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                        Returning 35 results for 'gnome can living'.
                    
                
                        
                            
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                                                     Species
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     propensity for living in forests and burrows. What they lacked in size, they made up for in cleverness. They confounded predators with traps and labyrinthine tunnels. They also learned magic from gods like
                                                
                                            
                                                
                                                     big eyes and pointed ears, who live around 425 years. Many gnomes like the feeling of a roof over their head, even if that “roof” is nothing more than a hat.
Gnome Traits
Creature Type: HumanoidSize: Small (about 3–4 feet tall)Speed: 30 feet
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
                                                
                                            
                                                
                                                     Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet
                                                
                                            
                                                
                                                     of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when
                                                
                                            
                                                
                                                     someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
                                                
                                            
                                                
                                                     Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and
                                                
                                            
                                                
                                                     returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6);{"diceNotation":"3d6", "rollType":"roll", "rollAction
                                                
                                            
                                                
                                                    Ephemeral. The wisp can’t wear or carry anything.
Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Incorporeal Movement. The wisp can
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. Whenever the hydra takes 25 damage or more on a single turn, one of its heads dies. The hydra dies if
                                                
                                            
                                                
                                                     all its heads are dead. At the end of each of its turns when it has at least one living head, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken Fire
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     returning to your living body (and ending the spell) or attempting to possess a Humanoid’s body.
You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded
                                                
                                            
                                                
                                                     surroundings as if you were in the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
A task that can be
                                                
                                            
                                                
                                                     to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place
                                                
                                            
                                                
                                                    , it teleports into its resting place unless it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for
                                                
                                            
                                                
                                                     figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Figurine
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    ","rollAction":"Malfunction"} to determine if it suffers a malfunction:
1–10: “All Fine Here!” No malfunction occurs.
11–12: “My Mind Is Going. I Can Feel It.” The autognome
                                                
                                            
                                                
                                                     is incapacitated for 1 minute.
13–14: “You’ve Disarmed Me!” One of the autognome’s arms falls off, reducing the number of Shock attacks it can make by 1 until a creature
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws
                                                
                                            
                                                
                                                     against magic.
Innate Spellcasting. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws
                                                
                                            
                                                
                                                     against magic.
Innate Spellcasting. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will
                                                
                                            
                                        
                                                     Magic Items
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     from a Siberys dragonshard and inscribed with arcane symbols that uniquely identify it. If you’re a gnome with the Mark of Scribing, you can touch the stone and use an action to cast the
                                                
                                            
                                                
                                                     Sivis message station, a gnome is always on duty by the speaking stone, listening for messages that might come in and transcribing them for delivery to their intended recipients.
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     previous existence.
For reasons unknown, ceremorphosis can go awry when an illithid tadpole is implanted in the brain of a gnome. This deviation might be due to the quasi-magical nature of gnomes, or
                                                
                                            
                                                
                                                    Innate Spellcasting (Psionics). The ceremorph’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
At will
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     crafts magical ones for his Zhent friends.
Skeemo can add “sellout” to his credentials, his services having been bought by House Gralhund and the Black Network operatives loyal to Manshoon. The rock gnome uses paper bird;paper birds to send messages both to his new friends and his old ones.
                                                
                                            
                                                
                                                    Gnome Cunning. Skeemo has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Spellcasting. Skeemo is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.
Unfettered. The living spell can move through any barrier, even a wall of magical force
                                                
                                            
                                                
                                                     by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy.Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                    , target, or deal damage to the living spell; however, they can damage the room around them. Each 5-foot-square section of ceiling, wall, and floor in the chamber has AC 17, 50 hit points, immunity to poison
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    ":"Force Fist","rollDamageType":"force"} force damage. If the target is a Large or smaller creature, the living spell can move it up to 5 feet and move with it, without provoking opportunity attacks
                                                
                                            
                                                
                                                    . The living spell can grapple only one creature at a time and can't use Force Fist until the grapple ends.A living Bigby's hand is a Large, hovering hand of shimmering, translucent force. It often
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Gnome Cunning. Erky has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Spellcasting. Erky is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save
                                                
                                            
                                                
