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Returning 35 results for 'make same with only allies flies for lower'.
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Classes
Player’s Handbook
Make a Deal with the Lower Planes
Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus
Magic Items
Dungeon Master’s Guide
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a
Magic Items
Dungeon Master’s Guide
While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only
you and didn’t create an area of effect, you can take a Reaction to deflect the spell back at the spell’s caster; the caster must make a saving throw against the spell using their own spell save DC.
Spells
Player’s Handbook
Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal
;Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Flyby (Air Only). The spirit doesn’t provoke Opportunity Attack;Opportunity Attacks when it flies out of an
Magic Items
Dungeon Master’s Guide
long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Monsters
Monster Manual
"}. Failure or Success: The demilich can’t take this action again until the start of its next turn.
Grave-Dust Flight. The demilich flies up to its Fly Speed, shedding grave dust. Each creature
presence, creating the following effects:
Enervating Domain. Whenever a creature other than the demilich or one of its allies finishes a Long Rest within 1 mile of the lair, the creature must succeed on a
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had
feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back
Spells
Player’s Handbook
Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check
Spells
Player’s Handbook
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area
affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for
Spells
Player’s Handbook
kind of creature, as long as the creature’s size is no larger than the object’s size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies
duration, the spell lasts until dispelled.
An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.
Creature into Creature. If you turn a
Magic Items
Dungeon Master’s Guide
Hammer. With these tools, he forged the Axe of the Dwarvish Lords.
Armed with the Artifact, the prince brought peace to the dwarf clans, ending grudges and answering slights. The clans became allies
deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a creature of the Giant type. Immediately after hitting or missing, the weapon flies back to your hand.
Blessings of
Monsters
Monster Manual
(excluding the hag and its allies) within 1 mile of the lair subtract 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Lapsus Linguae"} from any ability check they make when they take the
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
Magic Items
Dungeon Master’s Guide
slot of the spell’s level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell using
. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule.
86–90
A Hostile Swarm of Bats flies out of the hat, occupies your space
Spells
Player’s Handbook
. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.
Until the spell ends, you can take a
Spells
Player’s Handbook
it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours
Throw: DC equals your spell save DC, the target. Failure: Until the start of its next turn, the target can’t make Opportunity Attack;Opportunity Attacks, and its Speed is halved.
Actions
Magic Items
Dungeon Master’s Guide
benefits.
Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an Undead, or a servant of a god from the Lower Planes
addition, Fiends and Undead within the halo’s Bright Light make attack rolls against you with Disadvantage.
Random Properties. The Book of Exalted Deeds has the following random properties:
2
Spells
Player’s Handbook
determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature
make an ability check.
Actions
Multiattack. The insect makes a number of attacks equal to half this spell’s level (round down).
Poison Jab. Melee Attack Roll: Bonus equals your spell attack
Magic Items
Dungeon Master’s Guide
one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
the devil’s allies and followers a few times before being able to confront the devil.
In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or
Magic Items
Dungeon Master’s Guide
rejects you but also places a curse on you, causing you to make D20 Test;D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re
time you throw the weapon, it flies back to your hand after the attack.
81-85
The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.
86-95
You can take a Bonus Action to
Magic Items
Dungeon Master’s Guide
the creature, the figurine doesn’t become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after
duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to
Monsters
Stranger Things: Welcome to the Hellfire Club
Pack Tactics. The hound has Advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally doesn’t have the
);{"diceNotation":"5d6", "rollType":"damage", "rollAction":"Fire Breath", "rollDamageType":"Fire"} Fire damage. Success: Half damage.Unrelenting Warden of the Lower PlanesFire
Spells
Forgotten Realms: Heroes of Faerûn
Bonus Action on later turns, you can unleash a shining bolt from the mote, targeting one creature within 120 feet of yourself. Make a ranged spell attack. On a hit, the target takes Force or Radiant
of level 7 or lower that targeted only you and didn't create an area of effect, you can take a Reaction to deflect that spell back at the spell's caster; the caster makes a saving throw against that spell using that caster's own spell save DC.
Monsters
Eberron: Forge of the Artificer
Pack Tactics. The heir has Advantage on an attack roll against a creature if at least one of the heir’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated
Beast. The heir targets a Beast it can see within 30 feet. The target can take a Reaction to move up to half its Speed and make one melee attack.
Feats
Eberron: Forge of the Artificer
Dragonmark Feat (Prerequisite: Eberron Campaign, Can’t Have Another Dragonmark Feat)
You gain the following benefits.
Wild Intuition. When you make an Intelligence (Nature) or Wisdom (Animal
Friendship or Speak with Animals if the creature’s Intelligence score is 3 or lower.
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of
Monsters
Forgotten Realms: Adventures in Faerûn
. That Manshoon is dead, and the current Manshoon is one of the original’s many clones. Being a magical copy rather than an original doesn’t make Manshoon any less of a threat, as he’s
duplicate himself, his allies, and even his rivals. Manshoon knows that keeping people guessing about hidden identities makes them easier to manipulate.
Manshoon usually wears a mask and concealing
Monsters
Astarion's Book of Hungers
sap the body and mind. Creatures (excluding the vampire and its allies) that finish a Short or Long Rest while within 1 mile of the lair make a DC 15 Wisdom saving throw. On a failed save, a creature
Monsters
Guildmasters’ Guide to Ravnica
Flyby. The angel doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Magic Resistance. The angel has advantage on saving throws against spells and other magical
","rollDamageType":"radiant"} radiant damage. If the target is within 5 feet of any of the angel’s allies, the target takes an extra 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction
Monsters
Tales from the Yawning Portal
roll against a creature if at least one of the sea lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Swimming Leap. With a 10-foot swimming start, the sea
","rollAction":"Claw","rollDamageType":"piercing"} piercing damage.A sea lion is a fearsome monster with the head and forepaws of a lion and the lower body and tail of a fish. Adventurers who delve beneath
Merfolk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
":"Spear","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.Merfolk are aquatic humanoids with the lower body of a fish. They live in small tribes beneath the waves.
Carpet of Flying
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
Four sizes of carpet
feet
A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.
Monsters
Planescape: Adventures in the Multiverse
’t provoke an opportunity attack when it flies out of an enemy’s reach.Multiattack. The avoral makes two Talon attacks. It can replace one attack with a use of Spellcasting.
Talon. Melee
and slow to anger, their supernatural virtue puts them at odds with the evil beings of the Lower Planes. Guardinals abhor wickedness and strike out against injustice and villainy without hesitation, determined to eradicate forces that threaten beauty and peace.Radiant
Tribal Warrior
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Pack Tactics. The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated.Spear. Melee or
used with two hands to make a melee attack.Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.
Monsters
Spelljammer: Adventures in Space
Explode. When the comet drops to 0 hit points, it explodes in a 20-foot-radius sphere centered on itself. Each creature in the sphere must make a DC 16 Dexterity saving throw, taking 28 (8d6
opportunity attack;opportunity attacks when it flies out of an enemy’s reach.
Illumination. The comet sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Siege Monster
Spells
Tasha’s Cauldron of Everything
Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
You are immune to fire
and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
Spectral wings
Magic Items
Tales from the Yawning Portal
.
Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove






