Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'drop creature more is move'.
Other Suggestions:
drops creature more is move
door creature more is move
Monsters
Monster Manual
Saving Throw: DC 11, one creature directly underneath the piercer. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Drop. The piercer falls", "rollDamageType":"Piercing"} Piercing damage. Failure or Success: The piercer reduces any damage it takes from the fall by 20.
", "rollAction":"Bite"}, reach 5 ft. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage.
Drop. The piercer falls. Dexterity
Spells
Player’s Handbook
Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.
A Frightened creature takes the Dash action
and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
Spells
Player’s Handbook
move and takes no action or Bonus Action.
Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options
Spells
Player’s Handbook
.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the
Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical
Magic Items
Dungeon Master’s Guide (2024)
it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success.
creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns
Spells
Player’s Handbook
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the
Magic Items
Dungeon Master’s Guide (2024)
to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take
This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action
Magic Items
Dungeon Master’s Guide (2024)
a horseshoe also takes a Magic action.
While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above a surface
These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing
Spells
Player’s Handbook
You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and
saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 Hit Points or if you and the target become
Magic Items
Dungeon Master’s Guide (2024)
attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual
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
Magic Items
D&D Free Rules (2024)
that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack
. 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
Spells
Player’s Handbook
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
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
Magic Items
Dungeon Master’s Guide (2024)
ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the
Magic Items
Dungeon Master’s Guide (2024)
from you. For 5 minutes, creatures of the specified type can’t enter or affect anything in the area. However, if you move in such a way that a creature of the specified type would be inside the
Each Scroll of Protection works against creatures of a specific creature type chosen by the DM or determined by rolling on the following table.
1d100
Creature Type
01-10
Scroll of
Spells
Player’s Handbook
target is no longer affected by the spell.
Creature. You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction
30 feet in any direction within the spell’s range.
If the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it
Magic Items
Dungeon Master’s Guide (2024)
, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn’t behind Total
Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of
Monsters
Monster Manual
creature hasn’t witnessed the cube move or otherwise act.Pseudopod. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Pseudopod"}, reach 5 ft. Hit: 12 (3d6 + 2
. The cube can move through the spaces of Large or smaller creatures if it has room inside itself to contain them (see the Ooze Cube trait). Dexterity Saving Throw: DC 12, each creature whose space
Monsters
Monster Manual
", "rollDamageType":"Piercing"} Piercing damage.Rampage (1/Day). Immediately after dealing damage to a creature that was already Bloodied, the hyena can move up to half its Speed, and it makes one Bite attack.
Monsters
Monster Manual
Medium or smaller creatures. Each time the gorgon enters a creature’s space for the first time during this move, that target is subjected to the following effect. Dexterity Saving Throw: DC 16
Flame Aura. At the end of each of the gorgon’s turns, each creature in a 5-foot Emanation originating from the gorgon takes 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction
Magic Items
Dungeon Master’s Guide (2024)
real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its
illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through an opening large enough for a Medium creature. The swarm can’t regain Hit Points or
Spells
Player’s Handbook
deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the wave’s force, though, the
creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can’t move. A creature that moves out of the wall falls to the ground.
Monsters
Monster Manual
space and vice versa, and the swarm can move through any opening large enough for a Small creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.Multiattack. The swarm makes two
Fetid Aura. Constitution Saving Throw: DC 12, any creature that starts its turn in a 10-foot Emanation originating from the swarm. Failure: The target has the Poisoned condition until the start of
Monsters
Monster Manual
Compression. The octopus can move through a space as narrow as 1 inch without expending extra movement to do so.
Water Breathing. The octopus can breathe only underwater.Tentacles. Melee Attack Roll
: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Tentacles"}, reach 5 ft. Hit: 1 Bludgeoning damage.Ink Cloud (1/Day). Trigger: A creature ends its turn within 5 feet of the octopus
Spells
Player’s Handbook
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb
Speed equal to its Speed.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Monsters
Monster Manual
Incorporeal Movement. The specter can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
", "rollDamageType":"Necrotic"} Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken.Necrotic, PoisonAcid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain Hit Points or gain
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can’t regain Hit Points or gain
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny piranha. The swarm can’t regain Hit Points or gain
Spells
Player’s Handbook
’t move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action.
9–10
The target chooses its
Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll
Monsters
Monster Manual
killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move
through an opening large enough for a Medium creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.Multiattack. The swarm makes two Vile Slime attacks.
Vile Slime. Melee
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can’t regain Hit Points or gain
of Grasping Hands", "rollDamageType":"Necrotic"} Necrotic damage if the swarm is Bloodied. If the target is a Medium or smaller creature, it has the Prone condition.Necrotic, PoisonBludgeoning, Piercing, Slashing
Monsters
Monster Manual
creature within 5 feet of the target.
Javelin. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Javelin"}, reach 5 ft. or range 30/120 ft. Hit: 18 (4d6 + 4
’s next turn.Frenzied Rush. Each ally within 30 feet of the berserker can take a Reaction to move up to half the ally’s Speed without provoking opportunity attack;Opportunity Attacks. The berserker can also move up to half its Speed without provoking Opportunity Attacks.
Monsters
Monster Manual
Abduct. The bugbear needn’t spend extra movement to move a creature it is grapple;grappling.Grab. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Grab
"}, reach 10 ft. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Grab", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Medium or smaller creature, it has
Monsters
Monster Manual
Air Form. The elemental can enter a creature’s space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.Multiattack. The elemental makes
"}. Strength Saving Throw: DC 13, one Medium or smaller creature in the elemental’s space. Failure: 24 (4d10 + 2);{"diceNotation":"4d10+2", "rollType":"damage", "rollAction":"Whirlwind