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Returning 35 results for 'duplicates inside are based'.
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duplicates inspire are bard
duplicate inside are based
Spells
Player’s Handbook
moved and disappears when the spell ends, along with the bubbling liquid inside it.
The liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a
Spells
Player’s Handbook
Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can
directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you
Monsters
Fizban's Treasury of Dragons
Rays"} (reroll duplicates), each ray targeting one creature it can see within 60 feet of it:
1: Freezing Ray. The target must make a DC 14 Constitution saving throw. On a failed save, the target
beholder-like creature with draconic features.
An eyedrake resembles a winged draconic creature with no true limbs and a perpetually open mouth. Inside that mouth is a large eye that emits a breath
Monsters
Out of the Abyss
magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed
lair has a challenge rating of 14 (11,500 XP).
Lair Actions
When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative
Monsters
Mordenkainen Presents: Monsters of the Multiverse
violet eyes. In a breeze or when aloft, the creature’s scales and hair appear to blaze with a holy, golden fire.
Beyond their coloration, ki-rins vary in appearance based on the deity each one
from a natural site, and the entrance is difficult for visitors to find and reach. Inside, the lair is a serene and comfortable place, its ambiance a mix between palace and temple. If the ki-rin has
Monsters
Guildmasters’ Guide to Ravnica
Council of Five. The ghost has a trait based on who it is, as shown below:
Enezesku: Enfeebling Ray. Enezesku’s Innate Spellcasting trait includes ray of enfeeblement, which he can cast at
","rollDamageType":"force"} force damage if it ends its turn inside an object.
Innate Spellcasting. The ghost’s innate spellcasting ability is Wisdom (spell save DC 16, +8;{"diceNotation":"1d20+8
Magic Items
Acquisitions Incorporated
.
Class-Based Living Loot Satchel
Class
Satchel
Barbarian
Broad belt with a dozen hanging pockets
Bard
Lute case
Cleric
Hollowed-out holy tome
Druid
Made from natural
” fanged mouth.
Wizard
A pocket dimension hidden up your sleeve or inside your hat
The living loot satchel is a kind of magical being that safeguards the franchise’s funds and
Monsters
Fizban's Treasury of Dragons
horns and spines shift slightly with the dragons’ moods, bobbing in amusement or flaring with anger.
Art of War
The warlike sapphire dragons devise strategies and ambushes based on their
easily accessible entrances or exits at all, and trespassers who do find their way inside must then contend with a maze of corridors, dead ends, and steep inclines.
Sapphire Dragon Lair Features
The
Monsters
Fizban's Treasury of Dragons
the dragons’ moods, bobbing in amusement or flaring with anger.
Art of War
The warlike sapphire dragons devise strategies and ambushes based on their ability to maneuver underground. A
trespassers who do find their way inside must then contend with a maze of corridors, dead ends, and steep inclines.
Sapphire Dragon Lair Features
The sapphire dragon lair shown in map 5.12 is a series
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
natural site, and the entrance is difficult for visitors to find and reach. Inside, the lair is a serene and comfortable place, its ambiance a mix between palace and temple. If the ki-rin has taken
creatures into its service, its lair doubles as a sacred site wherein the ki-rin not only rests, but also teaches of holy mysteries.
Inside its lair, a ki-rin has the power to conjure objects up to three
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
.
Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and
the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on
Beholder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
following magical eye rays at random;{"diceNotation":"1d10","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Charm Ray
closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP).
Lair Actions
When fighting inside its lair, a beholder can invoke the ambient magic to take lair
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
. The death tyrant shoots three of the following magical eye rays at random;{"diceNotation":"1d10","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one to three targets it can see
it contains more trappings of death and decay. A death tyrant encountered in its lair has a challenge rating of 15 (13,000 XP).
