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Returning 35 results for 'dancing choosing'.
Other Suggestions:
dancing chasing
daring choosing
daunting choosing
denying choosing
Monsters
Strixhaven: A Curriculum of Chaos
":"slashing"} slashing damage. If the target is a Large or smaller creature, it is knocked prone.
Dancing Elements Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Dancing
cover) and taking 38 (7d10);{"diceNotation":"7d10", "rollType":"damage", "rollAction":"Dancing Elements Breath", "rollDamageType":"fire"} fire damage and 38 (7d10);{"diceNotation":"7d10", "rollType
Monsters
Waterdeep: Dungeon of the Mad Mage
spell attacks). He has the following wizard spells prepared:
Cantrips (at will): dancing lights, mage hand, prestidigitation, ray of frost, shocking grasp
1st level (4 slots): expeditious retreat, fog
damage on a failed save, or half as much damage on a successful one.Muiral can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only
Monsters
Waterdeep: Dragon Heist
spells, requiring no material components:
At will: dancing lights1/day each: darkness, faerie fire, levitate (self only)
Legendary Resistance (1/Day). If Jarlaxle fails a saving throw, he can choose to
);{"diceNotation":"1d4+6","rollType":"damage","rollAction":"Flying Dagger","rollDamageType":"piercing"} piercing damage.Jarlaxle can take 3 legendary actions, choosing from the options below. Only one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
shift, silence
1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, gate, levitate (self only), suggestionThe drow can take 3 legendary actions, choosing from the options
Drow Matron Mother
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Monsters
Mordenkainen’s Tome of Foes
DC 20). She can innately cast the following spells, requiring no material components:
At will: dancing lights, detect magic
1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie
summoner dies, or until its summoner dismisses it as an action.The drow can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at
Monsters
Candlekeep Mysteries
ability (save DC 21) and requiring no material components:
At will: dancing lights, mage hand
3/day each: detect magic, detect thoughts, dispel magic, locate creature
1/day each: dispel evil and good
, wall of forceMiirym 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. Miirym
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
shift, silence
1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, gate, levitate (self only), suggestionThe drow can take 3 legendary actions, choosing from the options
Monsters
Waterdeep: Dungeon of the Mad Mage
short or long rest. Halaster has the following wizard spells prepared:
Cantrips (at will): dancing lights, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): mage armor, magic missile
).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
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
: dancing lights, guidance
1/day each: command, divination, hypnotic pattern, lesser restoration
Bonus Actions
Change Shape. The dragon magically transforms into any creature that is Medium or Small
teleports to an unoccupied space it can see within 60 feet of it.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be
Monsters
Fizban's Treasury of Dragons
emotions, dispel magic, invisibility, revivifyThe dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at one time and only at the end of
Intelligence saving throw or dance until initiative count 20 on the following round. The dancing creature is incapacitated and must use all its movement to dance.
Disorienting Visions. Disorienting illusory
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
):
At will: dancing lights, guidance
1/day each: command, divination, greater restoration, hypnotic pattern, invisibility
Bonus Actions
Change Shape. The dragon magically transforms into any
.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one
Monsters
Fizban's Treasury of Dragons
, invisibility, revivifyThe dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at one time and only at the end of another creature’s
. The dancing creature is incapacitated and must use all its movement to dance.
Disorienting Visions. Disorienting illusory images flit through the dragon’s lair. Each creature in the lair must
Monsters
Fizban's Treasury of Dragons
(Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):
At will: dancing lights, guidance
1/day
each: command, divination, hypnotic pattern, lesser restorationThe dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at
Monsters
Fizban's Treasury of Dragons
(Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19):
At will: dancing lights, guidance
1/day each
: command, divination, greater restoration, hypnotic pattern, invisibilityThe dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
ship on the sea that the Dancing Delight can’t outmaneuver or outrun on the open ocean. Kristoffen looks at Stands in Tar with a mixture of disgust and horror, shaking his head in disbelief that anyone
would even consider choosing the drunken tabaxi and her ship over him and his. He explains to the party that his ship is more reliable and safer, which they might need on the seas that have become
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
makes one Claw attack.
Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting.
Emerald Embers (Costs 3 Actions). The dragon creates a dancing mote of green flame around a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
attacks). He has the following wizard spells prepared:
Cantrips (at will): dancing lights, mage hand, prestidigitation, ray of frost, shocking grasp
1st level (4 slots): expeditious retreat, fog
Muiral 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. Muiral regains spent
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
dragon makes one Claw attack.
Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting.
Emerald Embers (Costs 3 Actions). The dragon creates a dancing mote of green flame around a
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Attack: +15 to hit, reach 10 ft., one target. Hit: 11 (1d6 + 8) slashing damage. If the target is a Large or smaller creature, it is knocked prone.
Dancing Elements Breath (Recharge 5–6). Galazeth
Charisma as the spellcasting ability (spell save DC 23):
1/day each: control water, gust of wind, wall of stone
Legendary Actions
Galazeth can take 3 legendary actions, choosing from the options
Monsters
Fizban's Treasury of Dragons
waterThe dragon 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. The dragon regains
, dancing and shifting with the dragon’s mood.
Embodiment of Decay
While generally not malicious, topaz dragons embody decay. They view destruction as a natural means of clearing the way for new
Monsters
Fizban's Treasury of Dragons
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. The dragon regains spent legendary
creates a dancing mote of green flame around a creature it can see within 60 feet of it. The target must succeed on a DC 17 Dexterity saving throw or take 31 (9d6);{"diceNotation":"9d6", "rollType
Monsters
Fizban's Treasury of Dragons
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. The dragon regains spent legendary
power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with
Monsters
Fizban's Treasury of Dragons
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. The dragon regains spent legendary actions at the
start of its turn.
Claw. The dragon makes one Claw attack.
Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting.
Emerald Embers (Costs 3 Actions). The dragon creates a dancing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
following: Altar. An altar made of humanoid skulls and bones rests near the south wall.
Decor and Secret Door. Embedded in the walls are drow skeletons posed as if dancing. One skeleton along the south
are complete, he tries to eliminate the characters, choosing a moment when they appear weakest to betray them. Sornnozz (see area 13) and Tazirahc are loyal to Xarann and follow his lead. Xarann is a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence
asterisk, the spell is instead from Xanathar’s Guide to Everything. Cantrips (0 Level) acid splash
create bonfire *
dancing lights
fire bolt
frostbite *
guidance
light
mage hand
magic stone
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Legendary Resistance (1/Day). If Jarlaxle fails a saving throw, he can choose to
) piercing damage.
Flying Dagger. Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage.
Legendary Actions
Jarlaxle can take 3 legendary actions, choosing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
prepared:
Cantrips (at will): dancing lights, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): mage armor, magic missile, shield, silent image
2nd level (3 slots): arcane lock
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 legendary actions at the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
material components:
At will: dancing lights, detect magic
1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion
Lolth’s Fickle Favor. As a
other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Legendary Actions
The drow can take 3 legendary actions, choosing from the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your
instead from Xanathar’s Guide to Everything. Cantrips (0 Level) acid splash
create bonfire *
dancing lights
fire bolt
frostbite *
guidance
light
mage hand
magic stone *
mending
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
finish a long rest. You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your
spell in chapter 3) or two asterisks (a spell in Xanathar’s Guide to Everything). Cantrips (0 Level) Acid splash
Booming blade *
Create bonfire **
Dancing lights
Fire bolt
Frostbite
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
spellcasting ability (spell save DC 16):
At will: dancing lights, mage hand, message, prestidigitation
2/day each: dispel magic, lightning bolt, mage armor
1/day each: arcane lock, banishment
, using Intelligence as the spellcasting ability (spell save DC 14):
At will: dancing lights, mage hand, prestidigitation
2/day each: fireball, mage armor, unseen servant
1/day each: fly
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment
action.
Legendary Actions
The drow 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
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
24. The light gradually grows brighter as the alchemist’s remains reanimate after long decades. At a time of your choosing, the alchemist (skeletal alchemist; see appendix C) emerges through the secret
. Examining the table closely reveals a concealed drawer that contains the spellbook the alchemist used when he was alive. The book’s contents include dancing lights, comprehend languages, Tenser’s floating disk, and shatter. The chemical apparatus on the bench is worth 20 gp.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Legendary Actions
The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can
spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:
At will: blade ward, dancing lights
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
with spell attacks). The alhoon has the following wizard spells prepared:
Cantrips (at will): chill touch, dancing lights, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect
, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The elder brain regains spent legendary actions at the start of its turn