Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'least special'.
Other Suggestions:
list special
leave special
learn special
least spectral
left special
Monsters
Monster Manual
be submerged at least once every 4 hours to avoid suffocating outside water.
Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a special
Monsters
Monster Manual
be submerged at least once every 4 hours to avoid suffocating outside water.
Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a special
Monsters
Monster Manual
be submerged at least once every 4 hours to avoid suffocating outside water.
Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a special
Monsters
The Wild Beyond the Witchlight
Special Equipment. Zarak carries a potion of invisibility.Multiattack. Zarak makes two Dagger attacks.
Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
an extra 5 (2d4);{"diceNotation":"2d4","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage if the target is a creature and Zarak has at least 18 hit points
Monsters
Mordenkainen Presents: Monsters of the Multiverse
personDeprived of much of its magic as a special punishment, a deathlock wight lingers between the warlock it was and the wretched existence of a wight.
Deathlocks
The forging of a pact between a
warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain
Monsters
Mordenkainen Presents: Monsters of the Multiverse
immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for
at least 1 hour.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3
Monsters
Mordenkainen Presents: Monsters of the Multiverse
immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for
at least 1 hour.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3
Monsters
Mordenkainen Presents: Monsters of the Multiverse
immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for
at least 1 hour.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2
Monsters
Acquisitions Incorporated
Special Equipment. K'thriss wears a robe of stars (accounted for in his statistics). The robe allows him to cast the following spells:
6/day: magic missile (7 missiles)
Awakened Mind. K'thriss can
telepathically speak to any creature he can see within 30 feet of him, provided the creature can understand at least one language.
Fey Ancestry. K'thriss has advantage on saving throws against being
Magic Items
Princes of the Apocalypse
example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
A devastation orb measures 12 inches in
. Reducing it to 0 hit points causes it to explode instantly.
A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Limited Amphibiousness. The sea spawn can breathe air and water, but it needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.Multiattack. The sea spawn makes two
any combination of such qualities. Some of these piscine body parts provide them with special abilities.
The Sea Spawn of Purple Rocks
Visitors to a string of islands called the Purple Rocks (in
Monsters
Vecna: Eve of Ruin
Legendary Resistance (5/Day). If Vecna fails a saving throw, he can choose to succeed instead.
Special Equipment. Vecna carries a magic dagger named Afterthought. In the hands of anyone other than
", "rollType":"damage", "rollAction":"Vile Teleport", "rollDamageType":"psychic"} psychic damage. If at least one creature takes this damage, Vecna regains 80 hit points.
Monsters
Curse of Strahd
Abbot retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and
vampire could never truly die, at least not in Barovia.
Bride of Strahd. Strahd confided in the Abbot, lamenting his curse and telling the deva that he wished nothing more than to escape Barovia. His
Monsters
Mordenkainen Presents: Monsters of the Multiverse
flayers created a special breed of Ooze, the oblex—a slime capable of assaulting the minds of other creatures. These pools of jelly are cunning hunters that feed on thoughts and memories. The
opening at least 1 inch wide between the oblex and the simulacrum. The simulacrum disappears if the tether is severed.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of Ooze, the oblex—a slime capable of assaulting the minds of other creatures. These pools of
tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex and the simulacrum. The simulacrum disappears if the tether is severed.
Monsters
Vecna: Eve of Ruin
frightened condition.
Legendary Resistance (3/Day). If Kas fails a saving throw, he can choose to succeed instead.
Regeneration. Kas regains 20 hit points at the start of his turn if he has at least 1
hit point. If he takes radiant damage, this trait doesn’t function at the start of his next turn.
Special Equipment. Kas wears the Crown of Lies (see the Introduction of Vecna: Eve of Ruin
Monsters
Mordenkainen Presents: Monsters of the Multiverse
indefinitely. Additionally, he can cast create undead even when it isn’t night.
Special Equipment. Orcus wields the Wand of Orcus.Multiattack. Orcus makes three Wand of Orcus, Tail, or Necrotic Bolt
into a vast necropolis populated solely by Undead creatures under his command.
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Gore"} to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10);{"diceNotation":"2d6+10", "rollType":"damage", "rollAction":"Gore", "rollDamageType":"piercing"} piercing damage. If Baphomet moved at least
1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.
Cultists of Baphomet
Baphomet grants his cultists special abilities. All his devotees gain the Labyrinthine Recall trait
Monsters
Fizban's Treasury of Dragons
the temporally displaced form of an ancient amethyst dragon who already exists in the same time line.
