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Returning 35 results for 'detach instantly are beast'.
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Monsters
Monster Manual
Exalted Restoration. If the deva dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia.
Magic Resistance
components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Evil and Good, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell
Spells
Player’s Handbook
You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that
reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.
Magic Items
Dungeon Master’s Guide
) for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.
Giant Fly
Large Beast, Unaligned
AC 11 Initiative +1 (11)
HP 19
ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on
Monsters
Van Richten’s Guide to Ravenloft
advantage on attack rolls against it.
A creature can use its action to try to detach the carrion stalker and force it to move into the nearest unoccupied space, doing so with a successful DC 11 Strength
check. On its turn, the carrion stalker can detach itself from the target by using 5 feet of movement. When it dies, the carrion stalker detaches from any creature it is attached to.
Larval Burst (1
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
":"lightning"} lightning damage.
Spelljamming Helm Interface. The horror attaches to a spelljamming helm it can see within 5 feet of itself and attunes to the helm instantly. If another creature is
can detach from the helm as a bonus action, which ends its attunement to the helm.Clockwork horrors are ruthless insectile automatons— eldritch machines encased in adamantine or some other
Magic Items
The Wild Beyond the Witchlight
As an action, you make a few snips with these iron shears and cause the shadow of a Humanoid creature you can see within 5 feet of you to detach from its source. If the creature is unwilling to give
its detached shadow is reduced to 0 hit points, the detached shadow disappears, and the creature regains its normal shadow instantly.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fear Aura. Any Beast or Humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature’s next turn
aren’t incapacitated during it. The process can be repeated. A Humanoid that drops to 0 hit points as a result of this damage instantly transforms into a meenlock at full health and under the DM
Magic Items
The Book of Many Things
02
Balance*
03
Beast
04
Book
05
Bridge
06
Campfire
07
Cavern
08
Celestial
09
Comet*
10
Construct
11
Corpse
12
Crossroads
13
feet.
Beast. You immediately transform into a random Beast with a CR of 5 or lower. Your game statistics—including your ability scores, hit points, and possible actions—are replaced by the
Simulacrum
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it
simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any duplicate you created with this spell is instantly destroyed.
Figurine of Wondrous Power
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet
portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
pose little danger in small numbers, packs of stirges can be a formidable threat, reattaching as quickly as their weakening prey can pluck them off. Stirge
Tiny beast, unaligned
Armor Class 14
the target. While attached, the stirge doesn’t attack. Instead, at the start of each of the stirge’s turns, the target loses 5 (1d4 + 3) hit points due to blood loss.
The stirge can detach itself
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Space Eel Space eels avoid confrontations with larger creatures unless the eels are starving. These 5-foot-long scavengers might trail a spelljamming ship and feed on barnacles they detach from the
ship’s hull. Wildspace hunters try to catch and kill the eels for their meat—a task easier to describe than to accomplish. Space Eel
Small Beast, Unaligned
Armor Class 14
Hit Points 7 (2d6
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
. Stirge
Tiny Beast, Unaligned
Armor Class 14 (natural armor)
Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.
STR
4 (−3)
DEX
16 (+3)
CON
11 (+0)
INT
2 (−4
target loses 5 (1d4 + 3) hit points.
The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points from the target or the target dies. A creature, including the target, can use its action to detach the stirge.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
hooked claws. Stirge
Tiny beast, unaligned
Armor Class 14 (natural armor)
Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.
STR
4 (−3)
DEX
16 (+3)
CON
11 (+0)
INT
2
5 (1d4 + 3) hit points due to blood loss.
The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Stirge Stirges attach to living creatures and drain their blood. Packs of them can be a formidable threat, reattaching as quickly as their weakening prey can pluck them off. Stirge
Tiny beast
blood loss.
The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
its pincer legs to latch on to the victim. Once the stirge has sated itself, it detaches and flies off to digest its meal. Stirge
Tiny beast, unaligned
Armor Class 14 (natural armor)
Hit Points 2
. While attached, the stirge doesn’t attack. Instead, at the start of each of the stirge’s turns, the target loses 5 (1d4 + 3) hit points due to blood loss.
The stirge can detach itself by spending 5
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
stalker moves with the target and has advantage on attack rolls against it.