                                                     that can see or hear him within 30 feet of him must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     upgrade to function as the replica chest used for the Leomund's secret chest spell, becoming a rare magic item. You can open the secret chest through your living loot satchel to deposit or withdraw items
                                                
                                            
                                                
                                                     you really don’t want to know about, there is no chance for the spell to end.
That Thing You Need
At rank 3, you can use a bonus action to reach into your living loot satchel and make a DC 15
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     willing creature the living portent can see within 30 feet of itself. The target’s hit point maximum and current hit points increase by 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"roll
                                                
                                            
                                                
                                                    : Divination, Greater RestorationPrice of Defiance. When the living portent is damaged by a creature that it can see within 120 feet of itself, radiant power sears the creature. The creature must make a
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                    Cunning Action. Jamna can take a bonus action to take the Dash, Disengage, or Hide action.
Gnome Cunning. Jamna has advantage on Intelligence, Wisdom, and Charisma saving throws against magic
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the
                                                
                                            
                                                
                                                     smell.
Gnome Cunning. The wererat has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Innate Spellcasting. The wererat’s innate spellcasting ability is Intelligence
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    Divine Eminence. As a bonus action, Elister can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction
                                                
                                            
                                                
                                                     increases by 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Divine Eminence"} for each level above 1st.
Gnome Cunning. He has advantage on all Intelligence, Wisdom, and Charisma saving
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 2: Dragonlance Creatures
                                                    
                                                
                                            
                                                    Always Thinking Ahead. The inventor has advantage on initiative rolls.Multiattack. The inventor makes two Flying Fangtrap attacks. It can replace one of these attacks with Thunderscream Gadget if it
                                                
                                            
                                                
                                                     one.Flash Powder. If the inventor is damaged by a creature it can see within 15 feet of itself, the inventor retaliates by flinging brilliantly explosive powder at the creature. The creature must succeed
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Innate Spellcasting (Psionics). The squidling’s innate spellcasting ability is Intelligence (spell save DC 7). It can innately cast levitate at will, requiring no components.
Magic Resistance
                                                
                                            
                                                
                                                    , the tadpole transforms its host into a mind flayer. The new creation typically retains no memory of its previous existence.
When the process of turning a gnome into a mind flayer goes horribly awry
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing.
Magic Resistance. The living spell has advantage on saving throws against spells and other magical
                                                
                                            
                                                
                                                     effects.Multiattack. The living spell makes two Magical Strike attacks.
Magical Strike. Melee Spell Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Magical Strike"} to hit, reach
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing.
Magic Resistance. The living spell has advantage on saving throws against spells and other magical
                                                
                                            
                                                
                                                     effects.Multiattack. The living spell makes two Magical Strike attacks.
Magical Strike. Melee Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Magical Strike"} to hit, reach
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing.
Magic Resistance. The living spell has advantage on saving throws against spells and other magical
                                                
                                            
                                                
                                                    ","rollType":"damage","rollAction":"Magical Strike","rollDamageType":"fire"} fire damage.
Spell Mimicry (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Spell Mimicry"}. The living
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    , normally stored in sacred canopic jars during mummification, can be magically preserved and transplanted into living humanoids. The transplant recipients come under the control of the mummy lord, either as living supplicants or mindless golems through which the mummy lord can see and speak.Poison
                                                
                                            
                                                
                                                    ":"force"} force damage.Spell Deflection. In response to a spell attack missing the golem, it causes that spell to hit another creature within 120 feet of it that it can see.A mummy lord’s organs
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 2: Dragonlance Creatures
                                                    
                                                
                                            
                                                    Always Thinking Ahead. The mastermind has advantage on initiative rolls.
Spider Climb. The mastermind can climb difficult surfaces, including upside down on ceilings, without needing to make an
                                                
                                            
                                                
                                                     ability check. This trait doesn’t function if the mastermind is grappling creatures in both of its clockwork claws.Multiattack. The mastermind makes two Clockwork Claw attacks. The mastermind can
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Gnome Cunning. Spellix has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Innate Spellcasting. Spellix's spellcasting ability is Charisma (spell save DC 13, +5
                                                
                                            
                                                
                                                    ;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: fire bolt
                                                
                                            
                                        