7
An amethyst dragon seeks the means to plant special crystals that will allow the dragon to
, preferring caverns with at least one entrance submerged underwater. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and
Monsters
Fizban's Treasury of Dragons
dragon wyrmling is actually the temporally displaced form of an ancient amethyst dragon who already exists in the same time line.
7
An amethyst dragon seeks the means to plant special crystals
dwell here.An Amethyst Dragon’s Lair
Amethyst dragons make their lairs in caves next to or under secluded pools and lakes, preferring caverns with at least one entrance submerged underwater
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The sahuagin can magically command any shark within 120 feet of her, using a limited telepathy.
Spellcasting. The
worshipers of Sekolah, they also have a special kinship with sharks, which they train as attack animals. Even untrained sharks recognize sahuagin as allies and don't prey on them.
Elven Enmity. The sahuagin
Sahuagin Baron
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The sahuagin can magically command any shark within 120 feet of him, using a limited telepathy.Multiattack
driven into a frenzy by the smell of fresh blood. As worshipers of Sekolah, they also have a special kinship with sharks, which they train as attack animals. Even untrained sharks recognize sahuagin
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.
Your game statistics are
so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
When you transform, you
Backgrounds
Acquisitions Incorporated
Acquisitions Incorporated. At least that’s what the local magistrate said. But before a final ruling could be handed down, Acquisitions Incorporated offered you a job! Don’t know how to
’re talking about. With common folks who don’t know any better, you might be able to intimidate or deceive to get favors or special treatment.
Backgrounds
Tomb of Annihilation
: Two of your choiceEquipment: A leather-bound diary, a bottle of ink, an ink pen, a set of traveler’s clothes, one trinket of special significance, and a pouch containing 10 gp
humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures — enough to communicate on a rudimentary level.
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
with goblins for at least as long as humans have worked with dogs and horses, and in goblin society those two animals serve similar purposes.
Family Matters
A goblin tribe is organized in a four
.
Hunters. The families of goblins that are skilled in the use of weapons but not privy to any other special knowledge have the second highest status in the tribe. Hunters are often the best wolf riders
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
animal’s tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!
— Don Bassingthwaite, The Binding Stone
Shifters are sometimes called the
spiritual and psychological effect, as well. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they’ll be quite
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Magic Item Resilience A magic item is at least as durable as a nonmagical item of its kind. Most magic items, other than Potions and Scrolls, have Resistance to all damage. An Artifact can be
destroyed only in some special way. Otherwise, it is impervious to damage. Learning how to destroy an Artifact usually requires research or the completion of a quest.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Magic Item Resilience A magic item is at least as durable as a nonmagical item of its kind. Most magic items, other than Potions and Scrolls, have Resistance to all damage. An Artifact can be
destroyed only in some special way. Otherwise, it is impervious to damage. Learning how to destroy an Artifact usually requires research or the completion of a quest.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Long Rest A Long Rest is a period of extended downtime—at least 8 hours—available to any creature. During a Long Rest, you sleep for at least 6 hours and perform no more than 2 hours of light
activity, such as reading, talking, eating, or standing watch. During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
opportunities to act and move when it’s not their turn. Thus, each action-oriented creature has at least one special bonus action and reaction, as well as a special section with villain actions that let them
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Long Rest A Long Rest is a period of extended downtime—at least 8 hours—available to any creature. During a Long Rest, you sleep for at least 6 hours and perform no more than 2 hours of light
activity, such as reading, talking, eating, or standing watch. During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Special Terms of the Pact A pact can range from a loose agreement to a formal contract with lengthy, detailed clauses and lists of requirements. The terms of a pact — what a warlock must do to
receive a patron’s favor — are always dictated by the patron. On occasion, those terms include a special proviso that might seem odd or whimsical, but warlocks take these dictates as seriously as they do
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
living storehouses of history and folklore. Bards know a great deal, and they tend to be willing to share what they know, or at least barter for it. The arrival of a renowned bard is a special occasion
Bards Bards hold a special place of responsibility and respect in the Forgotten Realms. They are bearers of news, gossip, and messages in their travels from place to place, in addition to being
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Imprisonment 9th-level abjuration Casting Time: 1 minute Range: 30 feet Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that
varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target) Duration: Until dispelled You create a magical restraint to hold a creature that you can see within






