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Returning 35 results for 'make same with only advanced for for link'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
it has a psychic link. The elder brain breaks the creature’s concentration on a spell it has cast. The creature also takes 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Break
Concentration","rollDamageType":"psychic"} psychic damage per level of the spell.
Psychic Pulse. The elder brain targets one creature within 120 feet of it with which it has a psychic link. The target
Monsters
Fizban's Treasury of Dragons
Spider Climb. The gem stalker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Unusual Nature. The gem stalker doesn’t require food or
(2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.Protective Link. When another creature the gem stalker can see within 30 feet
Monsters
Acquisitions Incorporated
clockwork dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Fire
advanced intellect allowing it to be programmed with a wide range of orders, as well as being capable of wholly independent reactions to potential threats.
Though most clockwork dragons have a breath weapon
Monsters
The Book of Many Things
Unerring Tracker trait to make one weapon attack as a reaction against the target of that ally’s Unerring Tracker.
Spellcasting. Brusipha casts one of the following spells, using Charisma as the
creature to 0 hit points, she gains 8 temporary hit points.Unerring Tracker. Brusipha magically creates a psychic link with one creature she can see. For the next hour, Brusipha knows the current
Monsters
Storm King's Thunder
As long as Lord Drylund and Slarkrethel are on the same plane of existence, Lord Drylund is considered to be within range of the kraken's telepathy. While this telepathic link exists, Slarkrethel can
upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. The noble's statistics can also be used to represent courtiers who aren't of noble birth.
Monsters
Spelljammer: Adventures in Space
Advanced Telepathy. Flapjack can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy.
Prone
Deficiency. If Flapjack is knocked prone, roll a die. On an odd result, Flapjack lands upside-down and is incapacitated. At the end of each of its turns, Flapjack can make a DC 10 Dexterity saving throw
Monsters
Mordenkainen Presents: Monsters of the Multiverse
surfaces, including upside down on ceilings, without needing to make an ability check.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft
of each of its turns, ending the effect on itself on a success.A neogi lives about a century. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject
Monsters
Spelljammer: Adventures in Space
Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Swarm. The swarm can occupy another creature’s space and vice
turns, ending the effect on itself on a success.A neogi lives about a century. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special
Monsters
Acquisitions Incorporated
subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. She
enough to hold in one hand and she has a hand free.Weighing in at just under 30 pounds and with a grandmotherly demeanor befitting her advanced age, Rosie Beestinger is easily mistaken for someone on the
Monsters
The Book of Many Things
effects on itself or any magic items in its possession, the target must make a DC 15 Charisma saving throw. On a failed save, a random spell effect on the target ends. If the target has no spell effects
Underdark.
Many scholars agree there’s a link between talon beasts, the constellation of the Talons (see chapter 13), and the Talons card found in a Deck of Many Things, but it’s not
Monsters
Bigby Presents: Glory of the Giants
link to elemental air, cloud giants who turn from the gods of the Ordning often gravitate to the service of Yan-C-Bin, Prince of Evil Air. These giants’ cunning, charisma, and sheer physical and
magical might make them well suited to leadership positions in the cults of Elemental Evil. A cult with a cloud giant at its head can be a formidable force of corruption and destruction in the world
Monsters
Mordenkainen Presents: Monsters of the Multiverse
traveled.
Unerring Tracker. As a bonus action, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action this creature learns the current
distance and direction to the target if it is on the same plane of existence. The link ends if this creature is incapacitated or if it uses this ability on a different target.
Incite the Hunters (Recharges
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Death Ray"}. The catoblepas targets one creature it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8);{"diceNotation":"8d8", "rollType":"damage
pestilence and rot created catoblepases as embodiments of their influence, while other stories link them to misfortune. Some such tales claim that swamp-dwelling hags tend catoblepases like cattle
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Acid Breath"}. The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw
spray tissue-dissolving enzymes from their tentacle ducts, reducing victims to puddles of slime and leaving only the pulsing brains unharmed. They have no knowledge of their link to illithids, so
Monsters
Adventure Atlas: The Mortuary
be dispersed by wind. It does not move with him.
Each creature that enters the fog for the first time on a turn or starts its turn there must make a DC 19 Constitution saving throw, taking 28 (8d6
: The Mortuary).
