor or other surface.
Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain
                                                
                                            
                                                
                                                     accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.
You can take a Magic action to close a Portable Hole by taking hold of
                                                
                                            
                                                
                                                     the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up
                                                
                                            
                                                
                                                     to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    . In combat, it takes its turns immediately after yours, and it obeys your commands.
If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending
                                                
                                            
                                                
                                                    Choose one creature or nonmagical object that you can see within range. The creature shape-shifting;shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    . Instead, you shrink as if you had cast Enlarge/Reduce on yourself and remain in that state for 1 minute.
73–77
Leaves grow from the creature nearest to the chosen point of origin. Unless they
                                                
                                            
                                                
                                                     Obscured.
41–45
A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     willingly enter the area, and any creature that is possession;possessed by or that has the Charmed or Frightened condition from such creatures isn’t possessed, Charmed, or Frightened by them
                                                
                                            
                                                
                                                     Hallow. The affected area has the following effects.
Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target’s actions are
                                                
                                            
                                                
                                                     target gains a number of Temporary Hit Points equal to the Hit Points of the first form into which it shape-shifts. These Temporary Hit Points vanish if any remain when the spell ends. The transformation lasts for the duration or until the target ends it as a Bonus Action.
                                                
                                            
                                        
                                                     Species
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     to rest. In that state, they remain aware of their surroundings while immersing themselves in memories and meditations.
An environment subtly transforms elves after they inhabit it for a millennium or
                                                
                                            
                                                
                                                     the Kagonesti and the Tairnadal are wood elves of the Dragonlance and Eberron settings, respectively.
Elf Traits
Creature Type: HumanoidSize: Medium (about 5–6 feet tall)Speed: 30 feet
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    ’s area disappears immediately.
Creatures with Truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating
                                                
                                            
                                                
                                                     no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead.
When you cast the spell, you gain a number of Temporary
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The trigger can be as general or as detailed as you like, though it must be based on visual
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shifting;shape-shift into Beast form for the duration. That
                                                
                                            
                                                
                                                     statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.
The target gains a number of Temporary
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    ;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
                                                
                                            
                                                
                                                     height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     stone cracks and turns to powder if the book rests on it long enough.
Whenever a creature that isn’t a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17
                                                
                                            
                                                
                                                     Charisma saving throw. On a failed save, the creature is magically transformed into a Larva under the DM’s control. Only a Wish spell can reverse this vile transformation.
A creature attuned to the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s 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
                                                
                                            
                                                
                                                     deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a creature of the Giant type. Immediately after hitting or missing, the weapon flies back to your hand.
Blessings of
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Initiative rolls.
Blade of Defense. When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in
                                                
                                            
                                                
                                                     corrupted by the Eye and Hand of Vecna.
Destroying the Sword. A creature attuned to both the Eye of Vecna and the Hand of Vecna can use the Wish property of those combined Artifacts to unmake the Sword of
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
                                                
                                            
                                                
                                                    ’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
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered
                                                
                                            
                                                
                                                     minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
                                                
                                            
                                                
                                                     ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can’t be restored to life.
Avatar of Death
Medium Undead
                                                
                                            
                                        
                                                     Magic Items
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t willingly return to normal form. If you ever remain
                                                
                                            
                                                
                                                     similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     that can see or hear him within 30 feet of him must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must
                                                
                                            
                                                
                                                     spend its turns trying to move as far away from Erky as it can, and it can't willingly move to a space within 30 feet of him. It also can't take reactions. For its action, it can use only the Dash action
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    Death Burst. When the galvanice weird dies, it explodes in a burst of ice and lightning. Each creature within 10 feet of the exploding weird must make a DC 13 Dexterity saving throw, taking 7 (2d6
                                                
                                            
                                                
                                                    ":"bludgeoning"} bludgeoning damage plus 5 (2d4);{"diceNotation":"2d4","rollType":"damage","rollAction":"Slam","rollDamageType":"lightning"} lightning damage. If the target is a creature, it must
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ":"bludgeoning"} bludgeoning damage if the target is prone.Bloody Rampage. When the gray render takes damage, it makes one attack with its claws against a random creature within its reach, other than
                                                
                                            
                                                
                                                     its master.A curious impulse drives the gray render. Despite its hulking form and terrible appetite, it wants most of all to bond with an intelligent creature and, once bonded, to give its life to
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    ).Halaster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Halaster regains spent
                                                
                                            
                                                
                                                     changes. He prefers to remain unseen, skulking about invisibly or peering through scrying sensors that resemble wide-open eyes surrounded by sparkling motes of light.
Halaster’s abilities far
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     failure, a creature can't willingly move more than 30 feet away from Donaar. This effect ends on the creature if Donaar is incapacitated or dies, or if the creature is moved more than 30 feet away
                                                
                                            
                                                
                                                    Champion Challenge (Recharges after a Short or Long Rest). As a bonus action, Donaar causes each creature of his choice that he can see within 30 feet of him to make a DC 13 Wisdom saving throw. On a
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     walking speed is 50 feet.
2
Cockatrice. A creature hit by the bone roc’s Beak attack must succeed on a DC 14 Constitution saving throw or have its speed reduced by 10 feet until the start of
                                                
                                            
                                                
                                                     attacks.
5
Pteranodon. The bone roc doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
6
Roc. The bone roc’s size is Gargantuan, and its flying speed is 120 feet. Its Hit Dice remain unchanged.
PoisonBludgeoning
                                                
                                            
                                        






