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Returning 35 results for 'made some with only alive for for large'.
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made some with only above for for large
Monsters
Monster Manual
the target is a Large or smaller creature, it has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage.AcidShape-Shift. The mimic shape-shifting;shape
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic has the Grappled condition (escape DC 13). Ability checks made to escape
Spells
Player’s Handbook
number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three
Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing
Magic Items
Dungeon Master’s Guide
rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope.
The
Spells
Player’s Handbook
You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of
sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where
Spells
Player’s Handbook
in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid
trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.
A creature inside the cage can
Magic Items
Dungeon Master’s Guide
total value of all objects created by a pot of pigment can’t exceed 500 GP. If you paint objects of greater value (such as a large pile of gold), they look authentic, but close inspection
reveals they’re made from paste, cookies, or some other worthless material.
If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm.
Spells
Player’s Handbook
a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed
saving throw or a foe’s Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.
Reshape Reality. You may
Monsters
Icewind Dale: Rime of the Frostmaiden
kept them alive through countless harsh winters. The Reghed wear heavy furs as well as gloves, boots, and masks made of animal hide, to protect themselves from the bitter cold.
Although they originally
lifestyle to survive, as they follow herds of reindeer along the route of the animals' annual migration. When they make camp, the tribesfolk live in large, round tents made of deerskin and supported by
Monsters
Icewind Dale: Rime of the Frostmaiden
survive, as they follow herds of reindeer along the route of the animals' annual migration. When they make camp, the tribesfolk live in large, round tents made of deerskin and supported by wooden shafts
people of the wild, as revealed by their tribal names—the Elk, the Tiger, the Wolf, the Bear. They are the tribes of Icewind Dale, proud and strong, bound to ancient traditions that have kept them alive
Magic Items
Curse of Strahd
Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with
reduce the target to 0 hit points, you gain 2d6 temporary hit points.
Any creature can wield the spear, but only the character chosen by Kavan to wield it gains a +2 bonus to attack and damage rolls made with this magic weapon.
Monsters
Bigby Presents: Glory of the Giants
livestock among giants. The rams’ fleece stores magical energy by absorbing ambient magic and drawing power from spells. While a ram is alive and unshorn, it uses its fleece’s magic for self
-defense, channeling the power it absorbs into a magical blast to drive off predators.
If the fleece is shorn from the ram without damaging the creature, it can be made into a protective magical
Monsters
Van Richten’s Guide to Ravenloft
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny scarab. The swarm can’t regain hit points or gain
temporary hit points.
Skeletonize. If the swarm starts its turn in the same space as a dead creature that is Large or smaller, the corpse is destroyed, leaving behind only equipment and bones (or
Monsters
Waterdeep: Dungeon of the Mad Mage
Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carrying capacity.
Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Stone Camouflage. The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.Multiattack. The korred makes two Greatclub or Rock attacks.
Greatclub. Melee Weapon Attack: +9
AttacksCommand Hair. The korred has at least one 50-foot-long rope woven out of its hair. The korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller
Magic Items
The Book of Many Things
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force. Striking
a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it.
Monsters
The Wild Beyond the Witchlight
Consume Life. As a bonus action, the will-o’-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10
check, attack roll, or saving throw made by it. No creature can have more than one of these magic boons at a time.Lightning, PoisonAcid, Cold, Fire, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Curse of Strahd
target is wearing armor made of metal), range 60 ft., one target. Hit: 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Shocking Bolt","rollDamageType":"lightning"} lightning
or value to anyone.
The armor that Strahd wore into battle when he was alive lives on today as a headless, animated suit of plate armor. The armor is painted burgundy and adorned with golden angelic
Magic Items
The Book of Many Things
You gain a +1 bonus to attack and damage rolls made with this magic whip. When you hit a creature or object that is Large or smaller with this whip, you can pull that creature or object 5 feet toward you instead of dealing damage.
Monsters
Curse of Strahd
attacks with its flailing and stomping roots. It can also use its roots to fling large rocks.
Hut Interior. The hut is a 15-foot-square, ramshackle wooden building with a gently sloping thatch roof. Its
Wizard of Wines vineyard. The gem was one of three imbued with life-giving magic that made the grapevines in the vineyard healthier, guaranteeing the finest wines. Baba Lysaga stole one of the gems and
Monsters
Acquisitions Incorporated
Defensive Advantage. As long as two or more of Splugoth’s allies are within 5 feet of him and are not incapacitated, attack rolls against him are made with disadvantage.
Nimble Escape
you get taken prisoner by a group of sociopathic adventurers who end up letting you die after you save their sorry lives. One minute, you’re a dead goblin named Splug. And then you’re alive
Monsters
Waterdeep: Dragon Heist
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit
points.