A creature can use its action to try to detach the carrion stalker and force it to move into the nearest unoccupied space
, doing so with a successful DC 11 Strength check. On its turn, the carrion stalker can detach itself from the target by using 5 feet of movement. When it dies, the carrion stalker detaches from any
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
you can see within 5 feet of you to detach from its source. If the creature is unwilling to give up its shadow, it can make a DC 15 Charisma saving throw, retaining its shadow on a success. Whether or
subjected to any spell that ends a curse, or if its detached shadow is reduced to 0 hit points, the detached shadow disappears, and the creature regains its normal shadow instantly.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
spelljamming helm it can see within 5 feet of itself and attunes to the helm instantly. If another creature is already attuned to the helm, that creature’s attunement to the helm ends when the horror’s
attunement begins. The horror can operate the helm even though it isn’t a spellcaster. The horror can detach from the helm as a bonus action, which ends its attunement to the helm.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can
lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. If you cast this spell again, any duplicate you created with this spell is instantly destroyed.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can
lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. If you cast this spell again, any duplicate you created with this spell is instantly destroyed.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same
100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair. The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same
100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair. The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of tunnel can detach from one another. When 50 pounds or more of weight is applied to the floor at the midpoint of tunnel A, a mechanism causes the tunnel to quickly rotate 90 degrees clockwise and
to rotate, instantly cutting off the exits ahead and behind. You can feel the passage sink about five feet as it turns. After a few seconds, it comes to a stop and the grinding abates.
When tunnel
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
damage.
Spelljamming Helm Interface. The horror attaches to a spelljamming helm it can see within 5 feet of itself and attunes to the helm instantly. If another creature is already attuned to the helm
, that creature’s attunement to the helm ends when the horror’s attunement begins. The horror can operate the helm even though it isn’t a spellcaster. The horror can detach from the helm as a bonus action, which ends its attunement to the helm.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Abyssal, Common
Challenge 1 (200 XP)
Shapechanger. The quasit can use its action to polymorph into a beast form that
magical effects.
Actions
Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Figurine of Wondrous Power Wondrous item, rarity by figurine A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and
beast, unaligned
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 30 ft., fly 60 ft.
STR
14(+2)
DEX
13(+1)
CON
13(+1)
INT
2(−4)
WIS
10(+0)
CHA
3(−4
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Figurine of Wondrous Power Wondrous item, rarity by figurine A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and
used, it can’t be used again until 5 days have passed. Giant Fly
Large beast, unaligned
Armor Class 19 (3d10 + 3)
Hit Points 19
Speed 30 ft., fly 60 ft.
STR
14 (+2)
DEX
13
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
remain within sight of the victim for the entire hour and aren’t incapacitated during it. The process can be repeated. A Humanoid that drops to 0 hit points as a result of this damage instantly
Bonus +2
Fear Aura. Any Beast or Humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature’s next
Magic Items
Infernal Machine Rebuild
cut an astral projection’s silvery cord—the user suffers a sudden burst of feedback from the machine that kills them instantly.
Any effect of the Infernal Machine that requires
random Huge beast appears next to you (chosen by the DM) as if with the conjure animals spell. You have a telepathic link to this beast, such that you can give it commands even if it can’t hear
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can take an action to try to detach the darkmantle from itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement
Languages All; telepathy 120 ft.
CR 10 (XP 5,900; PB +4)
Traits
Exalted Restoration. If the deva dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, and any creature arriving there takes 18 (4d8) force damage. Any creature that moves from outside a rune into its space is instantly teleported to area 50. A creature that uses the south rune to
teleport is also polymorphed into a random beast, as though it had failed its saving throw against the polymorph spell. Roll a d4 to determine the new form: 1, baboon; 2, bat; 3, flying snake; 4, quipper
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
become a Lion for up to 1 hour. Once a lion has been used, it can’t be used again until 7 days have passed.
Giant Fly Large Beast, Unaligned
AC 11 Initiative +1 (11)
HP 19 (3d10 + 3)
Speed 30
instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. Onyx Dog (Rare) This onyx statuette of a dog can become a Mastiff for up to 6 hours
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Exalted Restoration. If the deva dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia.
Magic Resistance
(spell save DC 17):
At Will: Detect Evil and Good, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Magic Resistance
.
The cloaker can detach itself by spending 5 feet of movement. The target or a creature within 5 feet of it can take an action to try to detach the cloaker, doing so by succeeding on a DC 14