After eons of existence, Skall is in an advanced state of deterioration. Once a spry lich with a wrinkled frame, he now drifts listlessly through the Mortuary’s forlorn halls
Monsters
Storm King's Thunder
90--foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6);{"diceNotation":"22d6","rollType":"damage","rollAction":"Poison Breath","rollDamageType
each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength
Monsters
Mythic Odysseys of Theros
, without needing to make an ability check.
Web Walker. Arasta ignores movement restrictions caused by webbing.Multiattack. Arasta makes three attacks: one with her bite and two with her claws.
Bite
":"Bite","rollDamageType":"piercing"} piercing damage, and the target must make a DC 21 Constitution saving throw, taking 32 (5d12);{"diceNotation":"5d12","rollType":"damage","rollAction":"Bite
Monsters
Divine Contention
exhales dark energy in a 90--foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6);{"diceNotation":"22d6","rollType":"damage","rollAction":"Necrotic
or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon
Monsters
Curse of Strahd
(1 slot): animate objects, scrying
Spider Climb. Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.
Vampire Weaknesses. Strahd has the
intelligently and do everything you can to make him a terrifying and cunning adversary for the player characters.
When you run an encounter with Strahd, keep the following facts in mind:
Strahd
Monsters
Fizban's Treasury of Dragons
uses an action to wake it.
Moonlight Breath. The dragon exhales a beam of moonlight in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 21 Dexterity saving throw
, and placid lakes are among their favorite sites. Their whimsical nature makes them more likely than other dragons to establish multiple lairs even at a young age. They link their scattered sites with
Monsters
Fizban's Treasury of Dragons
an action to wake it.
Moonlight Breath. The dragon exhales a beam of moonlight in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 18 Dexterity saving throw, taking 49
them more likely than other dragons to establish multiple lairs even at a young age. They link their scattered sites with magic portals, often splitting their time between the Feywild, the Material
Elder Brain
Legacy
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Monsters
Volo's Guide to Monsters
the saving throw at the end of each of its turns, ending the effect on itself on a success.
Psychic Link. The elder brain targets one incapacitated creature it can perceive with its Creature Sense
trait and establishes a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its
Flumph
Legacy
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Monsters
Monster Manual (2014)
Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy.
Prone
Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Knightly Lance, you must take the Advanced Weapon
attack. If a target enters your reach while you wield a weapon with this property, you can use your Reaction to make a melee attack with the weapon against that target.
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Double Blade, you must take the Advanced Weapon
attack. If a target enters your reach while you wield a weapon with this property, you can use your Reaction to make a melee attack with the weapon against that target.
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Double Spear, you must take the Advanced Weapon
attack. If a target enters your reach while you wield a weapon with this property, you can use your Reaction to make a melee attack with the weapon against that target.
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Returning Club, you must take the Advanced Weapon
returns to you. When you make a ranged attack with a Returning weapon, the weapon returns to you immediately after hitting or missing the target. You can catch the weapon if you have a hand free to do so.
Plane Shift
Legacy
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Spells
Basic Rules (2014)
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on
unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Chakram, you must take the Advanced Weapon Proficiency
you. When you make a ranged attack with a Returning weapon, the weapon returns to you immediately after hitting or missing the target. You can catch the weapon if you have a hand free to do so.
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Polearm, you must take the Advanced Weapon Proficiency
. If a target enters your reach while you wield a weapon with this property, you can use your Reaction to make a melee attack with the weapon against that target.
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Sabre, you must take the Advanced Weapon Proficiency
miss with a Swift weapon, you have Advantage on the first attack roll you make with the weapon against the same target before the end of your next turn. If that attack hits, it also deals an extra 1d4 damage of the weapon’s normal damage type.
Yuan-ti Malison (Type 3)
Legacy
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Monsters
Monster Manual (2014)
calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought.
Yuan-ti culture was among the richest in the mortal
, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design.
Yuan-ti leaders
Adult Green Dragon
Legacy
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Monsters
Basic Rules (2014)
. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6);{"diceNotation":"16d6","rollType":"damage","rollAction":"Poison Breath","rollDamageType":"poison"} poison damage
saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Sheathed Staff, you must take the Advanced Weapon
creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Guardian Poleaxe, you must take the Advanced Weapon
oncoming attack. If a target enters your reach while you wield a weapon with this property, you can use your Reaction to make a melee attack with the weapon against that target.






