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Returning 35 results for 'mace shape with only across for for level'.
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Monsters
Monster Manual
makes one Bite attack, two Devilish Claw attacks, and one Fiery Mace attack.
Bite. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Bite"}, reach 10 ft. Hit: 18 (3d6
", "rollType":"damage", "rollAction":"Devilish Claw", "rollDamageType":"Necrotic"} Necrotic damage.
Fiery Mace. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction
Monsters
Monster Manual
version), Cloudkill (level 6 version), Fly, Plane Shift, TonguesAcid, Cold, Fire, Lightning, ThunderShape-Shift. The slaad shape-shifting;shape-shifts into a Small or Medium Humanoid, or it returns to its
components and using Charisma as the spellcasting ability (spell save DC 16):
At Will: Detect Magic, Detect Thoughts, Invisibility (self only), Mage Hand, Major Image1/Day Each: Blight (level 8
Monsters
Monster Manual
":"Nightmare Ray", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition until the start of the oni’s next turn.
Shape-Shift. The oni shape-shifting;shape-shifts
Person (level 2 version), Darkness, Gaseous Form, SleepColdInvisibility. The oni casts Invisibility on itself, requiring no spell components and using the same spellcasting ability as Spellcasting.
Spells
Player’s Handbook
You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating
no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead.
When you cast the spell, you gain a number of Temporary
Spells
Player’s Handbook
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb
Speed equal to its Speed.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Magic Items
Dungeon Master’s Guide
from Evil and Good, plus the spells listed for the particular instrument
Anstruth harp
Very Rare
Cure Wounds (level 5), Ice Storm, Wall of Thorns
Canaith mandolin
Rare
Cure Wounds (level
3), Dispel Magic, Protection from Energy (Lightning damage only)
Cli lyre
Rare
Stone Shape, Wall of Fire, Wind Wall
Doss lute
Uncommon
Animal Friendship, Protection from Energy (Fire
Monsters
Monster Manual
DC 14):
At Will: Detect Magic, Etherealness, Magic Missile (level 4 version) 2/Day Each: Phantasmal Killer, Plane Shift (self only)Cold, FireShape-Shift. The hag shape-shifting;shape-shifts into a
Spells
Player’s Handbook
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
creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2.
Spells
Player’s Handbook
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again
blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Spells
Player’s Handbook
A willing creature you touch shape-shifting;shape-shifts, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit
it was carrying or holding can’t be dropped, used, or otherwise interacted with. Finally, the target can’t attack or cast spells.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
Spells
Player’s Handbook
You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shifting;shape-shift into Beast form for the duration. That
form can be any Beast you choose that has a Challenge Rating equal to or less than the target’s (or the target’s level if it doesn’t have a Challenge Rating). The target’s game
Spells
Player’s Handbook
spell’s level Radiant damage.
Radiant Mace (Defender Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell’s level Radiant damage, and the
the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Celestial Spirit
Large
Spells
Player’s Handbook
Choose one creature or nonmagical object that you can see within range. The creature shape-shifting;shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a
creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target’s Challenge Rating or level. The target’s game
Spells
Player’s Handbook
feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and
Dim Light for an additional 20 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Magic Items
Dungeon Master’s Guide
Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color
;Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect
Spells
Player’s Handbook
A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.
When you cast the spell, choose a point
outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.
Spells
Player’s Handbook
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot
on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage the wall deals when it
Monsters
Waterdeep: Dragon Heist
): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
Reach to the Wave. At will, Avi can control the flow and shape of water in a 5-foot cube, or cause the water to
":"radiant"} radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Avi expends a spell slot of 2nd level or higher, the extra damage increases by 1d6;{"diceNotation":"1d6
Spells
Player’s Handbook
repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you
Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave
Spells
Player’s Handbook
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the
Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
5
Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much
Monsters
Heroes of the Borderlands
Multiattack. Narthus makes two attacks using Vile Mace or Fateful Bolt in any combination.