Lair Actions
When fighting inside its lair, a death tyrant can invoke
Control Water
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell
beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Hall of Mirrors Mirrors. Niches, each 3 feet deep, line the north and south walls. Mounted on the back wall inside each one is a large, oval glass mirror in a heavy stone frame — sixteen mirrors
area of a detect magic spell. When a humanoid passes between the two westernmost mirrors, a shadowy duplicate of that creature emerges from each of those mirrors. These duplicates are hostile toward
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the spell ends, along with the bubbling liquid inside it. The liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a Potion of Healing). As a Bonus
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Book Description This thin book bears no title inside or out, though the keepers of Candlekeep cataloged it as the Book of the Raven based on how it was received. Its covers are cracked, unvarnished
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
characters. Finding the Goats The goats are scattered throughout the keep. Roll 1d12 for each missing goat, rerolling duplicates. Keep these results secret. Each result corresponds to a numbered location on
don’t have to venture inside. A character can narrow their search by making one of the following ability checks. Consider these examples: DC 10 Wisdom (Survival). The character follows hoofprints in the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell) Duration: Until dispelled You
, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell) Duration: Until dispelled You
, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stairs just inside the tunnel climb to the top of the wall, which is enclosed by stone battlements. There are no guards stationed atop the wall or beyond the portcullis. The winch to raise the portcullis
is inside the tunnel, just beyond the gate. The portcullis can also be lifted with a successful DC 25 Strength (Athletics) check. 4b–c. Side Caves Two cloakers lurk here, one in each cave. They team up
Orc
Legacy
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Species
Volo's Guide to Monsters
. These tenets vary from tribe to tribe, and are often based in events that the tribe has experienced. Here are a few examples:
If a dwarf or a human invokes its god upon dying, you must carry the
ward off diseases if they are worn.
Don’t stand inside a ring of stones, mushrooms, or any other kind of circle.
Seeing a shooting star before a battle is bad luck. To ward it off, you must
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
them to betray the characters if doing so works to their advantage. 10c. This cell is currently empty. 10d. This cell contains magically created duplicates of the thieves in 10b. They also claim to be
the real thieves. (At your determination, these might be the real thieves, with the duplicates in 10b unaware of their true nature.) 10e. Two doppelgangers are being held here for study and as
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Bugbear Lair Locations The following locations are keyed to map H. Marc Moureau Map H: Bugbear Lair (DM’s Version) View Without Tokens View Player Version H1: Entrance Just inside the cave, a
tunnel branches east and west. H2: War Room The door to this makeshift war room is ajar, allowing the characters to hear two gruff voices bickering inside. When the characters enter or peek inside, read or
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
inside the circle.
A character who examines the circle and succeeds on a DC 13 Intelligence (Arcana) check determines it was the site of an arcane ritual that went horribly wrong. C3: Library Moldy
unlocked. Inside lies the rotting corpse of a dwarf explorer who came to the Caves of Chaos in search of riches but perished ten days ago. A character who examines the corpse and succeeds on a DC 10
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
party spends at least 30 minutes in the same region Weird Magic Effects d8 Effect 1 Time visibly moves more quickly outside the region than inside it. For every minute the party spends inside the
the “Sorcerer” section of the Player’s Handbook. If the effect duplicates a spell, the character’s spellcasting ability for that spell is Charisma. A boggle uses its innate magic to pluck a vial from a crone’s belt
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
you, but should be based around any obvious features of the encounter area. Standard escape paths such as back doors and known sewer entrances will be watched, and tactics the characters have used
if they are indoors. When they finally face off against the adventurers, the attackers fight to kill. If the characters try to stay inside and under cover, the dragons attack whatever building they
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
based around any obvious features of the encounter area. Standard escape paths such as back doors and known sewer entrances will be watched, and tactics the characters have used before will be known
. When they finally face off against the adventurers, the attackers fight to kill. If the characters try to stay inside and under cover, the dragons attack whatever building they hide in, setting it
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. You can ensure certain outcomes by stacking the deck with cards placed in a specific order. If you have duplicates of your cards, you can use multiple copies to make a given card more likely to be
numbers of options. What Do the Cards Mean?
The “Card Sparks” and “Journey Spread” sections ask you to interpret cards based on their assigned meaning. The reference book that accompanies The Deck of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of
must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of
must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Blastoff! The characters can use the lever in area B4 to abort or delay the launch. If they fail to do that, you must determine when the launch occurs based on your estimation of how much time has
inside are borne upward at phenomenal speed. Creatures in the tower that are not tied down when it launches are thrown about, taking 10 (3d6) bludgeoning damage and falling prone at the start of each of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon
character gains a Strength of 19 if his or her score isn’t already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
magic item; roll once on the Magic Items table in appendix A (rerolling duplicates) to determine the item. G3: Tight Passage A narrow crack spans the cave wall here. The opening is only big enough for
a Medium or smaller creature to fit through. Inside, the mangled corpse of a human explorer slumps against a stalagmite. The owlbear in area G5 can’t fit through the crack. If a character seeks refuge
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
travel to Ironslag by air and avoid land-based encounters. Characters mounted on hippogriffs can travel 54 miles per day (three 3-hour flights with 1-hour rests in between). Those mounted on griffons
for flying mounts to land. Once the chimera is dealt with, they can roost in its cave and use it as shelter. Flying mounts can also land safely on the staircase leading up the mountain or inside the






