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Returning 35 results for 'creature would recalls'.
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creature would recall
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Spells
Player’s Handbook
Goliath
7
Halfling
8
Human
9
Orc
10
Tiefling
The reincarnated creature makes any choices that a species’ description offers, and the creature recalls its former
You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the
Spells
Player’s Handbook
You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is
. The messenger can also shape the dream’s environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls
Magic Items
Tales from the Yawning Portal
DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past.
If you blow the whistle in darkness or
the surface to serve you. Once the whistle has animated an undead creature, it can’t do so again until 7 days have passed.
Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it.
Reincarnate
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Halfling, lightfoot
69-76
Halfling, stout
77-96
Human
97-100
Tiefling
The reincarnated creature recalls its former life and experiences. It retains the capabilities it
You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that
spells
One creature you touch must succeed on an Intelligence saving throw or become cursed for 10 minutes. The curse fills the target’s mind with distracting and hyperspecialized minutiae, causing it
to second-guess even basic facts it tries to bring to mind. The creature has Disadvantage on Intelligence checks made learn or recall information. In addition, unless such a check succeeds by 5 or
Dream
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves
, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature makes any choices that a species’ description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.
Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
creature makes any choices that a species’ description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.
Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.
a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.
a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dream Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: 1 minute
Range: Special
Components: V, S, M (a handful of sand)
Duration: 8 hours
You target a creature you know on the same plane
of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0. If the target is asleep
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, fighting a mortal enemy atop the Stone Bridge, a monument that spans the River Dessarin to this day. With a successful DC 20 Intelligence (History) check, a character recalls the legendary battle and
the king’s fate (he was struck from the bridge and fell to his death). If a creature uses a finger or a staff to trace Halaster’s rune on the surface of either of the standing stones, a gate forms
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dream Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: 1 minute
Range: Special
Components: V, S, M (a handful of sand)
Duration: 8 hours
You target a creature you know on the same plane
of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0. If the target is asleep
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past. If you
takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can’t do so again until 7 days have passed. Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it. The Sunless Citadel
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be
contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be
contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Banshee A banshee is the hateful spirit of a once-beautiful female elf. It appears as a luminous, wispy form that vaguely recalls its mortal features. A banshee’s face is wreathed in a wild tangle of
ends her turn inside an object.
Actions
Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage.
Horrifying Visage. Each non-undead creature
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
affecting the stones or targeting a creature inside their perimeter. Ubbalux appears as a tall human wizard. The demon stole this appearance from the last visitor to stray into his stones (after Ubbalux
information can be gleaned by speaking with the false wizard: The wizard claims that he no longer recalls his name or place of origin. If asked about the Bleeding Citadel, the wizard promises to direct the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
) check recalls that Vhaeraun is worshiped primarily by male drow. The statue can’t be transformed, damaged, or knocked off its base. When a creature moves within reach of the statue, the statue
with fang-filled mouths. Any creature that beholds the statue in any of its forms must succeed on a DC 14 Wisdom saving throw or gain a random form of short-term madness (determined by rolling on the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
available at any given table. All these dishes include magical ingredients meant to give the dishes a little extra flair. The first time a creature samples any of these dishes, it must succeed on a DC 12
) check also learns that the sick student was summoned to Dean Tullus’s office earlier in the day, shortly before the reception. During the meeting, Dean Tullus addressed the student’s chronic lateness to class; the student recalls that the conversation was brief and cordial.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, Xanthoria found a way to link her soul to the life force of another creature and thereby unnaturally prolong her own life, by transforming the other creature into a phylactery. Characters who peruse
experience fighting demons or knowledge pertaining to the Abyss, you can allow them to make an Intelligence (Arcana) check. On a check total of 20 of higher, a character recalls that the Abyss’s 222nd
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
erupt from the skull to complete its ghastly transformation. Legacy of Life. A flameskull only dimly recalls its former life. Though it might speak in its old voice and recount key events from its past
carries out the directives given to it when it was created, and it interprets those commands to the letter. A flameskull’s master must craft its instructions with care to ensure that the creature
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
creature comes within 100 feet of the jar, the eye darts about as if it is looking around in a panic. It otherwise remains motionless. 2 The leathery, preserved head of a dwarf. Anyone who holds its 5
sickly crow with clipped wings. The only sound it can make is to roar like a lion. 5 A seemingly empty, sealed jar. If opened, the person standing closest to the jar suddenly recalls 1d6 happy memories
Compendium
- Sources->Dungeons & Dragons->Monster Manual
inspire what a naga knows. Guardian Naga Lore 1d8 The Guardian Naga Recalls... 1 The last words of an ancient sage or leader. 2 The location of a hidden city or continent. 3 A magic word, password, or
Spittle.
Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 17 (2d12 + 4) Piercing damage plus 22 (4d10) Poison damage.
Poisonous Spittle. Constitution Saving Throw: DC 16, one creature the naga can
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
columns that support the twenty-foot-high ceiling. Two arched wooden bridges span the chasm.
The guardian of this cave is a nothic—an insane subterranean monster that hungers for flesh. The creature
whispers and throwing in some mad cackles and bits of gibberish. Also be sure to mention that the creature isn’t actually talking but rather filling the characters’ heads with its foul murmurings and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the ship’s name and succeeds on a DC 20 Intelligence (History) check recalls that the Blue Opal sank in Waterdeep’s harbor a few years ago under mysterious circumstances, and that the crew was
collapses in on itself with a thunderous racket. Any creature inside the aft section when it collapses must make a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage from falling debris
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
turn, roll a d6. On a roll of 1, the boiling pot boils over (see below). Creature. The gleaming butcher’s knife is a mimic. The creature waits until it is picked up to trigger its Adhesive trait. If a
creature is attacked by the mimic, the boiling pot’s lid comes off. Boiling Pot. The boiling pot acts as a trap. A character examining the pot and succeeding on a DC 14 Wisdom (Perception) check can
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
foremost limbs, as if it wants a tiny hug. If a character places any Tiny object in a sunfly’s grip, the creature takes the object and begins flying spireward out of Excelsior. It ultimately lands at Uncle
pressed about the sunflies’ travels, the local recalls they’ve seen the sunflies follow a regular path spireward.) A character who mentions strange lights or succeeds on a DC 14 Intelligence
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
a hairpiece. The statues on the right depict a drow wearing a scarf, a burly human in a tuxedo, and a high elf in a cowl.
With successful DC 15 Intelligence (History) check, a character recalls that
drawing room holds bookcases as well as a number of easels folded and tucked in beside them. In the northeast corner, an easel holds a watercolor painting of a stylized, chicken-like reptilian creature
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
a wide, smiling mouth. At the column’s head stands a creature that looks like an inverted pyramid held up by six legs. It scuttles like a crab. On each side of its body, an eye is set above a mouth
DC 20 Intelligence (Arcana) check. Success indicates that the character recalls stories about the Great Modron March, which occurs every 289 years and sees a vast army of modrons marching across the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
; and immunity to lightning, poison, and psychic damage. Electrical piping and exposed wiring cover each server. A creature that touches a server or hits it with a melee attack takes 10 (3d6
staying aboard the ship to assess the damage and salvage what’s left of the servers. The scientist instinctively recalls how to use the technology aboard the ship and can teach the characters how to use
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
recalls that this was one of the more prominent slogans the Ashen Heirs were shouting during the incident at Three Suns Square. If the guard sees the characters aren’t wearing efreeti masks or the
windcatcher’s interior. The first Small or larger creature that descends 10 feet down the shaft activates explosive runes. Any creature within 20 feet of the runes must make a DC 17 Dexterity saving throw
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
(elves native to the Shadowfell) named Mister Witch and Mister Light. He assumes they’re still in charge. Madryck dimly recalls that Witch and Light acquired the carnival more than a hundred years ago
assumes the form of a statuesque woman with long white hair and a small tattoo shaped like a chicken’s foot below one eye. Each character who hears Madryck’s description of Zybilna suddenly recalls a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
creature that steps inside the corridor triggers a trap. When the creature touches the corridor floor, the floor tiles depress, and a slab of stone lodged in the ceiling lowers to the ground, sealing
the corridor before flooding it with magical fire. Each creature inside the closed-off corridor must make a DC 20 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save or half as much
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Valin’s service, but she recalls no details of the transfer. The ritual likewise leaves no physical signs behind.
Personality Trait. “I serve my masters in faith willingly, and I let fate and faith
creature that enters the area and can see normally is overwhelmed by multiple visions of itself. Each creature that passes through this area must succeed on a DC 20 Dexterity saving throw or accidentally