Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'gnome can losing'.
Other Suggestions:
globe can long
glove can long
gnomes can long
gnome can long
game can long
Magic Items
Dungeon Master’s Guide
creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead.
has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune
Magic Items
Dungeon Master’s Guide
The archfey Baba Yaga crafted many of these magic brooms. No two appear exactly alike. While holding the broom, you can take a Magic action to transform it into an Animated Broom under your control
command word to render it inanimate.
On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don’t have the Incapacitated condition (no action required
Magic Items
Dungeon Master’s Guide
As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your
control and shares your Initiative count, taking its turn immediately after yours.
On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don
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
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
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
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
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
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
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
Mordenkainen Presents: Monsters of the Multiverse
Howdah. The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must
as a fighting platform for up to four Small people. Ogre howdahs are most often seen bearing bow- and spear-wielding goblin;goblins into battle, or perhaps kobold;kobolds or deep gnome (svirfneblin
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
Monsters
Out of the Abyss
Stone Camouflage. The Pudding King has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Gnome Cunning. The Pudding King has advantage on Intelligence, Wisdom, and Charisma
saving throws against magic.
Innate Spellcasting. The Pudding King’s innate spellcasting ability is Intelligence (spell save DC 12). He can innately cast the following spells, requiring no material
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;t reduced, but it can move only in directions that bring it closer to the clockwork. A creature takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Harpoon", "rollDamageType
":"slashing"} slashing damage if it escapes from the grapple or if it tries and fails. The clockwork can grapple only one creature at a time with its harpoon.
Explosive Bolt (Recharge 5–6);{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Individual Designs
Gnome artisans prefer unique clockworks over perfectly functioning ones that copy too much from other creations. A clockwork can be customized by adding one of the following
produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"roll", "rollAction":"Bite (Random Effect)"}):
1–2: Confusion. On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet
clockwork with alchemical concoctions that can paralyze creatures and cloud the mind.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs but
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations.
Individual Designs
Gnome
artisans prefer unique clockworks over perfectly functioning ones that copy too much from other creations. A clockwork can be customized by adding one of the following enhancements and one potential
Monsters
Baldur’s Gate: Descent into Avernus
.
Ironbound Pursuit. The madcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4);{"diceNotation
gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, pants of similar material, heavy iron boots, and a heavy bladed weapon. From the moment it
Monsters
Strixhaven: A Curriculum of Chaos
a blot on the university’s reputation.
Murgaxor's Lair Actions. On initiative count 20 (losing initiative ties), Murgaxor can take one of the following lair actions; after he does so, he can't
can’t be targeted by any divination magic or perceived through magical scrying sensors, and he adds double his proficiency bonus to Charisma (Deception) checks (included above).
Sanguine Sense
Monsters
Tales from the Yawning Portal
Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6);{"diceNotation":"2d6","rollType":"roll","rollAction":"Martial Advantage"} damage to a creature it hits with a weapon attack
chief of the Durbuluk tribe of goblins.
Durnn can't surrender for fear of losing face. He won't give up if the opposition includes kobolds. Otherwise, he might call for parley if doing so allows him to
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
damage.
Magic Mockery. The faerie hurls magical taunts at one creature it can see within 60 feet of itself. The creature must succeed on a DC 13 Wisdom saving throw or take 3 (1d6);{"diceNotation
are tiny thieves who steal whatever they can lay their hands on to cause confusion and consternation. A faerie borrower stands less than six inches tall, with blue or blue-gray skin and wings resembling
Monsters
Bigby Presents: Glory of the Giants
Illumination. The lightning hulk sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Lightning Form. The lightning hulk can enter a hostile creature’s space and
":"damage", "rollAction":"Lightning Form", "rollDamageType":"lightning"} lightning damage. The hulk can also move through a space as narrow as 1 inch without squeezing. A creature that touches the
Monsters
Planescape: Adventures in the Multiverse
24 hours.Multiattack. The archon makes two Bite attacks. It can replace one of the attacks with a Shining Blade attack.
Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit
, continual flame
Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.Hound archons are the foot soldiers of
Monsters
Waterdeep: Dungeon of the Mad Mage
death.Unless he is incapacitated, Fazrian can take one of the following lair actions on initiative count 20 (losing initiative ties) while on the Terminus Level:
Blood flows from Fazrian's eyes until
(spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil
Monsters
Mordenkainen Presents: Monsters of the Multiverse
who forcefully boards their vessels.Lair Actions
On initiative count 20 (losing initiative ties) while captaining a vessel, the merrenoloth can take one of the following lair actions; it can’t
":"fire"} fire damage.
Fear Gaze. The merrenoloth targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become frightened of the merrenoloth
Monsters
Princes of the Apocalypse
-Bin isn’t, Aerisi can take lair actions and has a challenge rating of 9. On initiative count 20 (losing initiative ties), Aerisi uses a lair action to cast one of her spells, up to 3rd level
Fey Ancestry. Aerisi has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Howling Defeat. When Aerisi drops to 0 hit points, her body disappears in a howling
Monsters
Princes of the Apocalypse
Actions
If Vanifer is in the fire node while Imix isn’t, the tiefling can take lair actions and has a challenge rating of 12. On initiative count 20 (losing initiative ties), Vanifer uses a lair
Vanifer fails a saving throw, she can choose to succeed instead.
Spellcasting. Vanifer is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8;{"diceNotation":"1d20+8
Monsters
Princes of the Apocalypse
while Ogrémoch isn’t, Marlos can take lair actions and has a challenge rating of 12. On initiative count 20 (losing initiative ties), Marlos uses a lair action to cast earthquake without using
Earthen Defeat. When Marlos drops to 0 hit points, his body transforms into mud and collapses into a pool. Anything he is wearing or carrying is left behind.
Earth Passage. Marlos can move in
Monsters
Princes of the Apocalypse
can take lair actions and has a challenge rating of 13. On initiative count 20 (losing initiative ties), Gar uses a lair action to use his Multiattack or cast one of his spells, up to 3rd level
Amphibious. Gar can breathe air and water.
Legendary Resistance (2/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a 9th-level spellcaster. His