Mechanical. The swarm is made up of Tiny constructs and doesn't require air, food, drink, or sleep.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} piercing damage, and the target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the tlincalli can’t use the spiked chain
alive. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these captives back to their encampment and tie them to cacti or rock formations. When the
Monsters
Van Richten’s Guide to Ravenloft
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can’t regain hit points or gain
whispered chanting
3
Skeletal visages, giant eyes, or the faces of nearby creatures appear in relief amid its mass
4
Occupies and animates a corpse or other debris as if it were alive
Bludgeoning, Piercing, Slashing
Monsters
Icewind Dale: Rime of the Frostmaiden
frostbite to ravage the exposed parts of their bodies, with only their faith in the Frostmaiden keeping them alive.
Chardalyn Weapons. A chardalyn berserker wields one or more weapons made wholly or
damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.Chardalyn berserkers are Reghed nomads who wield weapons made of chardalyn
Monsters
Out of the Abyss
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Spiderbait has advantage on checks made to avoid being surprised.Scimitar. Melee Weapon Attack
);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Shortbow","rollDamageType":"piercing"} piercing damage.Goblins are small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. Individually weak, they gather in large numbers to torment other creatures.
Monsters
Out of the Abyss
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Yuk Yuk has advantage on checks made to avoid being surprised.Scimitar. Melee Weapon Attack: +4
);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Shortbow","rollDamageType":"piercing"} piercing damage.Goblins are small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. Individually weak, they gather in large numbers to torment other creatures.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
uses this bonus action again:
Slippery Oil. The boggle has advantage on Dexterity (Acrobatics) checks made to escape bonds and end grapples, and it can move through openings large enough for a Tiny
creature without squeezing.
Sticky Oil. The boggle has advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object
Monsters
Spelljammer: Adventures in Space
(like a starfish), or have no definable shape. From a distance, an esthetic is easily mistaken for a giant, space-dwelling jellyfish or cephalopod. Its outer shell is made of bioluminescent resin.
An
with a touch.
An esthetic can survive indefinitely on the Astral Plane, provided its creator is alive. If the esthetic’s creator dies, the esthetic sickens over a period of 1d12;{"diceNotation
Magic Items
Waterdeep: Dragon Heist
This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native to the Underdark. If you use an action to speak the command word and
throw the feather into a Large unoccupied space on the ground within 5 feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollAction":"Shield","rollDamageType":"bludgeoning"} bludgeoning damage, and Jarund pushes the target 5 feet away from him if it's Large or smaller. Jarund then enters the space vacated by the target. If
his life, and age has made him cautious. He has seen other kings and queens rise and fall, has made war with friends and peace with his enemies, and has led warriors he knew as babes to their deaths
Monsters
Tales from the Yawning Portal
Adhesive Blossoms. The thorn slinger adheres to anything that touches it. A Medium or smaller creature adhered to the thorn slinger is also grappled by it (escape DC 11). Ability checks made to
damage.A corridor inside The Hidden Shrine of Tamoachan is the site of a long, narrow pit with a number of large bushes along its floor. Though they might appear harmless at first, these thorn slingers are doubly dangerous, as anyone who falls into the pit or tries to traverse it soon discovers.
Monsters
Icewind Dale: Rime of the Frostmaiden
can use its action to polymorph into a Large hyena or a Medium cloud of mist, or back into its true form.
While in hyena form, the vampire can’t speak, and its walking speed is 50 feet. Its
vampire is restrained. Otherwise, it moves to attack what it perceives to be the closest source.
Repulsed by Perfume. The vampire has disadvantage on melee attack rolls made against any creature
Magic Items
Storm King's Thunder
A navigation orb is a hollow, 7-foot-diameter sphere of thin, polished mithral with a large skye (cloud) rune embossed on its outer surface. The orb levitates 10 feet above the ground and is keyed to
speed of 1 mph in a straight line, in a direction of your choice, until the castle stops or is made to stop, or until another action is used to change its direction. If this movement brings the castle
Monsters
Acquisitions Incorporated
damage.
Constrict. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Constrict"} to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6);{"diceNotation
resembles a cross between a centipede and a crocodile - and which is made entirely of clockwork.Lightning, Poison, Psychic
Monsters
Eberron: Rising from the Last War
feet of the warforged, they must use spears or weapons with reach and the target must be Large or larger.
Siege Monster. The warforged titan deals double damage to objects and structures.Multiattack
age, then turned over to artificers working for the dragonmarked houses during the Last War. House Cannith studied these designs, and in the course of uncovering the secrets of the golems and the giant artificers who made them, House Cannith created the first warforged titans.Poison, Psychic






