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Returning 35 results for 'form high'.
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Magic Items
Dungeon Master’s Guide (2024)
the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects
in the area that aren’t being worn or carried are also pushed clear of the tower.
The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its
Magic Items
Dungeon Master’s Guide (2024)
1d6 Psychic damage.
36–40
Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly
Obscured.
41–45
A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which
Spells
Player’s Handbook
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can’t pass through it.
Spells
Player’s Handbook
’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you
affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for
Spells
Player’s Handbook
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic
the creature is shape-shifting;shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can’t shape-shift until it leaves the Cylinder. On a successful
Monsters
Monster Manual
has the Prone condition.
Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The
Magic2/Day Each: Create Food and Water (can create wine instead of water), Tongues, Wind Walk1/Day Each: Creation, Gaseous Form, Invisibility, Major Image, Plane ShiftLightning, Thunder
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
transformation ends if the high fae is reduced to 0 hit points, uses this bonus action again, or uses a bonus action to revert to its true form.
Magic Resistance. The high fae has advantage on saving throws against spells and other magical effects.Multiattack. The high fae makes two Fae Blade attacks and uses Vexing Prank once.
Fae Blade
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
also form strong bonds with the elemental powers of Eldraine, allowing the mages to call on forces like the eastern wind or the fiery hearth.
“The high fae are capable of magic that would make
Magic Resistance. The high fae has advantage on saving throws against spells and other magical effects.Multiattack. The high fae makes two Elemental Strike attacks.
Elemental Strike. Melee or Ranged
Monsters
Icewind Dale: Rime of the Frostmaiden
Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell.
Mountain Born. The werebear is acclimated to high altitude, including elevations above 20,000 feet.
Powerful
Build (Humanoid Form Only). The werebear counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
Shapechanger. The werebear can use its action to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
form and hurls it at a creature it can see within 600 feet of it. The javelin deals 19 (3d6 + 9);{"diceNotation":"3d6+9", "rollType":"damage", "rollAction":"Wind Javelin", "rollDamageType":"force
the undying form of a storm giant clinging to existence.
A storm giant quintessent sheds their armor and weapons but gains the power to form makeshift weapons out of thin air. When the giant has no
Monsters
The Book of Many Things
.
Beak (Vulture or Hybrid Form Only). Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Beak"} to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3);{"diceNotation":"2d6
", "rollDamageType":"slashing"} slashing damage.
Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Longbow"} to hit, range 150/600
Monsters
Tasha’s Cauldron of Everything
Immutable Existence. The servant is immune to any spell or effect that would alter its form or send it to another plane of existence.
Magic Resistant Construction. The servant has advantage on
’s long jump is up to 50 feet and its high jump is up to 25 feet, with or without a running start.
Unusual Nature. The servant doesn’t require air, food, drink, or sleep.Destructive Fist
Magic Items
Curse of Strahd
paladin named Lugdana by a giant raven — or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fire Banishment. When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna
AttacksChange Shape. The barghest transforms into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The barghest reverts to its true form if it dies.
Monsters
Icewind Dale: Rime of the Frostmaiden
Dimensional Form. The living spell can enter another creature's space and vice versa, and it can move through a space as narrow as 1 inch wide without squeezing. The living spell can't detach from a
feet wide and 10 feet high, which creeps along flat, solid surfaces and groans softly when it moves.
When a living demiplane encounters a creature small enough to fit through its doorway, it tries to
Monsters
Spelljammer: Adventures in Space
Morningstar attacks or one Double-Barreled Musket attack.A high-ranking giff who takes up the life of an independent mercenary might amass enough power and influence to become a warlord.
A giff warlord
join the ranks of the warlord’s army, which is mainly made up of mages who helm the ships of the fleet and provide magical firepower, sellswords of various species, and guns for hire in the form
Monsters
Mythic Odysseys of Theros
"} piercing damage.Prized among Meletis's thaumaturges, anvilwrought raptors are often crafted in the form of a hawk or an owl. Most serve as messengers and spies, flying over the busy streets or high over
Backgrounds
Sword Coast Adventurer's Guide
the doings of thieves’ guilds and street gangs. You might be a “velvet mask” bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that
of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection
Monsters
Vecna: Eve of Ruin
in her true form. She helped create Silverymoon’s famous Moonbridge and cofounded the Lady’s College, the first school in Faerûn for mages as students rather than as apprentices in
service.
Alustriel stepped down as Silverymoon’s high mage more than a century ago. Her son, Methrammar Aerasumé, now leads the city and works to uphold his mother’s legacy
Monsters
Eberron: Rising from the Last War
Tulkhesh magically polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he
is wearing or carrying is absorbed or borne by the new form (his choice).
