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Returning 35 results for 'less start'.
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Magic Items
Dungeon Master’s Guide
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
, Stinking Cloud.
21–25
Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened
Monsters
Adventure Atlas: The Mortuary
False Appearance. If the animated coffin is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the coffin move or act, that
"} piercing damage at the start of each of its turns. The animated coffin can grapple only one creature at a time.Animated coffins are heavy, macabre Constructs designed to ferry the dead to places of rest
Monsters
Waterdeep: Dungeon of the Mad Mage
the start of the zombie’s next turn or until the zombie is incapacitated.
If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
":"1d6", "rollType":"damage", "rollAction":"Magic Mockery", "rollDamageType":"psychic"} psychic damage and have disadvantage on attack rolls and ability checks until the start of the faerie’s next
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
Mordenkainen Presents: Monsters of the Multiverse
blinded until the start of the druid’s next turn.
Spellcasting. The archdruid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17):
At will: beast
Elemental with a challenge rating of 6 or less and can remain in that form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it
has disadvantage on attack rolls.
2: Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer’s next turn.
3: Frost Ray. The
Monsters
Candlekeep Mysteries
’s turn. Nintra regains spent legendary actions at the start of her turn.
Attack. Nintra makes one attack.
Fey Step. Nintra teleports to an unoccupied space she can see within 30 feet of her
in The Scrivener’s Tale has made her impatient and prone to telepathic outbursts that betray her cruel nature.
Personality Trait. “I have no patience for those who are less than me&mdash
Monsters
Tales from the Yawning Portal
must succeed on a DC 14 Strength saving throw or Thaxalia moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of Thaxalia’s next turn or
until Thaxalia is incapacitated.If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. Thaxalia can also exert fine
Monsters
Icewind Dale: Rime of the Frostmaiden
point in this form, each creature within 10 feet of her takes 10 cold damage at the start of each of her turns.
Legendary Resistance (1/Day in This Form). If Auril fails a saving throw, she can choose
the end of another creature’s turn. Auril regains spent legendary actions at the start of her turn.
Polar Ray. Auril uses Polar Ray.
Intensify Aura (Costs 2 Actions). Auril’s Frigid
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’t incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn.
Unless surprised, a creature can avert its eyes at the start of its turn to
avoid the saving throw. If the creature does so, it can’t see the gauth until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it
Monsters
Spelljammer: Adventures in Space
the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The horror regains spent legendary actions at the start of its turn
they have certain qualities in common. Each one is roughly 100 feet long or tall, and its physical form is a seemingly impossible conglomeration of eyes, mouths, wings, tentacles, and less recognizable organs and appendages.Acid, Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an Undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. If it had 3 to
-tall, desiccated biped with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer
Monsters
Acquisitions Incorporated
start of its turn.
Detect. The deep crow makes a Wisdom (Perception) check.
Shadow Caw (Costs 2 Actions). The ancient deep crow uses Shadow Caw.
Wing Attack (Costs 2 Actions). The ancient deep crow
":"bludgeoning"} bludgeoning damage and be knocked prone. The ancient deep crow can then fly up to half its flying speed.So little is known of the deep crows that even less is known of their monstrous leviathan
Monsters
Icewind Dale: Rime of the Frostmaiden
"} cold damage, and the target can’t take reactions until the start of its next turn.
Chromatic Orb. Ranged Spell Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction
actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Auril regains spent legendary actions at the start of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Plant Camouflage. The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.
Regeneration. The thorny regains 5 hit points at the start of its
turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the thorny’s next turn. The thorny dies only if it starts its turn with 0 hit points and doesn
Monsters
Out of the Abyss
Antimagic Cone. The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of its turns, the beholder decides which way the
is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the
Magic Items
Tyranny of Dragons
saving throw, you can choose to succeed instead.
Dragon Fire (Red Dragon Mask Only). If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a
Dragon Mask Only). While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the start of the mindwitness’s next turn or until the mindwitness is incapacitated.
If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is
Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success.
6: Telekinetic Ray. If the target
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is
halved, and it has disadvantage on attack rolls.
2: Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer’s next turn.
3: Frost
Monsters
Icewind Dale: Rime of the Frostmaiden
other effects outside the crystal, and takes 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Ice Stasis","rollDamageType":"cold"} cold damage at the start of each of its turns. The
from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Auril regains spent legendary actions at the start of her turn
Monsters
Eberron: Rising from the Last War
enemy outside the colossus that starts its turn within 30 feet of it must succeed on a DC 26 Wisdom saving throw or be frightened until the start of the enemy’s next turn. If the enemy’s
Mourning more or less intact and are thought to only be in stasis, waiting to be awakened. Cannith artificers are eager to track them down and determine whether they can be awakened or, at the very
Monsters
The Wild Beyond the Witchlight
":"lightning"} lightning damage, and if the target is a creature, it must succeed on a DC 22 Wisdom saving throw or be charmed by Iggwilv until the start of her next turn.