Vile Mace. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Vile Mace
"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Vile Mace", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 3 (1d6);{"diceNotation":"1d6", "rollType
Monsters
Acquisitions Incorporated
Eminence","rollDamageType":"radiant"} radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Dagdra expends a spell slot of 2nd level or higher, the extra damage
increases by 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Divine Eminence"} for each level above 1st.
Dwarven Resilience. She has advantage on saving throws against poison and resistance
Monsters
Baldur’s Gate: Descent into Avernus
condition are immune to this trait.
Spellcasting. The black gauntlet is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7;{"diceNotation":"1d20+7","rollType":"to hit
","rollAction":"Spellcasting"} to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): guidance, sacred flame, thaumaturgy
1st level (4 slots): bane, bless, cure wounds
Monsters
Storm King's Thunder
(3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, create food and waterMace. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Mace
":"Divine Eminence","rollDamageType":"radiant"} radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage
Monsters
Journeys through the Radiant Citadel
pari makes three Mace attacks.
Mace. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Mace"} to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5);{"diceNotation":"1d6+5
","rollType":"damage","rollAction":"Mace","rollDamageType":"bludgeoning"} bludgeoning damage plus 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Mace","rollDamageType":"radiant
Monsters
Out of the Abyss
Eminence","rollDamageType":"radiant"} radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Asha expends a spell slot of 2nd level or higher, the extra damage increases
by 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Divine Eminence"} for each level above 1st.
Fey Ancestry. Asha has advantage on saving throws against being charmed, and magic can’t
Monsters
Waterdeep: Dragon Heist
":"Divine Eminence","rollDamageType":"radiant"} radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra
damage increases by 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Divine Eminence"} for each level above 1st.
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is
Monsters
Mordenkainen Presents: Monsters of the Multiverse
one Bite attack, one Claw attack, one Mace attack, and one Tail attack.
Bite. Melee Weapon Attack: +15;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one
"} cold damage.
Mace. Melee Weapon Attack: +15;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Mace"} to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8);{"diceNotation":"2d6+8","rollType
Monsters
Curse of Strahd
effects.Multiattack. The Abbot makes two melee attacks.
Mace. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Mace"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4
);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Mace","rollDamageType":"bludgeoning"} bludgeoning damage plus 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction":"Mace","rollDamageType
Monsters
Guildmasters’ Guide to Ravnica
":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): acid splash, druidcraft, ray of frost, shape water
1st level (4
throws against spells and other magical effects.
Spellcasting. Zegana is a 15th-level Simic spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +10;{"diceNotation":"1d20+10","rollType
Monsters
Waterdeep: Dragon Heist
Special Equipment. Barnibus carries a wand of magic detection.
Spellcasting. Barnibus is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20
+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): blade ward, light, mage hand, message
1st level (4
Monsters
Princes of the Apocalypse
","rollAction":"Innate Spellcasting"} to hit with spell attacks). He can innately cast the following spells (an asterisked spell is from appendix B):
At will: shape water*
1/day: create or destroy water
Spellcasting. Shoalar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with
Monsters
Acquisitions Incorporated
foliage, heavy rain, falling snow, mist, and other natural phenomena.
Wild Shape (Recharges after a Short or Long rest). As a bonus action, Walnut can assume the shape of a dire wolf. She can stay in
beast form, Walnut can use a bonus action to expend one spell slot and regain 1d8;{"diceNotation":"1d8","rollType":"roll"} hit points per level of the spell slot expended.
Spellcasting. Walnut is a 7th
Monsters
Strixhaven: A Curriculum of Chaos
Water Walking. The professor can walk across water and other liquids as if they were solid ground.Multiattack. The professor makes three Tidal Strike attacks.
Tidal Strike. Melee or Ranged Spell
ability (spell save DC 15):
At will: minor illusion
2/day each: control water, create or destroy water, mage armor, stone shape
1/day: wall of iceProfessors of perfection combine elemental magic
Monsters
Out of the Abyss
.
Spellcasting. The Pudding King is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit
with spell attacks). The Pudding King knows the following sorcerer spells:
Cantrips (at will): acid splash, light, mage hand, poison spray, prestidigitation
1st level (4 slots): false life, mage armor