In a new form, Rak Tulkhesh retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance
Monsters
Storm King's Thunder
; as Klauth is also known, likes to lie on a ledge high on one of the valley walls and survey his domain, descending occasionally to snatch up an animal or intruder. The walls around the valley
kindness for creatures he doesn’t think can harm him.A Red Dragon’s Lair
Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls
Monsters
Eberron: Rising from the Last War
radiant idol chooses a point on the ground it can see within 60 feet of it. A 30-foot-radius, 40-foot-high cylinder of bright light appears there until the start of the radiant idol's next turn. Each
hunger to be adored can transform a fallen angel, physically and mentally. In its true form, a radiant idol appears to be a warped angel. It might have bloody stumps in place of its wings, or its
Monsters
Mordenkainen Presents: Monsters of the Multiverse
scale walls and battlements, and they perch on tower tops and other high vantages to keep an eye on the surrounding area.
When girallons can’t climb, they stalk the forest floor, lurk in narrow
ravines or shallow caves, or hide in ruined sites while waiting for prey to come near. A girallon is surprisingly stealthy, considering its size and its lack of camouflage.
Girallons form loose bands
Monsters
Bigby Presents: Glory of the Giants
);{"diceNotation":"4d12+10", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"force"} force damage.A scion of Stronmaus often slumbers high in the sky or deep in the ocean, where the tumult
vaguely giant-shaped form consisting of air, water, and ice whirling in fury.
If the cradle is destroyed, the scion of Stronmaus inside it awakens. Among the mightiest creatures of all giantkind, the
Monsters
Bigby Presents: Glory of the Giants
to a djinni and is sometimes mistaken for one by adventurers.
Some tempest spirits cannot accept their new form and seek to undo the transformation in solitude. Others are overcome with rage and hew a
-foot-high cylinder centered on a point it can see within 120 feet of itself. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 10 (3d6
Monsters
Eberron: Rising from the Last War
Immutable Form. The colossus is immune to any spell or effect that would alter its form.
Legendary Resistance (3/Day). If the colossus fails a saving throw, it can choose to succeed instead.
Magic
. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 33 (6d10);{"diceNotation":"6d10","rollType":"damage","rollAction
Monsters
Bigby Presents: Glory of the Giants
often slumbers high in the sky or deep in the ocean, where the tumult caused by the scion’s restless sleep has little effect on the world. If it drifts too near the ground or the ocean surface, it
sleep is troubled by nightmares. When roused, the cradle takes on a vaguely giant-shaped form consisting of air, water, and ice whirling in fury.
If the cradle is destroyed, the scion of Stronmaus
Monsters
Fizban's Treasury of Dragons
hoard or even the follower’s own life—might convince the god to send aid to the world in the form of a divine aspect. This aspect is a physical manifestation of the Platinum Dragon
the aspect. But Bahamut is also fond of traveling the Material Plane in disguise, so his aspect might appear as a wizened old sage, a young monk, or a songbird. In any form, Bahamut’s aspect is
Monsters
Curse of Strahd
feet and its high jump is up to 10 feet, with or without a running start.20: Two-Headed. The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed
can effectively imitate sounds made by beasts and humanoids that they’ve heard. Mongrelfolk aren’t sophisticated enough to use these sounds as a covert form of communication, but they can
Monsters
Bigby Presents: Glory of the Giants
’s form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of lava in its mighty hand and schemes to resume its ancient campaigns of conquest
within 120 feet of itself. Each creature in a 20-foot-radius, 50-foot-high cylinder centered on that point must succeed on a DC 21 Dexterity saving throw or take 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Lava Geyser", "rollDamageType":"fire"} fire damage.
Monsters
Bigby Presents: Glory of the Giants
):
At will: detect magic, fog cloud, light, minor illusion
1/day each: dream (as an action), gaseous form, major image
Thunderous Clap (Requires Cloud Rune). The giant magically summons a thundercloud
games of chance and wit. A destiny gambler is a cloud giant who has won increasingly high-stakes wagers against other giants, smaller folk, and even beings from the Outer Planes.
Destiny gamblers wear
Monsters
Storm King's Thunder
or more of the following effects:
Thickets form labyrinthine passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight
surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15
Monsters
Divine Contention
, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8
.
Regional Effects
The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
Thickets form labyrinthine
Monsters
Fizban's Treasury of Dragons
Passage. The dragon can open a passage through a wall of ice or snow that is up to 5 feet thick, creating an opening up to 30 feet wide and high.
Starlight’s Gleam. The dragon chooses a point it
for the time of day.
Crystal Profusion. Plentiful quartz crystals form in natural stone within 6 miles of the lair, particularly in places where natural light can shine on the crystals.
Icy Sight. Ice
Monsters
Fizban's Treasury of Dragons
wide and high.
Starlight’s Gleam. The dragon chooses a point it can see in the lair. Gleaming starlight radiates from that point to fill a 10-foot-radius sphere with dim light. Each creature other
to those approaching the lair, and visibility is the best possible for the time of day.
Crystal Profusion. Plentiful quartz crystals form in natural stone within 6 miles of the lair, particularly in