Abyssal Rift (Recharge 5–6
start of her turn.
Witchcraft. Iggwilv uses Spellcasting or Fey Step.
Dark Speech (Costs 2 Actions). Iggwilv utters a phrase in a forbidden language and targets one or two creatures she can see within
Magic Items
Tasha’s Cauldron of Everything
pestle, you can use your action to say the name of any nonmagical plant, mineral, or fluid and an amount of the material worth 10 gp or less. The mortar instantly fills with the desired amount of
fine powder that's equally useful for cooking or alchemy. At the start of each of your turns, whatever is in the mortar takes 4d10 force damage. If this reduces the target's hit points to 0, the target
Monsters
Fizban's Treasury of Dragons
":"5d8", "rollType":"damage", "rollAction":"Singularity Breath", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s next turn. On a successful save
. Having knowledge and power gives one a responsibility to those who have less of either. (Lawful)
5
Noble Obligation. My superior experience, intellect, and insight give me a duty to mediate
Monsters
Fizban's Treasury of Dragons
", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s next turn. On a successful save, the creature takes half as much damage, and its speed isn’t
, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
4
Responsibility. Having knowledge and power gives one a responsibility to those who have less
Monsters
Mordenkainen Presents: Monsters of the Multiverse
target is restrained and takes 15 (3d8 + 2);{"diceNotation":"3d8+2","rollType":"damage","rollAction":"Tentacles","rollDamageType":"bludgeoning"} bludgeoning damage at the start of each of its turns
being watched, even when they aren’t.
Lost Possessions. Each time a creature that has been on the island for less than a year finishes a short or long rest, it must make a DC 10 Intelligence
Monsters
Fizban's Treasury of Dragons
creature takes 63 (14d8);{"diceNotation":"14d8", "rollType":"damage", "rollAction":"Singularity Breath", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s
options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Claw. The
Monsters
Fizban's Treasury of Dragons
creature takes 45 (10d8);{"diceNotation":"10d8", "rollType":"damage", "rollAction":"Singularity Breath", "rollDamageType":"force"} force damage, and its speed becomes 0 until the start of the dragon’s
start of its turn.
Claw. The dragon makes one claw attack.
Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting.
Explosive Crystal (Costs 3 Actions). The dragon spits an
Monsters
Fizban's Treasury of Dragons
actions at the start of its turn.
Claw. The dragon makes one Claw attack.
Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting.
Essential Reduction (Costs 3 Actions). The dragon
chosen scenic locations with anything that isn’t food. They often abandon lairs to seek new vistas, so the interiors of their lairs often feel less finished than those of other dragons. Topaz
Monsters
Fizban's Treasury of Dragons
the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn
dragon can shape the stone to open or close a passage through a wall, as long as the wall is less than 10 feet thick.
Regional Effects
The region surrounding a legendary sapphire dragon’s lair
Monsters
Fizban's Treasury of Dragons
legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Claw. The dragon makes one Claw
through a wall, as long as the wall is less than 10 feet thick.
Regional Effects
The region surrounding a legendary sapphire dragon’s lair is altered by the dragon’s magic, creating one
Monsters
Fizban's Treasury of Dragons
spent legendary actions at the start of its turn.
Claw. The dragon makes one Claw attack.
Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting.
Essential Reduction (Costs 3
that isn’t food. They often abandon lairs to seek new vistas, so the interiors of their lairs often feel less finished than those of other dragons. Topaz dragons decorate their lairs with
Equipment
A dark blue oil can be extracted from the rare fruit of the willowshade plant. A creature can use its action to apply the oil to another creature that has been petrified for less than 1 minute
, causing the petrified condition on that creature to end at the start of what would be that creature’s next turn.
Equipment
Less a firearm and more a survival tool, a Flare Gun fires a single white-hot flare, useful for distress signals and last-ditch-effort self-defense.
This weapon has the following mastery property
. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your
Gazer
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
"} (reroll duplicates), choosing one or two targets it can see within 60 feet of it:
1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the
throw or be frightened until the start of the gazer’s next turn.
3. Frost Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6);{"diceNotation":"3d6






